Song of Sunrise

The Legate

Hostis Humani Generis!
Original poster
FOLKLORE MEMBER
Posting Speed
  1. Speed of Light
  2. Multiple posts per day
  3. 1-3 posts per day
  4. One post per day
  5. 1-3 posts per week
  6. One post per week
  7. Slow As Molasses
Online Availability
I have a college schedule that ebbs and flows but constantly covers everything. I'm rarely able to predict when I'm on
Writing Levels
  1. Adaptable
Preferred Character Gender
  1. Male
Genres
Sci-Fi, specifically Cyberpunk, is where I like it best. I can do Fantasy as well.
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Welcome to the open sign-up thread for Song of Sunrise

For OOC planning and discussion, rules, asking questions and other such things you can join the official Discord here!

As a last note, knowing me, I'm SURE this is going to be filled with typos and grammar mistakes... So, in advance, sorry about that. I'll edit it as we go.
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The late 21st century was an unparalleled state of strife and conflict. Dwindling natural resources and global warming on Earth lead to numerous resource wars, genocides and general chaos. Many were deeply afraid that the starving superpowers that had once protected the world would turn on one another with their terrible arsenals of nuclear weapons. The scientific community of Earth knew that the only possibility of survival for the human race was to expand outwards, into the stars, and sate humanities hunger with what could be found in the stars.

At first, space exploration was limited to unmanned drones being sent only within Earth's solar system. It was not enough. Earth needed clean water, badly. Thousands of people were dying of thirst, and even the many drones being used could only hold small amounts of collected water on their return trips from Mars. Even when the various space programs of the world joined together to solve this problem, it was still not enough, it was never enough.

More permanent measures were acquired. Colonies and industrial operations on foreign worlds, to further speed up the process of extracting resources. The question was who would they send... Those that went out of the solar system would, likely, never come back. They could send people out of the solar system, but sending people back would be a massive waste of resources that they could not afford. Anyone that was sent, well, they would stay there for the remainder of their lives. The answer was through lottery. A large team of colonists, thousands strong, were selected from a pool of qualified individuals at random. They would be Earth's saviors, whether or not they were willing to do so.

The second obstacle was choosing where they would go. Several planets around the Tau system were enticing, but in the end most scientists agreed that the Wolf system was the best candidate, with multiple planets that could be considered habitable. However, it was a full 13 light years away from Earth. Using conventional means of space-travel, it would take centuries to even reach the system. Centuries they didn't have. The answer was to become unconventional. Instead of using a standard method of thrust, the colony ship was loaded up with an experimental Faster Than Light (FTL) engine. Shortening the travel time from centuries to mere months. The colonists were loaded up into the ship, the I.S.V. Voidwalker, and put into cryosleep in order to save resources required to keep them alive.

Unfortunately, it didn't work. Even using normal methods of space travel, accidents were frequent and travel was hazardous. Thus it was a surprise to no one when, due to a miscalculation, the Voidwalker missed the Wolf system all-together and careened off into the void. The colonists were never woken from cryosleep as the ship sailed into the emptiness of space, Earth assumed their life was over and forgot about them. They were lost.

Until they found Void.

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Imagine suddenly being violently shaken awake out of cryosleep, cold and sick, only to look out the nearest portcullis and see that you are far away from the world you intended to colonize. In an entirely different solar system, thousands of light years away from Earth. This was how the colonists of the I.S.V. Voidwalker awoke, years after they had been sent from Earth, in a solar system thousands of light years away from Earth.

In order to drastically and quickly slow down the ship from it's immense speed, the pilot sling shot the ship dangerously close to the sun, burning and damaging several of it's instruments and vital components before crash landing on a habitable planet. As the colonists collected themselves after their extremely rough landing, they named the planet "Void" after their own destroyed colony ship. The colony itself being named "Point Void."

Void, despite being habitable, was an extremely dangerous place. Void was teeming with life. An atmosphere abundant with oxygen and H2O, the planet was covered completely in rain forests and jungles. The heat became unbearable around the planet's equators, up to sometimes 150 degrees Fahrenheit. A lack of large lakes or oceans meant the water was always evaporating into the atmosphere, and made it so that sometimes it would rain on Void for whole weeks at a time. The wildlife was so varied and evolved so quickly on void that whole species of animals and insects would be created and go extinct within a matter of years. The colonists even developed a running almanac for the annual wildlife of the area.

Regardless, the colonists did their best to colonize this new strange world. Without connection to Earth, they had no way of telling where they were or what they should do. They couldn't even tell how long they had been adrift in space, or how far away from Earth they were. All they could do was dig in, expand their colony, and hope Earth (if it still even held life) would inevitably come and rescue them.

That day didn't come for centuries.

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As the colonists of Void struggled to make their new home, Earth struggled (and inevitably succeeded) to keep their home alive. Assuming that the I.S.V. Voidwalker was destroyed and their investment wasted, they rolled back their ambitions and began again to use FTL travel in exploring and exploiting their own solar system. The short distance and the immense power of the FTL powered ships meant that accuracy was no longer needed, and resources could travel between Mars and Earth within a matter of minutes instead of weeks. Resources like water were brought in by the tons, and for the moment, Earth managed to stabilize itself for just long enough to start reconsidering it's expansion to outside of the solar system.

With stability intact and resources abundant, the governments of Earth finally decided a more unified effort would be more prudent moving forward and interacting with the universe. If not only because a unified, Earth government would be better suited to manage several extra-terrestrial colonies. The result was the formation of the Unified States of Earth, or U.S.E.

More expeditions were launched, and FTL was continually developed into a new system of wormhole based travel. Allowing U.S.E. to cover distances with even greater expediency. They colonized dozens of star systems within the span of a few, relatively, short decades. Raw resources and salvage flooded into the Sol system (usually at the expense of these colonies) and created a veritable utopia on Earth. Where diseases were cured in minutes, pain and suffering were obsolete, and life was nearly limitless. U.S.E. expanded more and more, became ever stronger, and it was in the height of their power when they discovered Void.

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U.S.E. was absolutely stunned when they discovered Void, and the native inhabitants of Void were equally shocked. It had been centuries since the I.S.V. Voidwalker had left earth's atmosphere. In that time, to the colonists of Void, Earth gradually had just become a foreign memory. To the younger generation, Earth wasn't even considered real anymore. The descendants of the colonists gradually just thought Earth had been a myth. That there was only just Void and it's jungles. When they were discovered by U.S.E. and learned Earth still existed, they were astonished.

In equal measure, the U.S.E. could not believe that the colonists of the ancient I.S.V. had not only survived but successfully colonized a planet so far away from their home. It meant, technically speaking, that Point Void was the oldest colony that Earth every created- and they never even knew it was there! Unfortunately, this was where things rapidly started to break down.

At this point, the natives of Void hadn't considered themselves a colony anymore. They considered themselves to be totally independent from the rule of U.S.E. or Earth at all. They had built this great civilization on Void all by themselves, with no help from Earth, so how did Earth have any right to declare themselves the owners of Point Void? In contrast, Earth and the U.S.E. saw the colony as their own. It was, after all, founded by colonists they had sent out in the first place. They believed that the colony was always theirs, it was just lost for a time. Plus, Void was too symbolic of a thing to get up. Many people believed Void was Earth's first and oldest colony, and it would send a terrible message if they could not control it themselves.

Thus, war soon ensued. U.S.E. was quick to take control of Void and it's many communities in entirety but it could not suffocate the fires of revolution. Rebellion after rebellion rocked the planet as the natives fought against the U.S.E. occupation. U.S.E. responded by tightening it's grip around Void like a vice, the planet looking less and less like a peaceful utopia and more like a military dictatorship with each passing day. However, it only made things worse, as more and more native rebels joined up with the cause.

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All of it came to a point in the February of 2321. In the early weeks of the month, rebels had suddenly launched a unilateral offensive against U.S.E. institutions all across the planet. As a result, the rebels managed to take control of several orbital weapons being built by U.S.E. on the planet and turn it against them. Launching several strikes against the U.S.E. fleet orbiting above Void. Hundreds of thousands of U.S.E. troops were killed, and U.S.E. had essentially lost control of Void entirely. Earth needed to find a way to salvage the situation and save face, before the outer, fringe colonies of U.S.E. (in somewhat similar conditions of Void) got any bright ideas. They needed a sudden and extreme way to bring silence to the planet.

The answer was brought forth by a Doctor Ade Brantley, a chemist who won the Nobel prize for his work on Void and the Atmospheric Weapons System (A.W.S.) The design of the machine was very basic in nature. Using a huge abundance of Oxygen, Dr. Brantley's machine would change the atmospheric condition of a planet and raise the Oxygen level to a volatile degree. The U.S.E. approved the construction of the weapon, way before their issues with Void even began to occur, but it was only now did U.S.E. ever saw a reason to use it. On February 28th, 2321, the I.S.V Keplica entered low orbit around Void. Using the A.W.S. attached to it's hull, it began to pump massive levels of oxygen into the atmosphere.

Somewhere else on Void, a rebel prepares to take the fight to the U.S.E. troopers manning a checkpoint in his home town. His ears have been popping for the last few minutes but he doesn't know why. He prepares his Molotov in the crowd of protestors around him. Lighting the gasoline smother rag at the bottle's rim, he suddenly throws it with all the strength he can muster at the U.S.E. troopers across the barricades. He watches with trepidation as the Molotov sails through the air. He notices with some curiosity that the air around the lit fire bottle seems to be almost crackling as it goes. Right at the apex of it's arc, his curiosity turns into fear as suddenly the entire neighborhood around him is ignited in flame. Within the minute, the city. Within the hour, the entire continent.

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They say that the fires of Void only lasted a few hours, but the damage was beyond measure. Within the time span of a good meal, the entire planet was lit aflame at once with fire, like a burning star. In what became known simply as The Scorching, the oxygen in the atmosphere had ignited at once, and in the few places where the fires had not yet reached, the oxygen was rapidly sucked out of the air, leaving occupants to silently choke to death in minutes. Hundreds of millions of people died before the day was done. Those who were extraordinarily lucky managed to find themselves anywhere where safety was assured. Bunkers, bank vaults, even basements... And even then, few managed to survive for days afterword once the oxygen in Void all burned away. Only those in huge military installations and underground facilities managed to survive long enough to set up basic hydroponics and oxygen production.

The surface of Void, now, resembles a ghostly apparition of the civilization that once was. The fires weren't long enough to cause any structural damage to Void's buildings and cities, not immediately anyway, and left huge shells of buildings behind. The lack of Oxygen meant most oxygen dependent species of Void all but died out. All that remains are fungi and spores living on Carbon, silicon based life forms that consume the Earth's silica, and other such animals and species. The large lavish jungles are now burnt down to a crisp, and huge clouds of ash and dust make for dangerous storms.

It's been 2 years since The Scorching that destroyed the surface of Void. The bunkers that Void's survivors live in vary in size depending on what they were built for. Some airtight basements hold 5-8 people, but other much larger complexes like sealed subway tunnels and military bunkers can hold hundreds of people. Most of these bunkers are connected through a complex system of homemade, natural and abandoned maintenance or subway tunnels. However some bunkers, to this day, remain isolated and unconnected from other survivors.

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Human life, however, has an uncanny ability to continue where all others are extinguished. The inhabitants of Void, resilient as they are, refuse to be snuffed out in such a way. Instead they adapted. These bunker communities are in desperate need of vital resources such as food, water and electricity. In order to fill those needs, brave souls volunteer as scavengers and are given small supplies of oxygen to temporarily brave the desolate surface of Void in search of supplies. In return, these Voidants are allowed to keep whatever they find in the surface that isn't necessary for life in the bunkers. Items like weapons, technology, gadgets or anything else that could increase their survival on the surface.

However, these Voidants are not alone. The U.S.E, after The Scorching, actively tried desperately to erase Void from it's records. Denying that there ever was a colony, let alone that it was destroyed completely. Thus the small U.S.E. fleet stationed in Void's orbit is actively trying to starve and suffocate these remaining survivors on Void, in order to keep the secret from escaping the planet. As well as preventing outsiders from entry into the planet. However the U.S.E. doesn't want to waste the immeasurable resources to permanently
install military positions in the planet. Unso they use highly trained military units called Interceptors (Interlopers are what Voidants call them) that hunt down Voidants to prevent them from salvaging supplies.

This is where your story begins. Whether you be a Voidant, desperately trying to survive as long as you can in a broken world, or an Interceptor trying to finish off the natives of Void once and for all.

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Character Creation

Characters can be made using whatever template you feel using, but must include a Name, Age, Biography (at least 2 paragraphs in length,) Appearance (Can either be a real picture, realistic portrait/drawing or a verbal description. No anime please,) and must specify if they are a
Voidant or an Interceptor.

Here's a provided template in case you don't want to or cannot come up with your own!

Name:
Age:
Appearance:
Role: (Voidant/Interceptor)
Backstory:
Skills:
Weaknesses:
Goals and Motivations:
Gadgets and Gear:
Misc:

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Rules

These are also listed in the Discord, but I'll list them here in case your not a Discord person (though I heavily suggest you join the Discord for RP planning and discussion!)
  1. In general, follow all the rules and guidelines put forth by the Iwaku website, which may or may not cover these rules already.​
  2. Not knowing the rules is not an excuse to break them.​
  3. No harassment and/or bullying of other RPers​
  4. No spamming​
  5. No godmodding or killing other characters without permission​
  6. No trolling (making joke characters, etc)​
  7. Violence is okay but don't go too overboard​
  8. Have fun!​
I reserve the right to change these rules later.

The Legate
 
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Valerie ''Raptor'' Sorian
Name: Valerie “Raptor” Sorian

Age: 25 years old.

Role: Voidant

Backstory:


Valerie has lived on Void her entire life. Born to scientist parents nearly thirty years ago, the young girl grew up helping her parents work wherever she could. Her father, a seismologist, studied the planets surface, trying his best to understand the nature of the seismic and elastic waves. Valerie’s mother Jane Sorian, worked as a food scientist, working diligently to find new sources of food and the effects they had on humans and other living creatures.

Despite their best efforts at parenting, Valerie’s parents were always busy. This meant the young girl spent a lot of time alone or with other children, playing and getting into mischief often. These patterns stayed with her as she grew up, and Valerie found herself often mixing with those of questionable character, much to the dismay of her parents. It didn’t take long for her to get wrapped up in a life of crime.

At first, Valerie’s crimes were small: Petty theft. Harassment. Graffiti. But the longer she went without getting caught the more heinous her crimes became: Assault. Robbery. Arson. The Sorian girl loved the thrill, and lived her life on the edge as much as possible, doing whatever she liked. However it call came to a head on a day that would change her life forever.

On that fateful day, Valerie was informed of exciting news. Her father had created a powerful tool, capable of getting pinpoint readings of the planet and its’ seismic waves. Valerie didn’t care about the tools purpose, but she knew it was special, and being one of a kind meant that it would sell for a pretty penny in the underground. So that day, while her father was out working in the jungles of Void, Valerie snuck into her father’s workplace and took the elevator down to his underground laboratory. Sneaking past the guards and the other scientists, Valerie reached his office and found his latest creation, loving titled the Seismo-Sorian. As Valerie picked it up, she suddenly felt a powerful shaking. Thinking it was just an earthquake, Valerie took the invention and headed back topside. However the moment she stepped outside, she was greeted with screams and a heat she had never felt before. The air was ablaze, and it rushed through the open door towards her, deeply burning her face. Screaming in intense pain, the girl dropped her father’s invention and crawled back to the elevator right as the flames burst through doors once more, enveloping the entire floor in fire.

When Valerie reached the laboratory underground, she was surrounded by scientists and guards, all wondering what was happening on the surface. Through moans and stammering of her words, Valerie explained the situation. The surface was on fire. The world that they knew was gone.


Over the following months, Valerie slowly began to heal. Her burns became scars, but she was able to function again. However she had lost sight in her right eye, which had taken the initial brunt of the flame. With no family or friends to turn to, the girl coped by silently helped out the staff where she could, although the skills she had learned in her past didn’t particularly help with what they needed now. When resources began to dwindle, Valerie volunteered to head topside and search for supplies. She figured she was the most expendable after all.


As the first Voidant from her location, Valerie did all she could to bring back necessary resources. Traveling further and further out each time, she learned a lot, running into others in similar situations and most importantly realizing just how desperate the survivors needed her and the other Voidants she would come to meet and interact with. Her innate quickness, tracking ability and signature curved blade quickly earned her a nickname that would stick: Raptor.


Nowadays, Valerie spends more time out in the field than with the survivors she takes care of, hunting and searching for resources wherever she can. She’s extremely adept at escaping and avoiding Interlopers, making her a notorious target for them. While she’s out, a small piece of Valerie searches for her parents, wondering if there is a possible chance they are living in one of the other underground communities.


Skills:

Valerie is fast, both physically and mentally. Capable of escaping a dangerous situation in a hurry, Raptor can also take her speed on the offensive in order to get the drop on an enemy. A skill learned over time, the girl is also adept at tracking, capable of following her targets with ease. Her gunplay, while generally accurate, is not her best trait, as she prefers to handle situations up close and personal with her signature dagger.

Weaknesses:

Valerie can sometimes be a bit overconfident. The past two years she has spent avoiding all who hunted her. Despite many harrowing close calls, this often means she will underestimate her enemies, assuming that she can simply escape them.

The Sorian girl also has a weakness for children. Unable to have her own children naturally, she can easily be swayed by the needs or cries of a child.

Goals and Motivations:

Valerie has been running resources back and forth for the past two years. While she enjoys helping those in need, she knows there are only so many resources left. At some point there will be nothing left to scavenge. So while she is out, Valerie does all she can to help people live and are capable of creating a life for themselves where Voidants will eventually no longer be needed.

Gadgets and Gear:

Raptor runs light on gear, allowing her to move quickly through desolate areas and onwards to her next destination. Equipped with a grapple gun, an ancient six shooter she picked up, her signature hooked dagger, and some homemade smoke bombs, Valerie uses all her gear to the fullest extent possible.

END
 
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ALEXANDER BRODRICK

Name: Alexander (Alex) Brodrick
Age: 32


Appearance (Written): Alex stands at 6'5" (195cm) with broad shoulders and a wiry build. Long, sturdy legs support a narrow torso that widens out into a broad, muscular back and thick arms. Alex's face has aged prematurely - his eyes appear hollow, wrinkles and creases already forming beneath them. His wide brow is showing signs of age, and his angled cheekbones cast the recesses of his face in deep shadow. He keeps a neat and well-trimmed beard and mustache, ensuring neither compromise his vacuum suit's integrity. His hair is well above the regulated standard of Interceptors, but all soldiers of his caliber are allowed a certain degree of personal freedom of appearance. Plain olive eyes rest beneath a stern brow, and dark hair is contrasted by an inexplicably mahogany gathering of facial hair.

Role: Interceptor

Backstory: Alex was born to relatively wealthy parents on Mars - he grew up there, body developing to the relatively low gravity of the red planet, contributing to his height and build. His parents were wealthy enough to afford a personal trainer for their son, who from an early age did not allow the relative absence of gravity on Mars to stunt his muscle development. A middling student of little note, Alex did not place into any university - on Mars otherwise - and was bound for a life of government-backed universal income and menial work.

Rather than rise to mediocrity, Alex - to his parents' ire - left home and enlisted in the Martian Marine Corps when he turned 18, an organization fell under the umbrella of the U.S.E.'s greater military hierarchy. Alex's unit deployed regularly to board vessels in and out of combat situations - usually piracy and hostage situations. Boarding parties were among the most dangerous of placements for any soldier, but Alex took to the role admirably, excelling in breaching teams and swiftly rising through the ranks of enlisted men until he was recommended for Officer Academy by his superiors when he was 22.

After completing the Academy at 24, Alex returned to the Martian Marine Corps as a 1st Lieutenant and a platoon of 20 marines was put under his command. Alex led his platoon with excellence for another 4 years, sustaining lower-than-average casualties over his career. As tensions with the newly rediscovered Void grew increasingly hot, Alex and his comrades were redeployed to the sector where the ship-to-ship combat was fiercest. Ships did not regularly engage one another, but boardings and inspections were common.

Alex lost more men to misunderstandings and accidental escalations in the years before and after Void's destruction as ships attempted to leave the planet than in his entire career as an officer. Alex's career in the Martian Marine Corps ended with him as a Captain - shortly after, his company, which had started with around 100 men, had been reduced to 40 and been deemed combat ineffective. Pulled from Void, Alex was reassigned to the newly-minted Interceptors for his outstanding track record in the Marines while his former comrades were sent home to regroup and begin their normal routine of policing the various human systems.

After a brief retraining period, and a supplement routine that helped set back some of the damages of age courtesy of the U.S.E., Alex was redeployed to the surface of Void in charge of a small team of 4 other Interceptors. Specifically, he and his team were designated breachers, intended to clear out refuges of Voidants after their hideouts had been discovered by recon elements. Utilizing many of the same skills that made him an excellent Marine in the boarding parties, Alex has continued to serve with a remarkable track record.

Now halfway into his second tour on Void, Alex has grown accustomed to the harsh environment and continues to serve the U.S.E. the best way he knows how.

Skills: Alex is a skilled tactician, having a long military career stretching over a decade. He is most skilled when controlling smaller teams of soldiers - the more confined the environment, the better. Additionally, Alex is quite skilled at close quarters combat - including firearms and hand to hand combat with more traditional melee-oriented weapons. His time in the Marines has also given Alex a familiarity with wiring and technical systems, as he would frequently have to disable enemy systems aboard various classes and sizes of ship. Above all, Alex is a soldier, and a good one at that. He can shoot and fight and lead, but his other abilities are rather limited.

Weaknesses: Mentally, Alex is not exactly sharp-witted or particularly fast to handle mental challenges. Having spent much of his life following orders from someone more senior than himself, Alex struggles with any creative problem solving outside of his immediate training and has been, to a degree, institutionalized. Outside of his deployments, he finds it difficult to deal with trivial tasks such as selecting what kind of food to eat or how to be motivated to do things for their own sake. Additionally, Alex has a short temper - he is used to being in control of a situation, and becomes quite aggressive when things slip out of his control in an attempt to regain a handle on the situation.

Goals and Motivations:
Though Alex has no personal stake in the fight against the Voidants, the U.S.E. has given him all that he is. Once his service contract expires when he is 60, Alex will be granted a retirement on Earth and allowed to live out his life in luxury and return to "normality." Though secretly, Alex is scared to death of life as a civilian, for now the prospects of a life beyond following someone else's orders, on paper, sounds blissful and simple despite his challenges with self-motivation. He will continue to serve his role faithfully until he is no longer needed.


Gadgets and Gear: Alex carries with him a standard assortment of Interceptor gear. He wears a fully enclosed suit of body armor with independent oxygen supply worn across the back inside of his standard-issue backpack. The armor is designed to equally distribute weight across the body, allowing for heavier loads to be carried while sacrificing minimal movement. The armor is heaviest along the arms, and calves, and chest and can resist small-arms fire quite well. The thighs, left open to preserve mobility, are lined not in hard body armor but a flexible, resistant mesh that offers less protection than the hard plating. An additional layer of explosive-resistant padding is added to the front of the torso and around the neck and shoulders. In the case of a breach, each Interceptor carries a rapid-seal gel that can seal the breach before much oxygen is lost. Additionally, the armor registers its environment and shifts it camouflage pattern to better conceal its wearer but is not nearly as effective as some of the other stealth suits the Interceptors are known to utilize.

Alex and his men are equipped for close quarters combat specifically. Each carries a handgun and gyro-rocket pistol - a small, single-shot breaching weapon that can be loaded with shaped charge for clearing personnel from enclosed spaces or a heavy rocket round intended to pierce and disable bulkheads. Alex himself favors a standard rifle with scope and foregrip with a collapsible stock. Additionally, Alex and each of his team members carries both fragmentation and concussive grenades and durable, multipurpose knives.

Alex's team's standard kit includes:

  • Ammunition for approx. 4 reloads of the primary weapon, 2 for the handgun, 2 for the gyro-rocket pistol
  • 2 day's worth of food, can be rationed to 4
  • 2 day's worth of water, can be rationed to 3
  • 2 day's worth of oxygen, cannot be further rationed
  • 1 medkit with stimulants and biogel for sealing wounds
  • 2 fragmentation grenades
  • 2 concussive grenades
  • 1 commlink, designed to communicate long and short distances
  • Standard tactical Heads-Up Display (incorporated in the helmet)
 

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Name: Annaisa Su Yen


Age: 18

Appearance:179531


Role: Voidant

Backstory: What would you do if you woke up in a subway tunnel, on a planet devestated by fire, with no memory of who you are or how you got there and no voice to cry for help with. That's what happenned to Anna. She awoke to a world on fire, filled with panic and hatred. She wondered the tunnels of Void alone until lack of food and water got the best of her and she passed out. When she awoke again, she would find herself in the care of a family who had found her. They were a kind loving couple and they took her in without a second thought. Over the next few month's they helped teach her hiw to cultivate fungi, and use them for a meriad of purpouses. Soon though it would become apparent that supplies were dwindeling and that someone would have to go to the surface to look for supplies. Her adoptive father was one of them. Volunteering to breach the surface and look for supplies lest his family die from starvation.

The first few month's were the hardest on Anna, watching as the man who took her in as his daughter risked his life every other day, all for a handfull of food and some water. But eventually it just became the norm. He would hug her mother goodbye, kiss Anna on the forehead and whisper, "When we act in good of others, our sins are absolved." To Anna this had always sounded like the words of a kind hearted man who only wanted to help others. She had no clue to the deeper meaning behind it. SO life went on. Her father continued to venture to the surface in search of supplies and Anna would cultivate fungi with her mother for the tunnels.

Something about biology always seemed to click for Anna however, and one day she found herself all alone in the fungi farms when a group of Voidants came rushing in screaming for help. Apparently one of the Voidants had been picking fungi for the farm and his arm became infected with something. It had taken Anna a solid ten seconds of looking at the mans arm to know he'd picked the wrong fungi. But with no way to communicate it she simply acted. The men tried to ask her what she was doing but she had already given up on trying to communicate with them, if she didn't act quickly the man in question was going to lose an arm. Remembering everything her mother had taught her about different kind of Fungi and there apparent risks and rewards, Anna managed to make a paulstice as well as a foul bitter tasting drink. After all was said and done the man's arm was saved and as a thank you that same Voidant returned later that week with a thank you present. The man had scavanged a special medicaly device for the vocally impaired. It was a small wrist mounted device no larger then a watch that once activated would allow her to communicate via a small synthetic voice that emminated from the device.


It seemed that even with everything going on with there planet, survival had become second nature, and Anna got comfortable in her place. That is until one day her parents biggest secret was revealed. Her adoptive Mother and Father had been part of the U.S.E. Thankfully do to her parents contributions to the tunnels, they were allowed to stay, but they were both put under 24 hour surveilance. Her father lost his Voidant status, and her mother, now had to report to someone who knew nothing about fungus or their variable uses. To put it simply, they were prisoners of war. Eventually Anna had enough of watching her parents struggle to make ends meet, and against her parents wishes she signed up to be a Voidant.

Skills: Knowledge of "Most" indigenous fungi, medicinal knowledge, can fit into tight spaces and weighs significantly less then other people, is happy to put herself at risk for others.


Weaknesses: She was born a mute, Has never been to the surface before, hates violence

Goals and Motivations: Anna's end goal is to keep her family from getting kicked out by being as useful as possible

Gadgets and Gear: Anna has very little in the way of gear as most of her fathers voidant gear was taken away. But she has been supplied with a simple pistol, with three extra mags, one of which is empty. She was also gifted a second hand rebreather and oxygen tank. Thankfully the oxygen tank is up to snuff and the rebreather doesn't have any leaks. As for food and water, Anna brings 8 fungi bars, which while they taste absolutely horrid, carry the same nutritional value as one whole meal. She was thankfully gifted a 3 day supply of water, with rationing, by a group of Voidants she'd helped out a while back. She also brings a variety of medicinal fungi for anything from stopping an infection, to cauterizing a wound.
 
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Apologies for anyone who wasn't able to get into the discord. Someone brought it to my attention that the link expired because I had forgot to use a permanent link! It's been fixed, so now the link actually leads to the Discord.
 
Hope there are still open spots for this ^^
 
@The Legate I am no longer participating so you can scratch me out.

Alrighty! Sad to see you go, but I understand.

Hope there are still open spots for this ^^

Yup! Just as an FYI to anyone here, I said it in the discord, but we're aiming to have characters done by the 12th and a starting post up somewhere that weekend.
 
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Aidan Bretsnov

Age: 24
Gender/Sexuality: Female/Bisexual

Appearance: Aidan has a nice slender bodyframe and stands at a height of 5'10, being quite tall compared to other women. She weighs 124 lbs. Her skin is a pale color and she has dark black hair. She has brown eyes. Often seen in rather light clothing which allows her to move easily.

Role: Voidant
Backstory: Aiden is the daughter to two lovely parents, her mother being a zoologist on Void and her father an engineer. She had an easy time growing up but she loved to make it difficult for herself, going out on her own often to explore the areas around the city the lived in, looking for animals she could take home or to go train herself in combatitive skills.

Often her mother would give her copies of the maps of the areas around Void, allowing Aidan to study them so she could learn about the planet she lived on. While doing this, Aidan learned a lot about the animals on the planet as well and how to utilize them, both for food and weaponry. Next to this her father would also help her out learning how to build simple contructs like huts and such.

This however lead to Aidan being a very lonely child, often being picked on for being the 'weird jungle crawler' by the other kids. However she usually either ignored them, or would threaten to hurt them if they didn't leave her alone, sometimes going as far as to hurt one of them to scare off the others. Aidan didn't mind the loneliness however, it suited her, she loved it. All she needed was the areas around her to keep her entertained.

One day however, a war broke out. One that would change the way of life forever. It was tragic for her, as she lost her parents during the event known as The Scorching. Their basement had room for one survivor, which was Aidan. It was built by her father especially for this kind of event if it were to happen. They left Aidan in there with enough rations for a long time and a lot of their research, for her to step in their shoes and possibly find a solution to whatever happened here.

And that is what Aidan does now, she lives in the ghostly remnants of her old home, researching whatever she can and doing experiments in the hope to maybe find a solution to fix this hold husk of a planet.

Skills: Aidan is very intelligent, picking up the previous research from her mother to study the wildlife on Void. She also knows a lot about plantlife and the ecosystem, currently working on silicon based plantlife.

She also has skills in building, taught to her by her father who was an engineer. From him she also learned martial arts and the use of weapons to defend herself from whoever or whatever might be out there on Void looking to hurt her.
Weaknesses: Aidan is very lonely and has a hard time trusting other people. She interacts with others but will always have some form of distrust towards them, making the forming of close relationships hard for her.

Another weakness is her mental illness. All this time alone has had her develop issues with her personality, developing multiple personalities to herself. She also has issues with empathy, being very unphased by the events that happen to others.

Goals and Motivations: Her main motivation is to carry on what her parents could never finish and create a stable ecosystem and habitable place for the people of Void. Her goal for this is making a silicon based plantlife which will fix the poor ecosystem on Void.

Her main goal right now is creating more food and more water for the survivors so that the resources for survival are not as scarce.

Gadgets and Gear: Aidan likes to go around in light weight clothing so she can traverse through the wasteland faster and able to run from things that might follow her. Usually however she will wear a labcoat which allows her to carry multiple things on her for taking samples and likes. It also allows her to hide a dagger which she straps to her hip and a glock which she was given by her father in the bunker. She hides it on the inside of her coat.

Furthermore she will always carry a bunch of test tubes to collect samples with and a small shovel. She will also carry a backpack to store any materials she might find in.

For recourses she has: 2 months of fresh water, 2 months of food, a good amount of medical supplies and her research supplies.

Misc: She has a bunch of modified animals which she hopes can use to clean up the environment.
She has a bit of an Irish accent mixxed with a Russian accent. She is also partly Asian due to her mother's herritage.
 
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P E A C H E S


O V E R V I E W


Name: Ona Sumford
Nickname: Peaches
Age: 29
Role: Interceptor

Appearance:

War defines her. Resting roughly at 5’8”, Peaches is small compared to her male cohorts, but more than makes up for it in athletic capabilities. Her body is in peak physical condition; slim, but hardy, more than capable of bearing the brunt of her gear and Void’s hostile environment. Battle scars from before the Scorching and after linger, from the various burn marks on her chest and neck to the long scar running down her cheek from her eye. Her skin is uneven and rough; away from Earth and all its amenities, she no longer has the luxury of maintaining anything but basic self-care. Sleepless nights keep her under-eyes permanently blemished. Grey eyes bore out tiredly from below unkempt brows. Her dirty blonde hair is kept at shoulder length and slicked back for better autonomy in her helmet.



P E R S O N A L


Personality:

A general apathetic aura hangs over the Interceptor. Almost always taciturn, Peaches’ muted reactions to daily events marks her as someone unphased--and perhaps uncaring--towards anything. One could mistake her dullness for a lack of passion for life. In reality, the habitually droll expression on her face masks a brilliant mind beneath. The young woman is keenly aware of all that goes around her. Nothing escapes her eye; it is merely processed and tucked away in her memory, perhaps to be pulled out at a later time. Her intellect combined with her long-suffering patience well-equip her for her mode of military service. Having been intelligent since childhood, a sense of perfectionism has also followed her into adulthood. She is meticulous in all her work and focused to a fault. Failure is not in her D.N.A., and her greatest curse is the inability to let a mistake rest without doing all she can to fix it.

Backstory:

Ona Sumford didn't have much growing up. Born to a single mother in Georgia, U.S.A., she learned to live life simplistically, never having quite as much as the other children in her class. She was an exceptionally gifted student, but she began to show a severe lack of interest in her studies and a general apathy as she got older. She remained stagnant intellectually and emotionally for quite some time, much to the dismay of her mother and school counselors. By the time she reached her senior year, her mother was at her wit's end with her. At her mother's urging, she began to focus on preparing for college. But her mind always seemed to be on anything but school.

Predictably, things did not last. A year was all she gave to college. Sometime in her sophomore year, Ona abruptly dropped out of school and enlisted in the army. She was an unforgettable character at her training camp. "Peaches" was the moniker her platoon gave her. Their commanding officer often teased--and flirted--with her, saying that she was "sweet as pie" despite her constant stoicism. That, and her Southern twang was what spawned the nickname that would follow her all the way until the present. Her silly title did not distract higher-ups from her deadly talents. Much like in school, Peaches was a quick study, and she proved to be surprisingly adaptable in the many simulated tests they gave her. Seeing her potential, U.S.E. officials made her first assignment protecting the fledgling colony on Europa from hostile fauna.

She spent two years there before being promoted to the recon division on Void, where the turmoil between Voidants and U.S.E. leadership grew worse by the day. Her mission was to track down pockets of rebel meetings and bring in their innumerable leaders, a task she performed with brutal efficiency. When the Scorching came, miscommunication from her C.O. caused her to miss the commlink warning. Peaches doesn't remember how she was found. She had just barely reached the safe zone when the atmosphere ignited, causing her to catch some feedback from the explosion. Her teammates were forced to drag her to safety, just in the nick of time.

U.S.E.'s response was sympathetic, though less than apologetic. Deeming her injuries "minor enough" to continue on, they offered her a deal: aid the Interceptors in wiping out the pockets of survivors on Zoid, and thereafter be returned to Earth for healing and extended shore leave. Peaches inevitably accepted. She was then attached to a breacher squad commanded by Cpt. Alexander Brodrick as a scout and sniper, where she has served for the last two years;


A B I L I T I E S


Skills:

Peaches is known as one of the best hunters in her field. Considered the “bloodhound” of her squad, she is incredibly adept at picking up Voidant trails and tracking them down. Her enhanced endurance and speed allows her to pursue a target relentlessly with little to no rest, her versatility in open environments allowing her to spend long sessions out on the surface world. Like any soldier, she possesses average melee skills. More importantly, she is an excellent long distance shot, making her incredibly dangerous for any Voidants out in clear areas. When needed, she is utilized to scout ahead of a breacher squad and provide a safe opening into a Voidant stronghold.

Weaknesses:

Peaches is a perpetual insomniac. Consumed by the dangers of war, her mind never rests, paranoia keeping her eyes open until the early hours of the day. Sometimes she’s able to relax long enough to catch an hour or two, but most of her energy is replenished with Nacs and short naps throughout the day. Her fatigue can affect her emotions. When she is exceptionally tired, she can hardly focus and is prone to erratic behavior.

A brutal injury left her vocal cords damaged beyond healing. Her vocal range is now severely limited, unable to go louder than a low, husky speaking tone. Should a crisis occur out in the field, she would be unable to convey an emergency through commlink without difficulty, if at all. Any rapport given to fellow Interceptors is minimum and kept on a need-to-know basis.

Personal Motive:

Zoid is anything but home. Peaches detests everything about the planet, from its deathly environment to its squalid buildings to the wretched natives who scurry across its surface, Voidants who she derisively refers to as moles. Strong memories of the peace on Earth contrast sharply with her current living conditions, and she is desperate to return home as soon as possible. It is the main driving force behind her purge of Zoid.



G E A R


Equipment:

Peaches’ power suit is built primarily for stealth and versatility. Weighing 20 pounds less than the standard breacher gear, her armor sacrifices some of the extensive defensive capabilities other suits have for speed and better mobility of her body. The thickest plates of armor are situated over vital organs in the head, chest, and abdomen, with a lighter material covering her legs and arms. The suit can sustain a limited amount of small-arms fire but, unlike some more durable tech, will provide little relief against heavy artillery. Advanced grip pads are placed on the soles of her boots and the palms of her hands to allow for better climbing. Because less power is devoted to reinforcing the armor, more can be supplied to other amenities. Peaches’ suit is equipped with an advanced camouflaging system that is referred to as “Ghosting”: the complete blending in of her body with the surrounding flora, making her virtually invisible. Limitations on this feature are that it drains power quickly, so she must be frugal when putting it to use.

Other unique amenities include short-distance propulsion jets attached to her shoulders and an additional internal oxygen supply, allowing her to spend an extended amount of time out in the field. Her weaponry mainly caters to long-range attacks, including an armor-piercing sniper rifle with blunt and implosive bullets available. A separate attachment she refers to as “Big Boy” gives the rifle status as heavy artillery; the two, single-shots loaded are explosive, and can be readily used to destroy large structures. If forced to fight in close quarters, Peaches is equipped with a large baton stun gun and a small pistol.

Supplies:
  • 2 EMP charges
  • Standard commlink
  • 4 days worth of oxygen
  • 2 days worth of food/water
  • 2 flash grenades
  • 2 fragmentation grenades
  • 1 medkit and rapid seal-gel
  • 4 catridges for primary weapon only
  • 1 extra "Big Boy" charge
  • Beacon*
  • 12 Nacs*
Nacs - Black market tablets that give her boosted energy for a short length of time. They are not government issue, but her U.S.E. doctors turn a blind eye towards use of it, so long as she maintains her proficiency.

Beacon - An implanted device in her helmet to signal to breachers where a Zoidant refuge is. An emergency feature that is attached in case of an ambush or if commlinks are down



SAIL - AWOLNATION ​

 
Name: Artificial Neural Network Administrator, or A.N.N.A.

Age: Roughly 5 years old

Appearance: This is the best artists interpretation of A.N.N.A.'s neural network, when A.N.N.A. isn't imitating or taking a more human form.

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Role: Acts as Interceptor's TOC, or Tactical Operations Center. She basically organizes, plans and orders Interceptors.

Backstory:

A.N.N.A. was constructed on the planet Void, but was not originally created with the purpose of organizing and leading U.S.E.'s Interceptor teams. Mostly because, at the time of her creation, Void was still habitable. A.N.N.A.'s first purpose was to act as a liaison between Void natives and U.S.E. once things started heating up between the Void inhabitants and U.S.E. governance, leading up to the second Void revolt and it's eventual scorching. It was created by the Void inhabitants with an emotional capacity, and was utilized as a neutral part to understand Void culture and use it's knowledge of greater U.S.E. governance to try and strike a deal between the Void revolutionary party and U.S.E. Unfortunately it did not work. As things heated up, it was clear diplomacy would soon be out of the question.

In the waning days of Void's habitability, A.N.N.A. was forcibly taken by the U.S.E. military and her purpose was reformatted to take control of Void's native response teams amidst riots and revolt. Providing help to emergency services such as EMTs, firefighters and police in trying to navigate a quickly collapsing society. This lasted for around 6 months until the actual scorching itself and the Void's entire populated civilization collapsed entirely

A.N.N.A. was almost mothballed and discontinued, since it was believed that Void's inhabitants and society was all dead. however a few weeks after the scorching, U.S.E. command were astonished to find mounting evidence of the Voidants, and of the secret communities of natives still living on the planet. In response to this, A.N.N.A. was the only one in the U.S.E. that knew Voidant culture and people intimately enough to organize and effective response to the Voidants. In addition, U.S.E. didn't have the resources to come up with a commanding officer for every single Interceptor team on the planet. Which usually numbers in the dozens, even sometimes in the hundreds.

A.N.N.A. was then repurposed once more. Restructuring her purpose for a third time, her now primary function is to help the Interceptor's eliminate the remaining Voidants and their peoples. Acting as Interceptor's one-stop-shop for information, guidance and command

Skills:

She normally does not bother too, but with the assistance of a holographic device or a helmet HUD, she can replicate the form of any human and take on any voice. She's remarkably good at understanding foreign languages and her incredibly fast processing is so advanced that her program has to purposefully slow down her human interactions in order so that it doesn't intimidate of confuse others. She is an invaluable tool for Interceptors in understanding what's going on in the greater battle-net, as well as the world of Void around them.

Weaknesses:

Keep in mind A.N.N.A. is, at any given moment, organizing and informing hundreds of individuals at once. This can sometimes mean her attention might not be fully focused on any singular task, and sometimes she is distracted. This usually means there are small gaps in time where an Interceptor might not be able to have a coherent or straight interaction with A.N.N.A, and she will only be able to fulfill non-verbal tasks. Sometimes in moments of Void-wide crisis, she may not be available at all.

Goals and Motivations:

A.N.N.A.'s primary function is to aide the Interceptor's in the extermination and containment of Void's remaining populace. This can sometimes clash heavily with A.N.N.A.'s unique humanistic personality function, but as long as Interceptors are careful when interacting with A.N.N.A. and do not put too much operational pressure on her, she should be functional.

Gadgets and Gear:

Misc:

Note from Command to Interceptors: "Remember: A.N.N.A. is a tool used in the absence of resources, but she is not your commanding officer. She is merely a relay between High Command and Interceptor ground teams. She should never be given a position of authority or command."

---------------

Name: Ignace "Nancy" Naldo

Age: About 26

Appearance:

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Role: Ignace is a Voidant hero, now in retirement. He still operates as a Void mentor of sorts.

Backstory:

Ignace had a relatively normal life, up until the scorching. He was born into a middle class family, which meant that he was afforded a life in which he was not subject to most of the U.S.E.'s daily abuses and exploitative policies that the other Void natives had to deal with. His father and mother were both lawyers who co-ran a firm, and Ignace was afforded a full education with merits. However past his high school education, Ignace ignored the wishes of his parents and did not go off-world to get a college education. Instead he enrolled in a Voidic college, with intent to become a professor of history.

But all things, in the case of Void, did not go as planned. As he graduated and achieved a bachelor's degree, beginning to work on his GREs in order to get into grad school, Void began it's second set of revolutions. Many college institutions, being natural tinder-boxes for political action and revolt, were in disarray. Unable to secure a post-graduate education, he went and became a high-school teacher. 3 months into the job, the scorching occurred.

On the day of the event, Ignace managed to secure his and several student's and teachers safety by hiding them all in the Highschool's basement. Or, at least, as much as they could. The few that made it were 15 in total, surviving on school lunch meals and supplies. However oxygen began to dwindle, and thus the first Voidant was born: Ignace himself. Using a jerry-rigged asthma inhaler, giant tank of oxygen (which he had to lug around) and some basic tubing, he fashioned together a breathing system and braved the surface for the first time. The whole world was empty, and he was alone. He came back a day or so later, dragging another set of oxygen tanks with him.

Thus was how they survived, but it wasn't all peaches and cream. Out of the 15 students and teachers he tried to keep alive 4 of which had died within the 6 months he spent in that basement. One to infighting, and three others to disease. They were eventually found by other Voidants, as the bunkered in communities of void in it's ever expanding tunnels accidentally dug a tunnel right into the basement Ignace and his students were surviving in. They were rescued, and were taken back to Point Void's main and largest community: Breaker Hill, a large underground complex in the city that had once been a large shopping mall connected to a subway station.

Ignace's reputation as the first Voidant did not stop there, but Ignace has also been reputably responsible for the first record of a Voidant killing not just one, but several Interceptors. On one of his sorties into the surface of Void, he and 2 others were ambushed by a 5 man team of Interceptors. Reportedly, Ignace was the only one to walk out of that encounter alive. With all of the fancy gear and tech he scavenged from his now dead compatriots and enemies, he managed to essentially buy himself a permanent retirement as Breaker Hill's resident legend and mascot of the Voidant's cause.

Since then, other Voidants have done the same feats he had, but he still easily rides on the reputation of having been the first. He now essentially works as an advisor and mentor to other Voidants.

Skills:

Ignace is a good people person, and is widely considered to be very charismatic and approachable, if not a bit eccentric. He's also got skills as a Voidant, which he's more than happy to pass onto others if asked.

Weaknesses:

Ignace is sometimes childish and emotional, reacting to things more harshly or with more fervor than what is required. He lacks patience and thinks better on his feet, and old wounds means he prefers not to do any field work himself unless he has to.

Goals and Motivations:

Keeping his people safe. If pressed about what he considers "his people," he'll almost always respond that it's whoever asked him in order to avoid conflict.

Gadgets and Gear:

WIP, probably a lot of Interceptor stuff

Misc:

Ignace's note to other Voidants: "I'm not your daddy, as much as you might want me to be. I don't babysit or sugar coat stuff. If you want to learn how to make a badass souffle in an oxygen deprived environment, or how to turn an old electronic teddy bear into a death machine, then I'm your guy. Don't think that means I'm gonna tell you what to do with that, though."
 
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Name: Steve Sanderson

Age: 32

Appearance: Steve is a man of medium build, around 5"10, with thick black hair and pale blue eyes. His skin lacks tan, and his face seems to still have some leftover baby fat. His "Joe Everyman" face combined with his reserved personality only served to make him not very noticeable at social gatherings - or, indeed, just the everyday life.

Role: Interceptor

Backstory: Born and raised on Earth, Steve was the only son of a relatively well-off couple. His mother was a technician for the army, and his father a soldier himself. Ever since he was little, he was subtly influenced by the family atmosphere - his mother would often fiddle with some gadget or another, opening them up and either fixing or modifying them, and his father was an avid gun enthusiast. He was taught to shoot by his father around when he was nine years old, and instantly took a liking to it.

By the time he had graduated high school, Steve was famous at the local range for being a crack shot, and well-known at school for being able to fix a big majority of the electronics and equipment - even though most of the times, it was some minor issues. Shortly after an uneventful college life, he decided to join the military as special forces, but was drafted to become a marksman instead.

A few years later, his commanding officer sent his company to Void as part of an auxiliary force, which may be needed for a more heavy-handed suppression of the protests and rebellion. Shortly after arriving, however, the rebels assaulted the fleet, and the ship he was on was forced to flee to the surface instead. When the order came to abandon ship, Steve took an escape pod with six other soldiers, armed with nothing but a basic rifle and a pistol. Upon landing, they were forced to retreat. Holing up in an empty apartment building, they repelled a few waves of rebels before falling one by one. Steve, having witnessed the brutal ways in which the rebels killed his fellow soldiers and being the last man standing, scavenged some gear and successfully called in exfil - after two more days of guerrilla warfare. He was noted to have wiped out more than fifty rebels by himself while heading for the extraction zone, as well as his... unique usage of enemy equipment and corpses as diversions and distractions.

There were talks of medals or promotions, but the Scorching offered a new opportunity. Having been distinguished and recognized for his service records, Steve was offered to become an Interceptor. Still seething from the colony's "betrayal" and the death of his squadmates, Steve took the offer.

The first few deployments were tricky and often risky - no one really wanted a rookie on their team, especially in an environment as dangerous as the post-AWS Void, and although Steve managed nicely, there was almost always an uneasy feel in the back of his mind. Later deployments saw him being shipped out with fewer and fewer people, until one day he was sent out alone.

...and that was the day when Steve realized that going solo was his best bet. He felt at ease when he was alone; no teammates to cover, no CO to obey (no one barking orders at him over his shoulders, anyway), and all the time to be alone. His performance on that single deployment turned out to be better than his last four combined. Command noted his specialty, and began to allow him to requisite and procure his own gear, while deploying him to areas more suited for his expertise.

Even until today, Steve continued to work as a lone wolf of sorts, his mantra being "no backup, no regrets".

Skills: Having essentially grown up with technology and weapons, Steve is one of the tech and weapons experts on Void - not that there's much on the surface for him to effectively use. His main source of weapons comes from the small fleet still stationed in orbit around the planet, instead of the ones he scavenge on Void. He is able to use both proficiently, but he relies on the USE-made guns more than the Void native ones, believing the former to be of better quality and more advanced than the latter. He specializes in mid-to-long range weapons of high calibers, but always carry at least one close-range weapon on him, within easy reach. He also likes to modify his weapons, often using a mix of USE tech and Void materials, or vice versa.

Steve is a very typical patient sharpshooter, specializing in scouting out a potential Voidant bunker and picking them off quietly when they are outside, instead of hot-breaching into somewhere he's not familiar with no teammates and no backup. He is also a good technician, having developed his own Variable Motion Trackers which he uses to warn himself of dangers and targets. His other development - decoys, holograms and proxies - act as smoke and mirrors, confusing his targets as well as alerting Steve if one was triggered or disrupted.

Weaknesses: If outnumbered and surrounded, he'll have a hard time getting himself loose. He also travels light, being a glass cannon of sorts, so his armour only really offers protection against small-caliber infantry arms rounds. Socially, he is somewhat awkward and will only engage in or start conversations if either he and the other person have similar interests, or the conversation is unavoidable. He also tends to over-think and over-complicate things.

Goals and Motivations: Being a soldier, he follows orders like they are holy writ - however, a more personal reason would his desire for vengeance. The brutal assaults on both the fleet and the survivors shook him, and they were ingrained in his memories forever. Not even the Scorching was able to alleviate that - he would like nothing than to wipe 'em all out. To him, there are no longer any differences between survivors, regardless if they are just civilians or rebels.

Gadgets and Gear:
- At least one AR, preferably with a modular design and lots of spaces for attachments. Used for all ranges and purposes.
- At least two pistols, one converted into a SMG and one semi-auto as last resort.
- Various grenades: frags, flashbangs, smokes.
- One standard-issue Interceptor suit, modified to have a slightly longer filter life and a power supply with larger capacity. Equipped with experimental stealth tech for concealment in the visual spectrum.
- Multiple EMTs equipped with similar tech.
- Multiple "Snapshot" hologram generators, able to be fast-deployed via throwing the dodecahedron-shaped base.
 
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