Name: Kiren Violik.
Gender: Male Trap.
Appearance: Kiren is one of those people who are easily mistaken for female. He doesn't mind it and sometimes goes out of his way to encourage it, not only is it entertaining, but it occasionally progresses to more.. entertaining activities. Kiren has rather long and well kept brown hair. Currently his hair reaches down to his lower back, he normally has the tips of it dyed either purple or green, right now he has it dyed a bright green. His eyes are brown, although his left eye is much lighter in pigment then his right due to a childhood injury. He normally wears brightly colored and slightly baggy clothing, mostly of the purple and green variety and with lots and lots and lots of pockets. Kiren absolutely loves pockets, if something doesn't have an abundance of pockets then he won't wear it. Kiren has a small tattoo of a wolfpaw a few inches above his left butt cheek, although you wouldn't know that unless you checked or "played" with him at some point. Kiren has a few small shrapnel scars, streaking diagonally from a little bit above his right butt cheek to his left shoulder, they could almost look like clawmarks to someone without medical knowledge. Kiren is a rather playful person, some would go so far as to say a little too playful. If something isn't entertaining or interesting, he won't want any part of it, he doesn't like talking when on the battlefield, but off the battlefield he is quite talkative and occasionally gets in people's personal space, it's rather common to be in a conversation with him about tactics one moment, and the next moment he's trying to get you to give him a piggyback ride or just tacklehugged you. Obviously this isn't normal behavior, and for those who know how to push right, they will discover quite a few things about Kiren's mindset and the reasons behind it.
Biography: Kiren had a rather eventful childhood, growing up on a recently colonized planet would be more then enough, but getting kidnapped at age 13 by an illegal paramilitary organization for use as a child soldier was quite another. Having extremely physically abusive and negligent parents and seeing that the organization treated him quite well for the first few months he was there, Kiren had absolutely no problem with this turn of events. During his first year of training, he showed quite the aptitude for mechs in the simulator and was handed off to the much smaller mechanized core of the organization for more focused training, during the next two years he showed an above average aptitude with target identification and long ranged weaponry. As mechs are much more expensive and devastating on the battlefield than infantry, he got an extra two years of specialized training with stealth systems and laser systems as the organization didn't have anything that was the kind of pure artillery that would have suited Kiren better. In the middle of his last year of training, a rival organization raided the training compound and killed most of the personal, Kiren having been suited up and on his way to the hanger was partly hit by some stray shrapnel from an explosion on the lower section of the mech hanger, he was lucky enough to not have had anything vital hit but it did cause a good deal of bleeding, he quickly got to his mech and completely ignoring normal undocking protocol, had it tear free from the restraints, activating his stealth systems. The enemy group only had brought three mechs along and it quickly became clear they were outclassed by Kiren's mech, One went up in flames within moments, its arm sliced off by the Kiren's lasers and nailed repeatedly with grenades. One much further away and had both legs blown off by a set of mortar rounds and was finished by the other laser. the last mech took a few moments of searching before Kiren's targeting systems pinpointed it through its active camo. Active camo only works if the enemy doesn't have multispectral optics, and Kiren most certainly did have that. Unloading several rifle rounds and a laser into the cockpit of the weakly armored opponent, the enemy mech collapsed, pilot killed. By this point another branch from Kiren's organization had arrived with reinforcements, and a good thing too, as the bloodloss was enough to make Kiren pass out. Barely feeling his mech toppling to the ground, his last waking memory was him being dragged from the cockpit.
Kiren awoke two weeks later, much to the delight of central command, being the senior surviving pilot, by default Kiren was placed in command of the core. Not wanting anything to do with tactics, Kiren milked his injuries so he could get more bedtime for another two months. He spent the time pondering the issue and playing videogames, near the end of his two month sick leave, he decided the best option would be to flee. Leaving the medical facility in the dead of night and accessing the hanger with his keycard, he opened the bay doors and booted up his mech before activating his camo and walking his mech out of the hanger. Nobody noticed he or his mech had vanished until several minutes later. By the time the alarm was raised, he was miles away, and with his mech's stealth capabilities and with the tracking system turned off, locating it would be a near impossible feat.
Kiren took up mercenary work and soon became a heavily sought after contractor. He never takes jobs against his original organization though, and occasionally he will jump into a battle on their side without warning. Ignoring all hails, he appears and carves a swath of death through the lines of the enemy before vanishing back into the night.
Having been rather bored lately, when Kiren was contacted by the rebels, he quickly realized that this might be a good way to stave off his boredom, he took the job at half cost, knowing they would have a hard time paying full price. Having more then enough money, he didn't care much about the payment, he just wanted to do something fun, Hopefully it is what he expects it to be, if a job isn't fun, Kiren will refund the employer, minus costs for repairs and time spent, and will vanish again.
Skills: (Divide 60 points amongst these)
5 - Reflexes : Used to determine initiative, as well as dodging
15 - Piloting : How good you are at controlling the mech. Used for most basic and advanced maneuvers.
15 - Engineering : Damage control, Identifying enemy mech, gauging a building's structural integrity
20 - Targeting : Not only does this include firing most of your weaponry, but also spotting and various other techniques
5 - Communications: NPC relations (though this is more influenced by actual RP), but also used for coordinated tactics.
Traits: (Pretty sure I won't be getting many cause my mech is rather good but.. I'll do one.)
-Mechanic: between battles, if time is dedicated to it, Kiren can partly repair his mech.
-Tinkerer: between battles, if time is dedicated to it, Kiren can add a small boost to one chosen system, bonus stays until he switches it to a different system. At the start the bonus is allocated to the engine.
Name: Violet Night.
Size: Huge (-4 to all dodge rolls: Base detection chance: 16)
Role: Artillery
Posture: Hexapedal, Erect (+2 to traversing difficult terrain)
Engine: Nuclear
Armor: 100 cm Ceramic-Steel-Nickle Alloy Laminate
Additional Defenses:
SD Laser-hardkill APS
SD Nanoswarm Hive Shield
Optics: Satellite Uplink Imaging (74) Hyperspectral Imaging
Main Weapons:
Main (Right Shoulder) Double Oxygen Iodine Electrolaser 9.7MW
- Aiming Difficulty: d40
- Energy penetration : 25 mm , Direct energy damage: d25, EMP damage: d41
Main (Left Shoulder) Superposed Load Mortar 100 mm Caliber Computer-Assisted Gyroscopially-stabilized, (66) Dirty HE
- Aiming Difficulty: d70
- Direct Explosive damage: d50+10 Loaded [3/3] Ammo:[20/20] ((Can fire 3 shots per turn, but only reload one))
Main (Left Shoulder) Oxygen Iodine Electrolaser 11.2MW
- Aiming Difficulty: d50
- Energy penetration : 28 mm , Direct energy damage: d28, EMP damage: d48
Secondary Weapons:
Secondary (Torso) Automatic Grenade Launcher 22.9 mm Calibre (67) Semi-automatic Breech EFP Cluster.
- Aiming Difficulty: 4*d60 (Cluster, after all)
- Explosive penetration : 50 mm, Direct explosion damage: d10 Ammo : 30
Secondary (70) (Torso) Recoil-less Rifle 101 mm Calibre Chain autoloader, Incendiary Benzine.
- Aiming Difficulty: d40
- Fire damage: d40+10 (1 turn only)
Secondary (38) (Right Shoulder) Microwave Emitter 9.4MW
- Aiming Difficulty: d40
- EMP damage: 47 (4 turns recharge)
Extras:
1 IR-Silhuette Stealth Plating
2 Radar Stealth Plating
3 Active Camoflage
4 UGV-Capable
Traits:
NBC Sealing.
(82) Infamous
(49) Quiet.