〘POLARIS.〙=Sign-Up/OOC=

Cresion Breezes

Beta Tester of Life
Original poster
LURKER MEMBER
FOLKLORE MEMBER
Posting Speed
  1. One post per day
  2. 1-3 posts per week
  3. One post per week
  4. Slow As Molasses
Online Availability
Afternoons to midnight-ish (EST)
Writing Levels
  1. Give-No-Fucks
  2. Intermediate
  3. Adept
  4. Adaptable
Preferred Character Gender
  1. Male
  2. Female
Genres
Hard Scifi, Psychological, Generally weird stuff, fantasy is cool, modern fantasy is also cool, crime/film noir
"Somewhere, sometime, upon a world where we must live in perpetual daybreak……"

~LORE~ ~INTEREST CHECK~ ~DISCORD~


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Whoo, it's been 500 years but I've finally finished up my RP setting.
〘POLARIS.〙is an anime-inspired sci-fi RP that takes place on a mysterious planet completely covered in a mechanic shell, where humans have taken shelter in large mobile fortresses. There are many dangers out in the mechanical wilderness, but miraculous devices known as "God Programs" were excavated from the shell, and wielded by people to push back against all impending doom.

Please check the lore thread for more information on the setting if you are interested!

I am your GM Cresion, some of you may have seen me around before, or not, that doesn't really matter. I'm generally pretty laid-back and I like unusual things, not that being unusual is something unusual these days though.
Anyways, check the rules first:


Rules.

-All Iwaku rules apply. Respect others pls.

-No Godmodding, metagaming, basic stuff. (Due to the setting of the RP, it may be possible to accidentally metagame some knowledge instinctually, but I will be very lenient with that.)

-There will be darker themes like death, violence, moral ambiguity etc, but I will not be age locking the RP so please keep 18+ content private.

-Posting quality expectations is intermediate to advanced, it does not have to be too long, but it should have a paragraph or two, or enough substance and interactions for others to respond to.

-If I get more CSs than what I think I can handle I will pick and choose who to accept. I’m hoping that doesn’t happen though.

-Discord is required, it will most likely be the primary mode of OOC communication.

-I will be trying to make a GM post every 10 days at maximum, this is also the expected posting frequency. I will move characters who have not had a post in 10 days along passively, and send them away from the story if no post for them has been made in 30 days. If you cannot post for an extended amount of time please inform me/other players.

-I understand the power system I made is...well, convoluted at best, but is also fairly flexible, please don’t hesitate to ask me any questions if you are having trouble with your character, the lore or anything else. If you want to do some character concept and don't know how to implement it I can most likely find you a way (or make one up) as long as it is not too outlandish.


I hope you read the rules I tried really hard to make them short, anyways here's the part people care about.

Character Sheets.



[Appearance Image]
(Art/Anime only please, feel free to supplement with descriptions or include things like height, eye/hair color etc.)​


NAME.


Age:
Race:
(Racial info here!)
Gender: (Series and auxiliaries who does not identify as one can write none, this is the future anything goes.)
Occupation: (GPO if they are one, but any other roles or responsibilities they have.)



God Program Name: (They are usually named after, well, actual gods and mythical figures, other iconic figures work too. Name can be as vague or as specifically related to the actual power as you want)
Compatibility Rate: (Available range is 50%-95% for PCs, bulk of the force are around 75%-90%, compatibility doesn’t equal strength, it’s more like the amount of innate talent one has for their ability.)
God Program Type: (Lore post about God Program types.)
Apotheosis Fluid Color: (Hex code, this will also be dialogue color for the sake of organization.)



God Program Ability: (Describe ability here, what it does, limitations etc. Feel free to consult me if you are struggling with making a certain type of power work in-universe.)
Weapons and Equipment: (If they have any, carbon fiber katanas or laser sniper rifles or whatever. If your character controls some special equipment as part of their God Program abilities, that belongs in the section above, but feel free to put some supporting stuff here if needed. Note there is very little man to man combat in most character’s daily lives, so keep that in mind when creating weapons.)



Personality:
Backstory:
(Again, feel free to ask me very specific worldbuilding related questions if you need details about how someone’s life would be under certain circumstances.)
Miscellaneous Info: (Any other personal info pertaining to the character that doesn’t fit in other categories, such as likes, dislikes, hobbies, theme song etc. This is optional.)




I don't really care about CS format as long as all the info is there, so feel free to make your own or just be simple if you don't want to, but here is the code to the simple format I did:

Code:
[CENTER][img](Image URL)[/img]
[/CENTER]


[B][FONT=Tahoma][SIZE=26px]NAME HERE[/SIZE][/FONT][/B]
[hr=4][/hr]

[B]Age:
Race:
Gender:
Occupation:[/B]

[hr]

[B]God Program Name:
Compatibility Rate:
God Program Type:
Apotheosis Fluid Color:[/B]

[hr]

[B]God Program Ability:
Weapons and Equipment:[/B]

[hr]

[B]Personality:
Backstory:
Miscellaneous Info: [/B]

 
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NPC Roster.

HALLEY FRIEDMANN​


HALLEY FRIEDMANN.
━━━━━━━━━━━━━━━━━━━━─╯


256 Years Old | Auxiliary | Male Appearance and Programming | GPO and Current Commander-in-Chief of Polaris’ Caravan Teams | #62B4FB

Halley has been the acting commander of Polaris’ caravans for the majority of the past two centuries, and has become an individual so ubiquitous with their God Program, that he had changed his own name to his program’s. The God Program “Halley” allows its users to split their mental processings into multiple facets, providing extremely high levels of parallel thinking and multitasking ability to them. Halley Friedmann, as an auxiliary, also received the ability to multiple and copy his consciousness upon attunement. He is capable of holding up to 512 individual facets of processing, which is often thought to be the upper limit of sentient species.

Professional while on duty but quite carefree at other times, most GPOs would have interacted with Halley at some point during their missions. Though during more quiet days, almost anyone can potentially run into him (or one of his processing facets) for more mellowed casual conversation.

He is self-conscious about his lifespan and is searching for a successor, but his efforts yielded little avail for the past few decades.

MAVI ESKANIGHT​


MAVI ESKANIGHT.
━━━━━━━━━━━━━━━━━━━━─╯


30 Years Old | Human | Female | Senior Caravan Driver & Engineering Consultant | #8CF8D0

Despite not being a GPO, having a compatibility rate of below 30% for nearly all known God Programs, Mavi Eskanight still forged herself a solid career as one of Polaris’ top caravan drivers. She has set and held multiple records for shell venturing in non-GPOs, and holds some of the highest scores for simulated caravan operation training. Her ability to operate high-speed variants of caravans reliably and talent in calibrating the linear acceleration system made her a primary pick for many long distant expeditions. She is known for piloting the “LITE” series, a set of long, narrow vessels that specialize in covering wide areas rather than go in-depth of the shell.

An adventurous and curious soul who knows no bounds, Mavi is quite fearless in the face of the unknown. She often puts in great efforts to get others interested in shell expeditions, but is usually rejected due to its inherent dangers. Though this doesn’t stop her from her eager and energetic (sometimes too energetic) endeavors.

-TBC-​

-NOT YET AVALIABLE-
-TBC-​

-NOT YET AVALIABLE-
 
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Mir Novitskaya


Age: 28
Race: Clone (Hybrid)
Gender: Female
Occupation: GPO, 3rd Generation
Description: A pale young woman with white hair and silver eyes. She's 168 cm tall and weighs 54 kg (5'6" & 119 lb).



God Program Name: NEPHILIM
Compatibility Rate: 88%
God Program Type: Systemic Control (Unique Model)
Apotheosis Fluid Color: #949AA6



God Program Ability:
Mir's God Program allows her to control NEPHILIM, a silicon-based biomechanical construct. The automaton stands roughly 3.5 meters in height with an eerie, skeletal appearance; pulsing tubes snake through its metallic vertebrae, and alloy-bone spurs jut from various points on its limbs and torso. Befitting a Unique Model, it exhibits considerable strength, speed, and durability, tearing through most obstacles with ruthless precision. NEPHILIM also possesses advanced self-repair capabilities, a function likely derived from its operator's Apotheosis Fluid. Finally, it can levitate or repel attacks using what seems to be some type of anti-gravity field, signified by concentric rings of light materializing over its head.

While the machine lacks true sentience, she can program it to carry out simple tasks, e.g. guarding an area or excavating debris, and it's capable of relaying basic sensory information to her in turn. The operator's cognitive state has a significant influence on NEPHILIM's behavior, meaning that it could potentially go "berserk" if she suffers a psychological breakdown and/or loses control of the God Program. To minimize this risk, she has undergone a number of treatments designed to enhance her mental stability.

Weapons and Equipment:
Transceiver Unit: A neural headset that can send and receive electromagnetic signals, such as radio waves or infrared transmissions, in areas with low interference. It can also project an armored visor over the wearer's eyes in the event of combat.
Adaptive Cloak: An experimental item that utilizes light refraction technology to render its wearer nigh-invisible on optical and thermal sensors. However, this effect can be disrupted by damage or sudden movement.
Engineering Kit: A collection of tools used to conduct repairs, modify devices, and harvest valuable (or edible) components from defunct machinery.



Personality: Beneath her composed demeanor, Mir is an inquisitive, detail-oriented individual whose primary motivator is the desire to understand how things work. She's endlessly fascinated by cybernetics, artificial intelligences, and mechanical systems; in a world filled with antediluvian technology, there's always something new for her to dismantle or study. As a result, she's easily distracted and often wanders off when left to her own devices. Many a scouting mission has been sidetracked by her detours to explore old structures or chase down unknown machines, with the ensuing reprimands doing little to curb this behavior. She dislikes being confined in a lab, preferring a more heuristic approach to scientific inquiry.

In spite of her eccentric nature, Mir can be surprisingly sociable, regarding each conversation as an opportunity to exchange information. She spends much of her downtime comparing notes with other engineers or God Program Operators. However, due to her precise mentality, some might find her to be slightly pedantic, as she has a habit of correlating everything that a person says or does. With casualties being a near certainty in their occupation, she tries not to grow too attached to her colleagues, instead treating them as passing acquaintances.

Backstory: Mir is the clone of a brilliant researcher. She was generated several years after the original's death in an effort to replicate their talents, a fact that she learned early on in life. At the same time, she endured the heavy expectations that had accompanied her creation; many assumed that she would follow in her predecessor's footsteps. Despite these factors, she received a rather normal upbringing in the residential sectors, as her guardians sought to adjust her personality and ensure that she reached her full potential. Mir displayed remarkable scientific aptitude during this period, and likewise scored high on preliminary compatibility tests - exceeding even her template provider in that aspect. When faced with the choice between pure academia or becoming a God Program Operator, she selected the latter without hesitation.

Mir underwent the conversion process at age 20, an experience that she would later characterize as "highly unpleasant, but not painful." Following approximately 32 hours in the conversion chamber, she attuned to the God Program "NEPHILIM," becoming the third individual to successfully do so. Since then, she's worked as a mechanical engineer and cybernetics specialist, joining numerous expeditions into the shell to excavate technology and collect research data.

Miscellaneous Info:
• Named after an ancient space station
• Visits her original's grave on the same day every year
• Wears lab coats when she's not in the field
[Character Theme]
 
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Sebastian Ergo


Age: 24
Race: Human
Gender: Male
Occupation: GPO/Soldier




God Program Name: Durum Metallum
Compatibility Rate: 65%
God Program Type: Self Augmentation
Apotheosis Fluid Color: Red




God Program Ability:

• Sebastian’s ability allows him to harden his skin into a metallic-like substance which can withstand copious amounts of physical damage and pressure. While the ability makes him almost as strong as a machine, he can still retain damage internally, such as bleeding, organ damage, tissue damage, and bone fracturing. The ability also makes him incredibly heat resistant, but any temperature exceeding 2000 degrees Fahrenheit will damage his insides. The substance from the ability itself resembles wrought iron, with a rough texture and a dark grey hue. The ability limits his flexibility, but not by too much, and he becomes heavier and much more dense than a normal human

Weapons and Equipment:

•Radio— His radio allows him to keep in contact with the Polaris and other allies

•Body Armor— While armor may seem redundant considering the nature of his abilities, it gives him protection when he’s not using his ability and helps defend against surprise attacks.

ED Rifle— His rifle fires a concentrated electro magnetic pulse that fries the circuitry of machines. The weapon is prone to quick overheating and sometimes doesn’t work as intended.




Personality:

• Most of the time, Sebastian is a care free and talkative individual, unless he’s in a dangerous situation. He uses jokes and banter to hide his true emotions from people and mask his fear of certain situations. He tends to get lost in his own thoughts quite often which can cause him to become distracted. He doesn’t like violence but will not hesitate to attack if him or his allies are in danger. He holds no remorse or feelings towards machines and robots, and actually holds a sense of hatred towards most artificial life. He takes his job seriously not just for his colleagues sake, but for his sister’s sake as well. He won’t hesitate to put himself in danger for others, if it means acquiring technology to further his own goals.

Backstory:

•growing up, Sebastian always wanted to explore the shell, but between school and taking care of his sick sister, he usually spent most of his time confined to his tiny cramped home in the residential sector. But after scoring decently on the preliminary compatibility test, he immediately took the chance to become a God Program Operator and search the shell for a cure for his sibling. He’d heard of all the wondrous and fantastical technological discoveries found within the shell and thought that perhaps there was a technology or medicine somewhere within the artificial planet that could cure his sister’s ailment. After going through the excruciatingly painful conversion process at 17, his program was given the name Durum Metallum and he became a soldier to aid and defend the excavators and engineers that salvage technology. He's not very savvy when it comes to complex tech and machinery, so he dedicates his skills and training to protecting those that can better understand the technical intricacies of the shell.

Miscellaneous Info:

• His sister is 21 years old.

• Durum Metallum means “Hard metal” in Latin
 
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Platon "Plat" Jarkko


Age: 23
Race: Human
Gender: Male
Occupation: GPO, works in the Vital Acquisitions Department (hereby known as VAD, more in bio)




God Program Name: Osteon Gothica
Compatibility Rate: 97%
God Program Type: Self Augmentation
Apotheosis Fluid Color: Gold (FBEB37)




God Program Ability:

Platon's haversian system, including his osteocytes/osteoblasts, have been not only effectively supercharged past that of GPO regeneration, but has also been connected to his nervous system in such a way as to switch it from an autonomic process of his biology into a somatic process.

To translate all that into English: Platon is capable of manipulating his skeletal structure to immense degrees, creating and disintegrating bones into a variety of shapes and sizes for a variety of purposes. These bone structures can be internal (underneath Platon's skin) or external (protruding from his skin, limbs or body.) Some examples of this ability include the following:

- Can create tools and weapons by growing a length of bone in the desired shape required, and then disconnecting the bone from his body.
- Can create bones for the purposes of protection, such as creating plates of bone which can be used like armor.
- Can remove certain bones for dexterity, for instance disintegrating certain bones to fit into tight spaces or bend limbs into awkward angles at the sacrifice of strength and durability of said limb/body.
- Can heal and reshape broken bones with expediency.
- Create lengths of cartridge for flexible materials and complex items.
- Can reshape bones for various purposes. For instance, extending and sharpening the Radius bone of his arm into an arm blade.
- As an emergency, can counteract extreme blood loss and damage by creating marrow structures to rapidly replace missing clood cells. However usually renders Plat incapacitated for considerable time.

These processes are not instantaneous, as it takes a few moments for each bone to form. Very complex structures that protrude from the body, such as large sections of external bone armor, require several seconds to form and in addition can cause debilitating pain and blood loss if conducted too quickly.

Weapons and Equipment:

When off duty and not actively at work, Plat at any given time is equipped with:

Civilian clothes: Simple civilian wear. Usually stained ripped up jeans, some boots, a dark burgundy jacket pot marked with pins and sewn patches of various kinds, a basic white T shirt and a watch.
Communicator: Small device for basic civil communications, "phone calls" and "texts" and what not.
A pen and notepad: Yeah
Paper mapbook of Polaris: Useful to have. Doesn't cover systems in detail but is enough to orient one's self.
Small switchblade: Hidden in the boot.
Osinami device: A small and cheap device which fits behind the ear, and keeps track of a wearer's basic bio-status such as pulse, heart rate, etcetera. Despite being told to wear it by Polaris authorities and the VAD often, Plat usually is not and instead keeps it in his pocket.

When at work under VAD, carries additional gear.

The Osinami Model 4 Tracker: A small and simplistic device, this small gadget works in tandem with Osinami devices which are scattered around and given to Polaris members on dangerous duties and expiditions. It's purpose is to aid VAD members in locating items and fallen GPO's. If a GPO or citizen of Polaris is wearing an Osinami device, VAD members can use the Model 4 Tracker in order to remotely monitor someone's basic health status as well as the relative direction in which the device user is located: Think of Osinami devices as distress or SOS beacons, and the Model 4 Tracker as a device which tracks said SOS/distress beacons.
Basic toolkit: Wrenches, screwdrivers, a hammer, a small pack of simple tools.
Mobility equipment: Essentially just basic items for navigating the Polaris such as a rope, aluminum clip, bungee chord, harness, etcetera.
Basic Sealsuit: Though the suit looks tactical and high-tech, it's function is actually more practical than it is technical. A Sealsuit is given to particular GPOs in which their abilities might be destructive to the clothes on their body. An example might be a GPO that can grow in size and would rip apart their clothes or something like that. These Sealsuits essentially are made from fabrics and materials that "self seal" and repair themselves. That way, when the smoke clears, GPOs like Plat aren't left with ripped up uniforms and clothes. Nothing feels more awkward than getting out of a scrape and realizing you're naked! This Sealsuit provides no other real benefit, and offers no other protections. (Example of appearance in Misc)
A Blaster: This small, brutish weapon is a remnant of much older times. Some speculate it's design and function predates that of Polaris, but regardless these weapons specialize in prioritizing two design principles: They are insanely cheap and easy to mass produce, and they are very powerful given their small size. These weapons are easily found all over Polaris, so ubiqouitous as to earn the generic title of 'Blaster', but most iconically they are distributed as the standard side-arm for VADs whose jobs are not combative enough to warrant larger weapons such as the machine guns and rifles in the soldier program but is still dangerous enough to require some means of self defense.

This small handheld firearm comes chambered in 6×30mm ammunition, typically with 20 round magazines. There is a semi-automatic function as well as a full-auto function which fires at around 800 RPM. In any other circumstance it would just be your average normal pistol... Except for Plat's. Plat's pistol has been modified to house a secondary weapon system, right in front of the trigger housing. Using a second trigger, Plat can utilize a "revolving cannon" loaded with up to four 15mm shells. These shells can be explosive, slugs, or even small buckshot. This creates tremendous recoil that can be quite literally arm breaking if one is not careful, and is not nearly accurate for long ranges. However it is an extremely powerful and deadly last-ditch option. (Example of appearance in Misc)



Personality: As they say, Platon is one screw loose. In reality endemic experiences with trauma in both the VAD unit and loss of his sibling, as well as strange emotional mood shifts from his GPO conversion, has made a mess of Platon. Poor Platon is neurotic and paranoid at nearly all times. Behind every wall; a threat. Behind every smile; a scheme. In every dark shadow; a looming figure waits. It's hard for Platon to focus on any one thing for very long and it's hard for Platon to operate socially. He invents things that might be true, theories that very well could be, but are in every way unprovable. After all Platon knows what he is: He doesn't want to seem this way, doesn't want others to think of him as crazy, and it's easier to make himself seem normative if he can convince others of a very unusual world.

However, sometimes, a light shines through... Sometimes when it's least expected Platon's emotional and behavioral range drastically pulls back into a calm and meditative state. In this state Platon can function normally, does not panic or worry, and briefly it seems as if Platon is an entirely new person. This usually happens when he is surrounded by those rare few he trusts, and can either happen in moments of extreme calm and levity or in moments where the pressure is on and lives are on the line- but it is always only when there are friends and family nearby.

Backstory: Platon was born relatively normal, into a relatively normal family in the residential sector of Polaris. Their family had been offered lodging in the upper areas of Polaris, to account for the fact that Platon's father was an outpost worker, but Platon's mother- who was head of household- declined due to the risks living there. He was born as a set of twins; he was the eldest twin, and his twin sister Maxene was his counterpart. Growing up life was relatively good, and their mother largely provided for them as she worked in Polaris' government and administration. Though their mother, for this reason, was often absent and at work the majority of the days, Platon and his sister was often left to their own devices in childhood. Thus Platon and Maxene became more than just siblings, but childhood playmates and good friends as they relied on one another to keep company.

Everything changed though, when preliminary tests for both Platon and Maxene revealed that both of them had GPO compatibilities above the 95% mark. Such a discovery was landmark at the time, and briefly became local news. For the researchers of Polaris, there was no better opportunity to study and discover upon the relationship of genetics and GPO abilities/traits. However, terrified of what might become of her children, Platon's mother vehemently fought against the system and prevented her children from getting put into the GPO program for two whole years until she died of natural causes.

With no parent or legal guardian readily available, at the age of 16 there was nothing to prevent both Platon and Maxene from undergoing the GPO program and conversion. Both Platon and Maxene were converted simultaneously, and for Platon the conversion was remembered relatively well- in that he fell into a deep unremembered sleep. However, despite the +95% GPO compatibility and against all odds, Maxene did not survive the conversion. Instead, her body simply melted away and she was simply gone when the chamber opened again.

When Platon stumbled out of the coffin, Platon was remarkably different. On edge, anxious and constantly wary of everything. So hard was it for him to function socially that the GPO program considered just letting him go altogether, cutting him loose. However as Polaris authorities were still deliberating Platon, on a passing chance, happened to witness a particularly violent break on the upper level of Polaris. Despite his personality, in an odd and sudden transient feeling of clarity, Platon rushed into the wreckage and saved the life of a senior and her two grandchildren. This act of valor allowed Platon to instead undergo training in the VAD.

VAD is hard to explain, but it's roots are easy to trace. VAD was first created hundreds of years ago when Polaris was still coming into it's own, and crises were still quite common. An engineer and GPO, a woman by the name of Kira Osinami, became trapped in a large subsection of Polaris' lower levels. After a slew of failed rescue attempts and lives lost, a group of rescuers successfully managed to recover and save the life of Kira Osinami. Shortly there after, Ms. Osinami and the team that rescued her convalesced into an organized group dedicated to search and rescue. At the time, they were called Blueshirts on account of their blue jumpsuit uniforms. Centuries later though, and after multiple iterations and structural changes, the organization is now known as the VAD.

The jobs and duties of the VAD range widely and aren't very well specified, but generally speaking VAD's range of responsibilities involve recovering things and people from dangerous places. If a GPO goes missing or requires rescue somewhere, VAD is called. If a critical and valuable item is lost and needs recovery, VAD is mobilized. The VAD is also responsible for the creation and distribution of Osinami devices to the general public as well as all manner of expedition safety and recovery devices like it. Since the work and responsibilities of GPO and Polaris personnel is fluid, people who work in the VAD typically function alone in singular units called Vital Asset Units (VAU, pronounced "Vow") that are integrated into other teams and organizations. In this way, being a member of VAD or being a VAU is less like a job and more like a specialization.

The work done by VAD, as one can imagine, is highly dangerous. Very little GPOs who work regularly in the program get to retire or move onto other work, with a few notable exceptions. Since then, Platon has been working off and on in the VAD.

Miscellaneous Info:

Refs for Platon's equipment:

What a typical Sealsuit looks like (female variant of course)
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(Art by Gregory Vlasenko)

Platon's blaster, modified with an "under-barrel" snub nosed launcher.
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(Art by Jose McCallum)
 
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Valerie Solin


Age: 26
Race: Sife
Gender: Female
Occupation: GPO, Assistant at the Analysis Dept.



God Program Name: Muhen
Compatibility Rate: 83%
God Program Type: Simulation
Apotheosis Fluid Color: #44d7a8



God Program Ability:
Muhen is a simulation GP which allows Valerie to feel and see future dangers and how to avoid them. When not concentrating at all (even during sleep), the flashes (i.e. feelings and images related to some hazardous event) are relatively random and occur mainly for the most perilous of dangers. There is no limit for how far in the future Val can see/feel, but the more distant an event, the hazier the details, and the more threatening and less avoidable the event is likely to be.

When she is generally aware, attentive, focused, or even actively concentrating on predicting something, the results are much clearer and useful. For example, during combat, she can predict enemy movements, and to a lesser extent even those of her allies’ – for those can lessen or sometimes increase the risk of certain of her actions. Because of Muhen, she can evade, parry, and plan better, her attacks are more accurate, and she’s usually aware of enemies’ weak points. For scouting or resource gathering missions, Val serves as an additional layer of security just by being there, since she can detect potential unexpected hazards and the like. As for her shifts in the Analysis Dept., Valerie helps with risk assessment, mission prep., and similar by getting immersed in various computer simulations or data processing, to which she can add plenty of insight.

Of course, Val is not omnipotent (and she would be the first to tell you so). She senses things that might be treacherous to her – directly or indirectly – so she can’t find out about things that would have a negligible effect on her. She can also get overwhelmed – by sensing too many perils or trying to analyze too many scenarios (whether at once or in succession). Of course, not everything she learns about might be preventable either. To keep her brain in peak condition, she requires a good sleeping routine, and often supplements her waning concentration by consuming plenty of chocolate or imbibing things such as cola, energy or sports drinks, coffee with plenty of sugar et cetera.

Weapons and Equipment:
  • Armor. A combination of safety and military gear, offering decent protection and mobility.
  • Assault rifle. Standard issue military rifle (plus ammo).
  • Energy handgun. Can paralyze or fry enemies (plus batteries).
  • Knife. For utility and combat.
  • Communicator. For contacting allies.
  • Tablet. A device combining several applications, including a map, GPS, scanner, self-updating information base, and a note-taker.
  • Camera. Integrated into her protective eyewear, Valerie can use it to take photos or make videos.
  • Backpack. For various supplies, adjusted pre-mission depending on what’s likely needed; usually a variety of excavation and repair tools. Also, always contains snacks and drinks.



Personality:
Confident, laid-back, and amicable, it is evident that Valerie is in a good spot in life and pleased with how things are going. She is optimistic, resilient, and deals with stress fairly well. Most wouldn’t believe it even if they saw it, but Val follows a strict routine and is highly self-disciplined. She optimizes her free time so that when she does work, it can be at peak capacity. She had been too eager during her early years as GPO to the point that she suffered burnout, and after she recovered, she decided never to push herself so far again – it was terribly inefficient and unpleasant, after all. Now, she is conscious of her own physical and mental wellbeing, and is good at taking care of herself.

That is not to say Valerie experiences no anxieties; she has a few persistent ones that she doesn’t let others see and sometimes hides even from herself. Ever since her father’s death, she’s been terrified to lose any other family member, especially either of her siblings. She is also scared of letting a teammate die on her watch, so she usually endeavors to stick close to them on missions. Val is sensitive to unexpected situations, and dreads there may come an event she should have foreseen but hadn’t. She also stresses about things she can predict yet not do much about; it makes her feel particularly helpless. Valerie also despises making mistakes or acting wrongly, as it engenders a nasty bitterness in her.

Backstory:
Valerie lived most of her life in the residential sector with her parents and two siblings. When she was younger, she was very close with her brother Lyon (two-and-a-half years older), and often spent time with him exploring outside. When she was 10, however, Lyon was accepted into an accelerated schooling program, and became focused on his studies. Val was left with the option to look after her younger sister Adriel (six years her junior) or being on her own. She usually chose the latter.

Val was certain she’d follow one of her parents’ footsteps – her father working as part of Polaris’ internal security and her mother a technician for the engine sector – until her compatibility testing. Unlike anyone else in her family, Valerie’s was high enough that it was not only recommended but encouraged for her to become a GPO. Since she was also adventurously inclined, she decided to go for it. However, since her parents didn’t agree, it took until she was of age at 18 years for her to go through the process. It lasted only a few hours, but was intensely psychedelic. Thankfully, her memories of it soon grew hazy. And while her family never quite accepted her decision to become a GPO, their relief at her successful attunement was palpable.

Two years after becoming a GPO, Valerie’s father died, and the previously distant relations to her family were additionally strained. However, Val made the effort to support her younger sister, and eventually managed to reconnect with her. She sees her mother for the occasional family meeting, while she sometimes works alongside her brother in the Analysis Dept. (not that the experience is particularly pleasant, since Lyon’s become quite the grouch). Besides that (resolved) upheaval to her family life, Valerie settled into her position as a GPO. Now, her adult and working life is at a relatively stable point – as stable as it ever gets for a GPO, in any case.
 
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Francoise "Frank" Montagne


Nicknames: Frank, The Mountain
Age: 37
Race: Human
Gender: Male
Current Occupation: GPO
Former Occupation: Policeman



God Program Name: Ekhos
Compatibility Rate: 75%
God Program Type: Self-Augmentation
Apotheosis Fluid Color: Gray (#adadad)



God Program Ability: Force Multiplier
Frank's core ability is to exponentially multiply the force of his unarmed and melee-based attacks. As a result, a seemingly normal jab can carry the force equivalent of an Anti-Material Rifle's bullet when it makes contact with the target. When observed with mundane senses, Frank's melee blows sound as if the air has been compressed then violently released at the point of contact, creating that distinctive cacophonic echo. Interestingly, the recoil Frank experiences is minute compared to what his blows can do, as if the attack was done normally without any God Program-related powers. A simple, straightforward power befitting the no-nonsense man.

Extra Notes:
-This power doesn't work with ranged weapons, including guns and thrown projectiles.
-Like all GPOs, Frank possesses the baseline power that they all share, that being ageless, enhanced regeneration, and extraordinarily efficient bodily functions.

Weapons and Equipment:
As both a God Program Operator and ex-policeman, Frank never slacks on the importance of equipment maintenance and readiness. In each and every assignment, no matter how trivial, he always makes sure he's prepared for the worst. Expect the unexpected, that principle has saved his hide more times than he can count.

Barring any extraordinary circumstances, Frank usually carries:
-Forcehammer: His signature weapon, custom-manufactured to synchronize well with his Force Multiplier power. The warhammer-esque weapon is capable of transferring Frank's augmented blows to the target, sundering and shattering even the sturdy armor of hostile mechanoids. It is a simple weapon with one simple job, cracking the uncrackable.
-Riot Shield: A sturdy riot shield with adjustable sizes, between the size of a kite shield to a full body scutum. Frank is a veteran combatant and his years of experience taught him that pride comes before a fall. There is no shame in taking cover behind a shield and no merit in recklessly charging forward without protection.
-Pistol: His sidearm in case he's forced to engage in ranged combat. As his powers do not work with ranged weaponry, this is not an ideal weapon for him but it helps in having a backup.
-Kevlar Vest and Combat Uniform: Reinforced with Hyperweave, an incredibly tough silicon-based material yet light as carbon. Frank will never get caught going on a mission without them. The uniform includes glasses to protect his eyes, the one weakspot common to GPOs.
-Field Radio: A portable radio for constant communication with HQ and teammates. He also carries spare walkie-talkies to distribute to his squadmates during missions.
-Military Backpack: A large backpack designed to provide as much space as possible without compromising mobility. Frank fits this backpack with important gadgets and supplies.


Personality:
Dutiful, straightforward, steadfast, and unflinching. Such words describe Frank well as he truly lives up to his moniker, "The Mountain". Frank grew up in a household of policemen and soldiers of Polaris, their teachings of loyalty and duty stuck with the human man until now. He is a professional soldier through and through, mentally and physically capable of tackling combat situations with a level head. Being a GPO is certainly no easy job and only fools say otherwise.

Outside of missions, the brown-haired man can be seen participating in combat drills, always keeping his skills sharp. However, this doesn't mean he can't enjoy the good things in life. After all, he does what he does so people can be happy, including himself. Frank enjoys cracking a cold one with the boys as well as he enjoys cracking the shell of hostile mechanoids. He has a soft spot for children and can often be seen visiting orphanages to socialize with the next generation.

On the flipside, his no-nonsense attitude can be rather overbearing sometimes, especially to the more laid-back individuals. Frank has little tolerance for shenanigans during missions and considering how diverse the GPOs are, some of them can rub him the wrong way. Some would say that he has the personality of a brick wall, well, he'd say that it was better to be a brick wall than a wet splatter under a hostile mechanoid's treads.

Backstory:
Frank's father was a policeman and his mother was a radio operator, quite a significant number of his uncles and aunts worked in occupations that would involve engaging in combat as part of the job. There were a few GPOs in the extended family and as it would later turn out, Frank was one of them.

Ever since little, Frank had always possessed this 'guardian knight' streak about him, an anti-bully in other words. He had little tolerance for other children who bullied others weaker than them and would often stand up for those who couldn't stand up for themselves. He wasn't afraid to throw down with those he deemed as deserving and coupled with his brawn, he had gained quite a reputation. Bullies would eventually cower and shiver at his presence, running away just with a stern stare from him.

Upon coming of age, Frank decided to follow in his father's footsteps and joined Polaris Police Department. Due to his diligence, professionalism, and bravery, his progressed smoothly in his career. These qualities also made him scouted by the GPO program and he was offered a chance to be one. After discussion with his family and taking the compatibility test, Frank decided that he could better protect Polaris as a GPO, thus, he consented into the program even though it meant he had to resign from the police force as GPOs weren't allowed to meddle in combat-related internal affairs.

Frank - along with other recruits - entered the conversion chamber. He, in particular, spent 4 hours in the chamber, his blood replaced by grayish Apotheosis Fluid. When he exited the chamber, he was still himself yet... different. Physically, his muscle mass had increased and he was around 10 inches taller than before. When asked about what he experienced, he'd tell that he felt... determination instilled in him, confidence, power. He was the unstoppable force that would break any and all who threatened the sanctity of Polaris. Previously as a policeman, now as a God Program Operator.

Come what may, he was ready.

Miscellaneous Info:
-Frank's God Program name is based off "Echo/Ekho" of Greek Mythology.
-His looks is based off Big Boss of Metal Gear Solid franchise.
 
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Safira Lenax


Age: 31
Race: Human
Gender: Female
Occupation: GPO, First Generation. Head of the Maria's Hallowed Grace Orphanage and Charity Kitchen.



God Program Name: Chimera
Compatibility Rate: 93%
God Program Type: Self-Augmentation
Apotheosis Fluid Color: #DDA0DD



God Program Ability: One of the more complex God Programs, Chimera is able to make some truly astonishing changes to its user's physiology and, as some concerned whispers theorise, maybe even their psychology. It is extremely versatile; though that does not appear so at a first glance. This is because at its surface, it is merely a constantly operating God Program that increases its user's strength and resilience, when compared to GPO baselines, by a factor of roughly three. It is only when the user touches another object or being, do things start to get really interesting.

Firstly, Chimera is capable of consuming materials by direct contact, at a rate of roughly five kilograms per second. These materials are stored in a raw, molecular form inside the user, thus increasing their mass. The user is then capable of using that mass to augment their capabilities and changing their body by focusing on a strong mental image. So long as the actual alteration is plausible with the materials inside Chimera, it will be made almost instantaneously and to a nearly flawless standard. Whether it be turning fingers into guns or creating a jet engine on the soles of one's feet, Chimera's potential seems to be limitless.

However, there are two downsides to using this ability. One, it feels quite unpleasant to the user. Though not painful, the user can feel their body shift and change in ways it was never meant to. And while this can be overcome by training, the second side-effect is far more problematic: if the user makes too many alterations in a short time, or maintains their alterations for too long, their body starts to shift into a different form regardless of the user's input. Dubbed "True Core" for the lack of a better term, it is unknown what would happen if the transformation were to complete, however, Chimera's current user did report radical shifts in train of thought and reasoning when the phenomenon began to occur.

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Secondly, Chimera is able to fuse with and/or subvert any machinery or being that is non-sapient, with the only exception being the equipment of GPOs. This is a slow process that takes more time the more complex said machine or being is, with a pistol taking a couple of seconds but a highly sophisticated machine could take as much as a day. If an object is fused to the user's body, it acts as an extension of it, with Chimera being capable of shifting it and using it however its user would like. However, while this ability is highly versatile, it is also an extremely painful process as the user's nervous system and body expands to incorporate something completely alien to it.

Weapons and Equipment:
  • Protective Eyewear. A durable, transparent visor she can slide in front of her eyes. It also serves as a tactical HUD, highlighting allies and helping her navigate her surroundings.
  • Communications Equipment.
  • Spare Clothes. A necessity when one's God Program involves shape-shifting. Safira carries several sets just in case.


Personality: Open, loving and affectionate would be three words most people describe Safira as. A kind-hearted individual with an exceptionally soft spot for children, seeing others happy is something she cherishes dearly. She usually goes out of her way to accommodate even strangers, however, she does have a limit. Should you be rude to her or speak ill of her or someone dear to her heart, she will tell you in no uncertain terms, what she thinks of you along with your opinions. it is one of the few ways one can make her truly angry and she will only forgive you if you genuinely apologise to her.

Deep down, Safira is a somewhat lonely, traumatised individual. The loss of her husband left quite a scar on her and she feels as though she is not the same without him anymore. While she is over the worst of her grief, the fact remains that she loved him dearly. Missing his presence - or really, the presence of anyone - on longer missions, she will often ask people remain by her side, keeping her company even at night. She fears being alone and she fears losing those who are near to her; a deep-seated terror that could be all too easy to exploit. She is also somewhat reluctant in her duties, not only because of Chimera's unsettling effects, but also because she feels like being a GPO is not what she should be.

Backstory:
Safira does not remember her parents. Being born in one of the lowest levels of Polaris' habitable zones, she had lost them when an expedition into the engine levels went wrong and as such, she grew up in the very same orphanage she runs today: Maria's Hallowed Grace. Though she often lacked in material goods, the orphanage's staff truly loved her along with all the children they had taken under their wing, meaning she got to experience a relatively happy childhood. As she grew up, she learned a great deal about the various difficulties of the orphanage and when she reached legal age, she chose to help them out instead of doing any other work.

Working with children greatly endeared Safira to them and she soon started to dream of a family of her own; a dream which she soon realised by finding her husband, Kylian. They were married within only two years of knowing each other and soon after, Safira fell pregnant with her first child. Though she regretted not being able to help out at her orphanage anymore, the young mother made sure to fund them with considerable donations while she looked after her family the best she could. Her determination to her family along with her love of her husband were second to none and it worked out for all the better.

Even when she tested for a favourable, 70%+ compatibility in the GPO program, Safira refused to leave her Kylian's side. Instead, she bore a second child for him and continued to love him with all her might. But then... The engine levels spilled over into her living space again. And she could not protect a single soul from the encroaching machines. She hid with her children, watching desperately as people were being slaughtered around her, her husband chief amongst them. Unsurprisingly, the experience had changed her forever.

If only she had enrolled into the GPO program... If only she had the power to protect Kylian... These horrid thoughts kept circling in her head until she gave into the pressure and chose to enroll. She knew she would break her children's heart if she died as well, but at the same time, she could not live with the thought of having had the chance of protect Kylian. And so no matter how much her family begged her, no matter how much her heart rattled at the thought of dying, she stepped into the conversion chamber.

Seventy-one hours later, she returned with the God Program Chimera, the first in Polaris' history to do so.

Miscellaneous Info:
- If you are Safira's friend, brace for hugs. Lots and lots of hugs.
- If you are Safira's acquaintance, brace for hugs.
- In fact, if you are around Safira at all, brace for hugs.
 
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