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Thread: Nexus Character Directory

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    Character Profile: Vyrn
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    "Don't you know who I am?"

    Name, with titles: Prince Vyrn I of the Altaran Dominion, former Emperor of the Acronymian Empire (legally Vyrn Altaran)

    Sex: Male

    Appearance: Vyrn is a man of medium build, light skin, and black hair, with dark blue eyes. Being royalty and thus having rather snobbish standards, he keeps himself very well-groomed and rarely seems to appear different than usual. He frequently wears an old uniform from his days as Emperor.


    Background: A prince of a fallen nation who came to the Nexus, Vyrn did as fallen morally questionable royals are known to do, and took over Inside in a bloody war, creating what was known as the Acronymian Empire (the name influenced by the entire region's at the time). Though controversial, he was never ousted by civilian revolt. Eventually, however, he was ousted by his own military thanks to wasting resources on his own personal security, and vanished from the Nexus for a time. He eventually returned, using some leverage from a device only he could operate to be allowed in the city of Inside again, eventually gaining an advisor's seat on the Council. Now, however, his ambition has risen again, and he is no longer powerless.

    Personality: Vyrn is known to be both highly ambitious and paranoid. He's able to keep up a very polite air, but privately, he looks down on habits he views as too 'commoner'-like, preferring high-class environments. He hasn't shown much beyond that, owing to his own paranoia. Judging from his behavior as ruler, however, it can be inferred that he has a vengeful streak, refusing to let anyone who violently crosses him live, but allowing peaceful protesters to remain unharmed. Nor can he be particularly prejudiced beyond his royal nature, as his regime treated all equally, except for rebels.

    Abilities: Vyrn has a number of abilities he gained during his time in the Nexus. He is capable of turning intangible, flying, and reading emotions. Finally, he can manipulate others' short-term memory-but only on touch. Beyond these supernatural powers, he has evidently gone through military training at some point, and is proficient with many weapons.

    Known Equipment: Vyrn is known to use a high-powered plasma pistol and has access to the Sanctuary's armory.


    Faction: Altaran Irregulars
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    The official name of Vyrn's personal force, the Altaran Irregulars are one of the two main factions enforcing order in Inside.

    The Irregulars come in numerous varieties of people, their motivations varying greatly. Some simply wanted the opportunity to work on a flying aircraft carrier, some simply want the paycheck, among others. Others were survivors-some of the old Imperial crew remained. This mainly consisted of some pilots and the engineering crew. While they normally wouldn't follow Vyrn again, he did essentially rescue them and get them out of that pit.


    Assets
    Airborne Aircraft Carrier Sanctuary
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    The Sanctuary is an aerial aircraft carrier dating back to the time when the Acronymian Empire ruled over Inside and much of the territory around it. It was the first of its kind built by the Empire itself, followed by Spectre and Supremacy.

    Thought lost when the Empire spontaneously collapsed, it has since been recovered by the former Emperor, Vyrn, who now commands the vessel-ironic, given that he was originally deposed long before the Empire collapsed.

    The vessel's crew is deceptively small for a ship of its size. The ship's computer systems have been upgraded heavily, cutting down on crew requirements. This frequently makes the ship seem rather empty. As for what crew is present, it comes from many backgrounds. Some want a paycheck, some simply see a great opportunity. Some are ex-Imperial engineers and pilots grateful to Vyrn for saving them. These men and women are collectively known as the Altaran Irregulars, and the Sanctuary is their main (and only, for now) base.

    Description
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    The ship looks rather like this, though it is not entirely the same as what its base is taken from, mostly in the area of armaments. It does not possess the same level of armaments as the other massive Imperial craft did, lacking bomb bays entirely. It does, however, have several rapid-fire laser turrets and, to a lesser extent, laser cannon emplacements for defensive purposes.

    What the Sanctuary excels at, though, is obvious. It's an airborne aircraft carrier for crying out loud. It carries a large number of aircraft, likely inspired by the relative success of the aerial battleship Haven's deployment in the brief and bloody Acro-Felinian Conflict, backed up by large numbers of aircraft, but with many of them wiped out or found to be damaged beyond repair upon returning. The Haven itself narrowly averted this fate as it returned to Inside. The Sanctuary was meant to eliminate that weakness.


    Aircraft
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    K-Corp Harpy Gunshipx2
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    This VTOL craft is old even for Imperial materiel, dating back to when K-Corp still supplied the Empire.

    These resemble Orca gunships, only with a rapid-fire laser turret on the nose and wing-mounted turbolasers instead of missiles for weapons. In addition, they are jet black and come with extremely quiet whisper engines.


    Evolution Industries EvAV-1 Gunshipx6
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    A VTOL aircraft very similar to the older K-Corp Harpy Gunship, the EvAV-1 unfortunately lacks its predecessor's whisper engines, that technology not being in Evolution Industries' possession. Instead, it uses a more advanced repulsor drive similar to those found in hover vehicles to move and remain aloft, emitting a loud, low-pitched humming noise when active. It is also black in coloration, and is armed with twin heavy laser cannons and a single rapid-fire blaster turret, arranged very much like the Harpy's armaments.

    These seem to be inferior overall compared to the older K-Corp craft, however.


    Evolution Industries EvAV-2 Transport (x8 Normal, x6 Stealth)
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    The EvAV-2 is simple-a transport variant of the EvAV-1. It's more boxy and less well-armed, sporting only the blaster turret. However, it contains room for up to 14 troops. Some EvAV-2s come in stealth transport variants originally used by Imperial stealth commandos.


    Evolution Industries EvAV-3 Imperator Gunship (x6 Normal, x2 Stealth)
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    A newer model of gunship with significant extra versatility compared to the older EvAV-1, the EvAV-3 combines the advantages of conventional VTOL craft and jets, able to fly about like a plane while retaining full VTOL capability like the older gunships. While it is not as maneuverable as conventional fighters and lacks missile armament, some say this is an advantage, for missiles and bombs are very hard to use in urban areas. The EvAV-3 thus offers superior precision in cities, well-fitting the Irregulars' role. It is armed with twin sweeper beam guns and a single powerful laser cannon. The EvAV-3 is also equipped with a point defense laser turret for shooting down missiles. Like the EvAV-2, it has a stealth variant, replacing the Vengeance fighters.


    Evolution Industries EvAV-4 Savior Shuttle (x8 Normal, x4 Stealth)
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    The EvAV-4 is to the EvAV-3 as the EvAV-2 is to the EvAV-1: A lesser-armed transport variant. The EvAV-4 sports only a single sweeper beam, trading the necessary power and equipment for the other beam and laser cannon for a transport compartment. It does, however, sport a second point defense laser turret, better to protect its precious cargo with. It also has stealth variants.


    Evolution Industries EvEXV-1 Exploration Vehicle x8
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    Resembling the EvAV-3 and 4, the EvEXV-1 is a larger, bulkier craft without built-in weapons or a major transport compartment. Instead, it is a heavily customizable exploration vehicle, able to be made to operate in a number of different environments. It can be fitted with parts to allow it to operate underwater, shielding systems to protect it from extreme temperatures, self-defense weaponry, and yet more attachments. It might even be able to operate in the void of space...if anyone manages to launch one up there. The weaponry varies depending on the environment it is currently exploring. It seats four, and boasts reinforced environmental seals and sensitive sensor systems by default.


    The ship has a maximum complement of 85 aircraft. Currently, the count stands at 50, meaning it is operating at 10/17 of capacity.


    Locations
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    Bridge
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    The Sanctuary's bridge is the control center for the entire craft. It often seems rather empty for the most part. Many of the consoles are usually unattended, the improved computer system dealing with their operation on its own, though they have not been removed. In case the system fails, they can be taken over manually.


    Barracks
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    These are fairly standard living quarters for a flying military ship, not meriting much description.


    Engineering
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    The main power supply of the ship, a fusion reactor, is located here. Engineering mainly manages the ship's power, along with its engine systems and limited weapons.


    Flight Deck
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    The flight deck is the launching and landing area for all of the Sanctuary's craft.


    Satellite Uplink Room
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    The Altaran Irregulars control an orbital spy array, which can be accessed from here.


    Armory
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    The ship has an armory, though it is rather devoid of larger, more raw-power equipment. Notable equipment includes much of the stuff listed later on in the post, with a general focus on the lighter things, though heavy stuff is there. Shooting a laser cannon off inside the ship is a bit inadvisable.


    Notable Personnel
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    Prince Vyrn I of the Altaran Dominion, former Emperor of the Acronymian Empire, Captain of the Sanctuary, Leader of the Altaran Irregulars
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    Click here!

    Note that the lengthy 'name' there includes his titles. It is usually abbreviated to 'Vyrn Altaran', and he is referred to as 'Captain' by the crew.



    Mysteries
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    Some mysteries still surround the Sanctuary and its current status. No sign of most of the original Imperial crew remains, and half the ship's aircraft complement was completely missing when it was finally recovered. No one knows how it reached the location where it was found either, and navigation data recovered from the bridge cuts off around the time of the Fall of the Empire-nothing beyond that was available, and therefore a large gap exists between the previous data and the new data from the ship's recent re-launch.

    Beyond that, the atmosphere aboard the ship often seems rather eerie, the crew often feeling as if they're being watched, even when no one else nor any security cameras are around. Some crewmen claim to have seen ghosts, but whenever anyone tries to investigate such claims, no such spirits appear. Those who remain of the old Imperial crew who have been asked about it stubbornly refuse to speak of it.



    Remnant Alliance
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    Beyond the older equipment listed as held in Sanctuary's armories, the Irregulars have gained access to funding and technology from Remnant in an alliance with them, and as such have access to much of the same technology, including the Basic Armor and a generally similar techbase thanks to the EI influences.


    Irregular Armory
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    Pulse Weapons
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    Weapons dating back to the Empire's beginning days, pulse weapons did not see much use in its later times, thanks to K-Corp-their main manufacturer-exploding under unknown circumstances. As such, these are not as available as other weapons in the armory, and cannot be reliably replaced if lost.

    These fire rapid, hot energy pulses, and come in rifle and carbine forms. Pulse weapons are capable of piercing light armor, and their own power cells are very high-capacity, rendering reloading a moot point in combat.


    EvR-1 and EvP-1 Blasters
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    Evolution Industries blaster weapons largely replaced K-Corp pulse weaponry in the Empire's later days. These weapons' energy projectiles are not quite as powerful as the discharge from pulse weapons, and their power cells are limited. A rifle is limited to 30 shots before its power cells run out and must be replaced, akin to reloading. Pistols, being smaller, only have 12.

    However, EI blaster power cells slowly recharge on their own over time. The blaster rifles also sport adaptable frames, suitable for numerous customizations. Should there be any of the magically-inclined around, the cells can be enchanted to use other more magical energies, and will automatically recharge with those instead.


    EvIR, EvIP, and EvAT Ion Weapons
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    Specialized energy weapons, these are specifically made to be extra-effective against high-tech foes, and are adept at scrambling circuitry and shattering energy shields. Unlike other EI energy weapons, these are not reliant on MACE tech, and so do not recharge, being limited to a number of shots depending on the specific weapon type before needing to be reloaded. They generally come in the same types as conventional EI weapons, sans exceptionally MACE-dependent examples like the heavy assault blasters and sustained-beam weaons.


    EvAM-1 Magic Scrambler Grenade
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    Resembling a spherical high-tech grenade, the EvAM-1 detonates to create a highly unstable field of various magical and not-so-magical energies, derived from a low-intensity MACE overload. This tends to play havoc with spells and other things, though it does not prevent their use entirely. It merely 'scrambles' them, meaning casters facing units equipped with it might want to be very careful about whether or not that next spell is worth risking.


    EvD-1 Guardian Drone and EvD-1a Power Beamers
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    The EvD-1 Guardian Drone and EvD-1A Power Beamers are meant to operate in tandem. The former, a skeletal humanoid robotic drone, is the main system. The Power Beamers use technology seen earlier in the Light of Evolution in Westside to beam power to the Guardian to grant it power levels normally impossible for a humanoid platform of its size. The Guardian, subsequently, has the power to project a powerful forcefield around itself that makes it nigh-impervious to small arms fire. Offensively, the Guardian's forcefields inflict electrical shocks on contact, and it can project an electric blast attack. Its main prowess is in its resilience, however. The Power Beamers are small, harmless hovering drones, and serve only to power the Guardian. Four go with a given Guardian. Obviously, destroying them tends to weaken the main drone, and as such, they have a tendency to zip around and generally be as evasive as possible while maintaining their power link. While not restricted, the Guardians are prohibitively expensive.


    EvPC-1 Patrol Craft
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    A lightly armed and armored hovercar, the EvPC-1 is meant for light police work, and is more or less a police hovercar. It features a single weapon mount for a weapon of choice, usually something light like a simple blaster or less-than-lethal weapons.


    EvA-1 Light Armor
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    A lighter armor type originally meant for Imperial Army scouts, it offers little protection against stronger attacks (though it'll protect against lighter weapons provided one is not under sustained fire) and is designed with maximum mobility in mind. The EvA-1 armor comes with a full helmet with a number of scanning features, including x-ray, infrared, night vision, and magic-detecting settings.


    EvA-4 Stealth Armor
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    This armor type, colored jet-black, is suited for special forces, and is fully sealed with some life support capabilities for extreme environments. It has a built-in cloaking device and its helmet comes with EvA-1-level scanners. On top of this, it is more protective than the EvA-1 armor, holding up better against sustained fire, though it will still not stop armor-piercing or heavy weapons.


    EvA-5 Powered Flight Armor
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    The EvA-5 is a newer type of powered armor created with the interests of the Altaran Irregulars seemingly in mind: Effectively doubling the user's strength, offering similar levels of protection, and coming with built-in flight systems in the form of a propulsion pack on the back and similar boots, it is arguably superior to the Basic Powered Armor used by Remnant and the Irregulars. The downside is that it is less customizable and theatrical, lacking the cape for instance, but that's just fine for many.


    Melee Weapons
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    There are a few melee weapons of note in the armory.

    One is the Supercharger combat knife. A device in the knife's hilt transfers electricity into the blade, electrocuting it and allowing for greater power. This feature can be turned on or off at will by the push of a button.

    EvM-1 Infernal Edges also appear, mostly in combat knife form as well. These have extra-sharp black blades that can be further amplified by a different device in the hilt that superheats the blade to a deadly degree. A few of these, oddly, seem to come in rapier and cutlass form.

    Newer is the EvM-2 class of melee weapons. These are much rarer and take the form of weapons that look almost mundane. This is deceiving, however, as built-in systems allow them to generate a disruptive energy field that discharges when the weapon comes into forceful contact with something, giving the weapons significantly more power. The hilts and hafts, of course, don't have this effect, otherwise it'd be supremely dangerous. These weapons are very good at punching through armor, though it's sometimes impractical. Stabbing tanks isn't that great an idea.


    Of course, it goes without saying that these are merely the highlights of the Irregulars' arsenal and materiel. Generally speaking, if something seems to be within their techbase's capabilities, they may very well have it. For example, they do possess more mundane firearms. These are simply some of the more common and signature pieces of equipment.
    Last edited by Darkcomet; 2013-12-17 at 01:45 AM.
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