Affiliation: Naranav rev Revnon (“Fleet Militia of Revnon,” or “Revnon Fleet Militia”); Mathovun (Captain) of the NRR Harkonav
Age/DOB: 31, 79th Day of Reclamation, Thom 673 (Revnian Standard Calendar)
Race: Human, Revnian
Eyes: Brown with blue
Height/Weight: .97 RKm/.94 RKv (5’8”/169 lbs)
Appearance: Maru has a few notable features, the most of which is that he is missing his left ring finger. He is thin and very well built, but naturally small. His short black hair is normally disheveled, though it never looks out of place, and adds to his rugged theme. With subtle shadow on his chin, often cut off at stubble and never lower, the only part of his face that says “military man” is his deep, piercing brown eyes that swirl with blue speckles here and there. His apparel consist of three things: his crimson and grey dress fatigues with the ornamental red cloak, his crimson and black special operations uniform, or the NRR marine genesuit. He never lets another living soul see him in anything else.
[The first two of these is the only one on his person at all times. The rest are found in the Armory of the Harkonav.]
--Arathov Renhov Harov, ARH01(“Light-speed kinetic projectile secondary weapon”)-- Kinetic projectile pistol, semiautomatic, thirty round clip. The Arathov Renhov weapons use mass accelerators to fire kinetic rounds, often explosive, at light speed with perfect accuracy and little recoil. This is optimized for space combat, but it works almost as effectively in an atmosphere environment. Always equipped on right thigh.
--Dumov Harov (“Close-range secondary weapon”)-- Double-sided knife made of refined Nimenethec alloy, the hardest metal known to the Solusinium star system. It is a vague gray, with a simple black grooved handle. The knife is all one piece, the handle wrapped in crimson-tanned leather. Always equipped on left thigh.
--Arathov Renhov Mathov, ARM01 (“Light-speed kinetic projectile primary weapon”)-- Kinetic projectile rifle, affixed camera scope, semiautomatic, fifty round clip. Same design as the ARH, but larger with larger rounds, a more accurate firing pattern, and a faster rate of fire. Can be used for field sniping.
--Nadarunhov Nuren Renhov, HNR (“Light-speed long-range photon pulse projection weapon”)-- Photon projection rifle, affixed camera scope and integrated neural link, semiautomatic, three-battery cylinder. The HNR is essentially the sniper rifle of the armory, optimal for atmospheric combat because its rounds are virtually unaffected by gravity. With three batteries that produce enough charge for five shots each, it is possible that, firing at a certain rate, one would never need to stop and wait for the battery to charge. When one battery’s five shots are spent, it revolves to the next, and by the time the user reaches the third battery, the first is recharged. The photon rounds loose focus the further it travels, however, which means that aim must be done carefully to hit long-range targets in order to assure a lethal shot.
--Durov Runhov Amerov, DRV (“Light-speed close-range photon projection explosive weapon”)-- Button activated, magnetic, high blast radius. These are, essentially, photon grenades. Roughly the size of a fist, they are the geometric shape of a dodecahedron; twelve flat sides in a mock sphere. These can be thrown for the five-second fuse, or activated to magnetically attach to a target, and optionally detonate at the aforementioned time, or when the magnetic link reaches a certain strength. Upon detonation, an internal electromagnetic coil unwinds and disperses a magnificent electrical charge into the air, causing a shockwave in atmospheric conditions. It also projects from all sides a massive bursts of photon lasers, in a spherical radius around it of roughly six yards.
Armor: Mathimov rev Narmav, MrN(“Primary weapons and transportation system of warriors”)
The MrN is the most important thing an RFM Marine can have. It is a suit of armor, a space suit, a computer, a weapons system, a life support system, a first aid kit, a means of space propulsion, and a biosignature mask all in one. This black and crimson suit has the dull look of finished metal about it, with an opaque crimson visor in a rough V-shape over the face of the helmet. The external armor is made of layers of Sharotev and Nimenethec alloys, which assist in the repulsion of kinetic rounds and provide strong protection from impacts and light-based or heat-based weapons. This is necessary as the suit has neither the room nor the weight capacity to store an Amaratev shield generator. Some of the benefits of the MrN Genesuit include:
--Internal HUD displays signals to the wearer at all time, constantly monitoring the surroundings and the details of the suit with neural warnings from the integrated computer.
--Nodes that travel along the major bloodlines of the body are designed to administer specific drugs and steroids in certain situations; to administer a healing agent or cope with emotions, pain, blood loss, etc.
--Locking system on all joints of the suit to prevent unwanted removal of sections
--Internal microabsorbant ballistics gel layer designed to absorb most of a heavy impact
--Pressure thrusters in key places all over the suit for zero gravity maneuvering and for assisted athletics in gravity
--Recycling air reserves that automatically activate when unable to take in oxygen
--Thermo-molecular heating and cooling system to monitor and maintain normal body temperature in extreme environments
Strengths: When not in the MrN suit, Maru is a stellar athlete, a brilliant strategist, and an expert marksman. These things are expected of an NNR starship Mathovun. He is an excellent commander, and an excellent soldier. His weakest point is piloting, but even in his weakest suit, he was graduated at the top of his class. Were it not for politics, his abilities would have taken him to the top ship in the Revnon Fleet, but it was not to be so. That would not fill his passion, either; to be out in the fringes, or in the deep unexplored, never knowing what danger he could face-- that is his love. Confident and trained, he feels that he and his ship are both strongly suited enough to face whatever challenges deep space has for them.
Specifically, he favors smaller arms, such as his ARH01 pistol. He enjoys a good tussle, as well, and never comes away disappointed from a melee match. Quite often, he trains his marines on the ship by sparring with them, in turn keeping his edge as well.
Weaknesses: Mentally, Maru’s greatest weakness is the same as most Revnian officers; arrogance. Pride. Because he is better than most of them, his haughtiness is greater as well. It is not his fault, however, as it is trained into the Revnian soldiers that, once their training is complete, the only thing stronger than them is the Revnian soldier that can defeat them on the mat. But because no soldier ever beat Maru, he feels as indestructible as a wise, intelligent man ever could. He knows that, somewhere, there is someone who can beat him, who can kill him, but he has yet to meet him.
Although he came close once. Maru’s only physical weakness is a bad left leg. Just before being promoted to Mathovun, Maru encountered an alien, but a fellow human from another world in the Solusinium system. He was a pirate, a “ship-sider” who robbed trading vessels of their cargo. In a scuffle, the man shot off Maru’s left ring finger at close range and fired two photon rounds through his left thigh. When Maru finally killed him, the man was laughing. He knew he had hurt Maru’s pride more than his body, and the injuries he sustained have been a reminder ever since. His weakened left leg leaves him with a limp when not aided by the MrN suit, and makes it difficult to perform certain moves in melee combat.
Personality: Although his mind is entirely absorbed by combat and dreams of grandeur, he is a surprisingly sensitive individual. He is a reasonable and intelligent man who knows better than to trust anyone completely, and was smart enough to avoid learning the hard way. His training is as much a part of his personality as his laugh or his rage or his need for love. He is, first and foremost, a soldier, a warrior, a killer. Secondarily, and only secondarily, he is a human. It is that sole quality, the ability to set aside his own humanity to accomplish his task, that has made him who he is. He has been betrayed, but he never trusted anyone enough to be surprised. Nothing about the phrase “everyone has an angle” leaves him unsettled, for he knows it to be true. Even he has manipulated to achieve his will, but he does not see it as wrong doing. It is a means with which to attain the proper end, just like everything else.
Maru was born in the massive city of Nuthov, long after the planet was unified into one solid country and congregation. His parents birthed him into the Revnon Fleet Militia, and he started military training at the age of four, with subliminal training being instilled even before that. He was always top of his clan.
Then the clan graduation came, Maru was ready. Only the strongest would continue, and he knew it. The clans were pitted against one another in death matches, one on one, and culminating in a team effort with self-devised strategies. The rules were always different; MrN suit, no MrN suit. Distnanced weapons only, knives only, steel poles only, fists only. Every game, no matter the rules, Maru survived, and usually won first place. He was a vicious winner, who won thoroughly every time. He graduated with the highest honors, paid for with the blood of weaker soldiers, who would only live on in worthy memorials.
Maru lived for the Commission. In his lifetime, the RFM Commission earned their name when they took over the fleet and ‘commissioned’ roughly half of their ships to disperse out of the system and find other planets to colonize. Revnon contained all the populous it could hold, and colonization on Lerveovn was restricted by the Old World Act. Areteir was still being colonized, but with the surface being less than 30% land, it was well-known that it would not satisfy them long. And so the rush for off-world and out-system colonization began.
He wanted to be the first to go. But he was a nobody to the Mathovuns of the fleet; an excellent trainee, perhaps, just still just a trainee. So he requested transfer to the one place he knew no one would ever transfer to; the Orbiting System Defense Grid, for the Akessa outpost.
It certainly got him noticed. He was, and probably always would be, the only NNR officer who wanted to be stationed in orbit over Akessa. It was the furthest planet in the solar system, and it was nothing but ice and frozen nitrogen, but it was the frontier, and a hotspot for pirates, so the need was there. Not only did the RFM send him, they promoted him just for wanting the job, since he already had the skill.
And so Maru lived out fourteen years stationed over, and occasionally on, the frozen tundra of Akessa. Stopping pirates, destroying illegal freighters, killing boarding parties-- these were everyday routines for him. Finally, after every other name on the list for ship and the entire outpost had either died or been transferred away, and after they nearly lost Maru to a pirate attack, the NNR Commission promoted him two steps to Mathovun, and gave him the ship he had lived on for fourteen years: the Harkonav.
Maru knew the politics damn well. As a Mathovun, he had a right to move a motion in the Commission Council, and they had to hear him. “The Akessa outpost is a training ground, and I graduated years ago,” he said. “A Mathovun of my caliber should be finding new planets for our people, not killing them for importing foreign foods.”
It was Maru’s way to manipulate an entire council of veteran soldiers into listening to him, and it worked. The irony never seemed to bother him that, because he had transferred to Akessa in the first place, he could never be promoted to Mathovun Revnar (essentially the equivalent of Fleet Admiral, and the only rank higher than Mathovun). In order to be eligible for Mathovun Revnar, a soldier has to serve at least twenty years in the In-System Defense or the Out-System Offense fleets; the Akessa outpost was neither. It was simply an outpost, a guard station, more law-enforcement than military. Even though he was now part of the Commission colonization effort, and therefore a subsidiary of the Out-System Offense fleets, he doubted he would be there long enough to qualify.
But that did not matter then, nor had it ever mattered to him. He had what he wanted-- a capable ship, a meaningful rank, and the Commission’s permission to explore deep space. All he had to do was live the dream.
Offenses:(Quantity of ROUNDSxWEAPONS):
--x12 Darunhov-- Close range. Powerful photon cutting lasers focused too strongly to be used at a distance. Close-range damage capabilities, in combination with the amount of Darunhov projectors, makes this a very effective weapon for near-miss passes with other ships, or for damaging or destroying boarding parties and their crafts without self-infliction.
--x8 Nadarunhov-- Medium to long range. Double-ported turrets equipped with an amplifier node that broadens the focus and frequency of the Darunhov photon laser, but separates the stream into multiple pulses. Fires like an automatic turret; photon laser can be positively or negatively charged and ionized for shield disruption or for explosive impact, but at the expense of a much larger energy output.
--1,200x4 Arathov Renhov-- Medium range. Kinetic projectile cannons that use internal mass accelerators to fire fully automatic, large caliber explosive rounds. These rounds can be charged or ionized for shield disruption or greater amounts of damage, but at the cost of the barrels overheating faster.
--6x2 Nerenhov Renhov-- Multi-range. Solid kinetic projectiles fired with a mass accelerator to cause fatal hull penetration. Solid alloy equipped with sensors to detect the extent of the damage and report findings to the Harkonav. Equipped with internal hyper-fusion reactor that activates only after the round reaches a certain distance from the Harkonav. If round is lodged mid-craft, it is designed to detonate for maximum possible damage.
--x12 Marthonav Recon Fighters-- Small fighter crafts to be deployed for the purpose of intercepting enemy fighters or oncoming projectiles. Equipped with dual Nadarunhov barrels, dual Arathov Renhov barrels, and a 1/100 scale Nerenhov Renhov designed for small-scale tactical strikes. Very fast, light, and maneuverable, but rather flimsy with very light shields. Seats one.
--Sharotev Armor Plating-- “Sharotev” alloy plating that covers ship from all sides. Most effective against charged weaponry; Sharotev alloy naturally emits a significant magnetic disruption field that is capable of nullifying charged or ionized weapons before impact. Plating also offers significant protection against kinetic projectiles (measuring 8 meters thick on all sides, standard ship materials not included), but Sharotev alloy is a softer metal, hardened by manmade infusions; defenses against lasers or other light based weapons are intermediate at best because of the low density of the Sharotev alloy.
--Amaratev Shield Generators-- Amaratev generators are positioned equidistant from one another all over the ship, projecting a form-fitting invisible barrier. By introducing more subatomic particles to the charge in the natural magnetic field, the Amaratev generators effectively push all surrounding magnetisms forward, until it reaches its range, at which point the charge returns to normal. This causes the two charges to constantly attract to one another, and in turn repel anything that draws nearer to them. Very effective and neutralizing light-based weaponry due to the constant repulsion of heat. Also very effective for sub-light speed travel in open space.
--The NNR Harkonav has no external landing gear. It is not designed for planet-side or surface landing; it is designed only for port or starboard docking. For planet-side exploration, shuttles must be taken from the flight bay.
--Internal defense is composed of a grid of small Darunhov projector turrets that auto target hostiles as programmed on the security deck.
--The NNR uses no form of translucent or transparent material for windows or view. All visual contact is done through sensors and sight projection, either displaying the view on a large screen or beaming it through the viewer’s neural chip and directly into their retinae.
The Mathurekev Generator
Interstellar travel in the NNR is most commonly done with slipspace warping; that is, creating a stable wormhole to appointed coordinates and traveling through it at light speed. This is done with a device called a “Mathurekev” generator that, when set at a specific distance and magnitude, uses an intensely powerful magnetic field to force all matter away from a specific point. This sudden disruption in matter alters the alignment of the Strings (hyper-subatomic material that forms the most basic part of matter and physical reality) around it, and forces them apart, causing an immediate lapse in space. The collapse of a specific section of space is immediately reflected in the continuum, beginning a black hole. The Mathurekev then projects the magnetic field inward, guiding it to specific coordinates through slipspace, until repeating the process. The results, nine of ten times, is a complete and mechanically stable wormhole that can safely transport from one end to the other.
Have you used your other character yet? It's a rule of the BA that before someone can submit anymore characters they need to prove they can use the ones they have. Please, profived proof that you have used the last character you got approved.
Also: Are the character you have here traveling together? You could make it a bit more clear if they are. If not, then you cannot submit two seperate character at the same time, savvy?
Well, as far as proving my other characters, they are all currently in RPs at the moment. In fact, they're all in at least two (some of the RPs use more than one character), but the RPs are going slow. But yes, I have used Sathis.
And these two aren't two characters, is the Captain and his ship. I submitted the ship seperately so it would be easier to link to. And, for the record, I intend to fire up an RP as soon as he gets the A-stamp. :3 Short answer: Yes, I've used the other character, and yes, these two characters are traveling together (the Captain, IN his ship). Heh.