Before we begin, all criticism is accepted and appreciated. I'm new here, so I've got a bit left to learn about how you guys.... think in relation to char profiles. Much of this profile is flexible specifically because of that reason. But enough rambling, onto the good stuff :P
COMPOSITION AND APPEARANCE:
In Markus' mind there are only three goals. Survival, helping friends and shipmates survive, and to forget. Over the years, these three concepts have shaped not only his mind, but his body as well. A long scar runs down his face, the blade that caused it barely missing his eye. Well-toned muscles bulge under the ship-board jumpsuit he's rarely seen without. And a pained, almost haunted, expression fills his eyes in moments of weakness.
PERSONALITY:
Markus is unusual, to say the least. He has a code of honor that puts most mando to shame, even going so far that he will only engage an enemy that threatens him, or his crewmates, first. But once he engages an enemy, he fights to kill. He knows nearly nothing of himself, all he does know is he hails from unknown regions. He has built himself a new identity, but he still remembers that which he was and his past haunts him.
LIKES AND DISLIKES:
Much of his life is spent trying to run away. Towards this end he is known for pulling fourteen hour days on a regular basis. When the memories are particularly bad, such as they often are, he will usually pull an all-nighter, engrossing himself in physics, programming, mechanics, anything that will let him forget. Interestingly enough, Markus has never chosen to become a drunkard. This isn't because it wouldn't make it easier, but because he spends so much time trying to look after his friends and colleagues. Not having split second reflexes when they're needed could cause his friends to die.
STRENGTHS AND WEAKNESSES:
For many years now, Markus has forsaken the role of front-line combatant. He usually enters combat in the Eternal Memory (edited from mando'a), but if the need arises he is able to fight on the ground. When pressed into ground-based warfare, Markus could care less which advantage he uses, so long as his opponent falls before him or his ship-mates do. Because of the advanced nature of his shield suit, Markus is particularly agile in most environments. Despite his bulky-looking armor, he moves as tho he were un-clad. Also due to the assistance of his shield suit, his strength seems significantly enhanced after a quarter-second pause. This effect only applies when striking (or picking up) a difficult-to move object. The repulsors in the suit are designed (and programmed) with the weight of the armored suit, but they need a split-second to re-calibrate when carrying additional loads or pulling a virboblade thru an opponent's rib cage.
GEAR:
pic
Weapon Type: high-powered hold out pistol
Faction: N/A
Description: This is a small weapon, designed to be easily concealed and highly effective. The snub nose makes it inaccurate at moderate (and greater) ranges, but the clip is easily exchanged.
Size: small, hand held, and concealable
Availability: none, highly customized
pic
Weapon Type: Blaster Rifle
Faction: N/A
Description: This is a custom built blaster rifle. It has a standard blaster rifle and a less obvious mass-driver/projectile launcher.
Systems: targeting optics, remote link to implant, easy to assemble/disassemble.
Size: 1.4m long
Availability: none, highly customized
pic
Weapon Type: virboblades
Faction: N/A
Description: Twin short virboblades, lined with energy pulse generators (for sparring w/lightsabers) in addition to the standard HF vibration.
Size: 1.2m
Availability: none, highly customized
pic
Name Of Equipment: Shield suit mrk VI
Equipment Type: Under Armor
Faction: N/A, custom
Services: provides significant protection from most attacks
Description: This suit is lined with a number of small ray shield generators. They are all designed to work in sync with one another to create a single large field. Unlike most personal shields, however, the shield suit goes on under a a suit of armor. This prevents most damage from reaching the suit and also allows the shield suit to act as a second layer of protection against penetrating attacks. It also has numerous repulsor generators, allowing the wearer to move freely even on a high gravity world (up to 2 GalStan G's). A side effect of this is the ability to wear heavy armor without significant reductions in maneuverability or endurance under normal gravity. The final thing of note is that this suit is air tight. This allows for limited use in space, but an additional air storage/recycling plant must be used as well. This armor is not, however, for long term use. Even in it's standby state the power only lasts for a few days and when fully activated the power supply will only hold out for a few minutes. Finally, the repulsor aspect does reduce the time for which the shield may be active. For every post which the increased strength is used, a full minute (give or take one post) is taken off the expected shield life of five minutes.
Availability: Heavily restricted. Only a few known variants, all under my character's direct control (as a side note, this concept is fully copyrighted as of now. if you had plans for something similar, sorry, you're sol. This only applies to the shield generating and repulsor assist aspects, however, and you may freely use under-armor to your content :P)
pic
(in black)
Equipment Type: armor
Faction: N/A
Services: damage protection
Description: This armor is designed to provide extensive protection without sacrificing maneuverability. To this end the protected joints are covered in overlapping metal layers and they contract upon themselves as needed. Several hard points allow for the attachment of various devices and weapons, all with their own dedicated power supply. While this armor has several power packs built in, it too is not for long term use. It is able to increase the duration of the shield suit's operation by nearly double, however, the dedicated power supplies for weapons, sensors, computing, etc. limit the functional time frame significantly. In full armor and full operational status (including shields), the two armors can operate for twenty minutes; with just the shield suit extension, the suit's few minute power supply is increased to forty-five minutes. To extend this rather limited capability, however, Markus' armor is capable of recharging itself on nearly any power circuit. Markus also works to keep this armor as updated as he can, so these stats are constantly fluctuating.
Availability: Only model. (also copyrighted)
Equipment Type: Implants
Faction: N/A
Services: Numerous functions, including, but far from limited to, radio communications, built-in comm link, additional processing power, visual range increase and the easy monitoring of vital functions by the user.
Description: Essentially, several dozen implantations have been made over the years in addition to those given to him by the doctor. Everything from bio-monitors to visual enhancements, and even several communication upgrades.
Availability: Limited. Anybody can get implants, but their abilities and whether or not they take is dependent upon the individual. (think KotOR)
SHIP:
profile
stateroom
rec room/mess
Starship Type: Tug/ heavy Freighter
Services: Transporting high-mass goods and objects
Faction: N/A
Description: This is an awkward ship, but it has many large cargo holds and can easily haul double it's mass in goods. As Markus is a bit of a sentimentalist, a small cargo space near the mess has been converted into a showcase of old gear and prototypes. This room also serves as an armory.
Weapons: The Eternal Memory only appears to be armed with a few laser cannons.
Systems: The general load out. Shields are significantly stronger than you'd expect thou, as Markus has become quite the specialist in shield engineering. The engines are also extensive, as it's primary purpose was hauling freight.
Size: 342m by 60m by 90m (l x w x h)
Capacity: twelve thousand metric tons internally (up to 150,000 cubic meters) up to fifteen thousand metric tons externally
Crew: 5-20 (it's a freighter after all)
Availability: restricted, only known model due to massive amounts of customization.
special attributes: On the surface, none. However an extremely close inspection of the ship will produce slightly puzzling results. Most of the bulkheads are made of 'unknown' materials, about sixty meters of storage space is unaccounted for according to the ship rating (but this could just be additional equipment space added during the numerous refittings), several large containers have been placed in the cargo hold (all are mag-sealed shut) and a multitude of droids swarm all over the inside of the ship. While none of these are enough to convict Markus of wrong doing, the extremely observant investigator will be rather suspicious of the ship and crew.
PETS:
concept pic
Droid Type: Personal Data Assistant
Services: Significant increases in the predictions of movements, distances, weapon accuracy, data recollection, computer hacking, repairs, etc.
Description: These droids are pretty much large tear drops that hover on repulsors behind their user's shoulders. They are mentally linked to their owner thru use of an implanted radio transceiver and transmit their data back to their owner thru several implants on their user's optical and auditory nerves. They can be easily queried to access data in a local computer system or for any other problem related to data management. As they are unarmed and unshielded, however, they are rarely seen very far from their master. Due to their limited size, however, they lack all personality sub-routines, providing bare-bones data with no creativity, simulated or otherwise.
Miscellaneous: These droids have a special attachment built into their owner's armor. This acts like a recharging station and also allows for direct wired connections rather than radio comms. The shields of the suit extend to cover the two droids, as damage to either could prove to be fatal in pitched battle.
Availability: Heavily restricted. Only four units have been made, all in my char's direct control. (copyrighted)
Droid Type: General Purpose Assistant.
Services: Multi-purpose assistant. Capable of light combat operations, scouting, data retrieval, etc.
Description: There is no true description for these droids. they can be made to look like virtually anything, and anything that can be made, probably has been. These droids are pretty much a pet. They are more useful and can think far above that of a normal pet, but they still lack creativity, as do all droids. For combat purposes, each has a set of virboblade "claws"
Availability: by purchase only, talk to my char IC
HISTORY:
Roughly forty years ago, a transport exited hyperspace near Quermia. The ship just sat there for a long while, slowly drifting thru space. The heavily armored figure inside was captured and interrogated, after putting up no fight due to significant injuries. By the time the Alsankian officers questioning him were reasonably satisfied that he could barely speak basic, let alone answer their questions, he had nearly passed out from internal blood-loss. A base doctor patched him up as best he could, but had to use numerous implants to ensure the man recovered. After a few months without his memory returning, the doctor tried an experiment. Using a recently produced implant designed to increase brain functions using an additional processing chip and a fairly large sized digital storage device, he tried to hack into the man's memory. Disenheartened at the device's apparent failure, the man became much less vigilant about his patient. The man, who was now fairly fluent in basic, broke free. He stole a freighter and jumped away. In no time flat, he sold the freighter to a smuggler and bought an outdated transport with the proceeds. Using his instinctive skill, he soon became a bounty hunter.
A little over seven years later, he had cashed several major bounties and spent the entirety of the money updating his implants and vessel. For the next several years he continued working as a bounty hunter, gathering just over a million credits in a reserve account. After recieving a holodisk from a contact within the industry, the man took an interest to adjusting things in a different way. Instead of just buying the parts and installing them, he began synthesizing custom parts. They weren't of very high quality at first, certainly no where near the quality he already had, but he stuck to it. About a year later, he had a fair amount of skill making his own parts. He tried making different things, making variations of armor and droids and even small and rather unsignificant shield generators.
He began experimenting, creating better armor and shields simply because he could. During this time, he lived off his small fortune. using his old freighter as a research facility, machine shop, and mobile house. Despite bounty hunting, he still worked on this new-found hobby, increasing the capacity of the shielding until it could handle two rounds from an assault carbine at half a meter from the field. During the next few years, he kept working on this issue as a secondary problem. His most recent development is a shield suit that could take a half-dozen rounds from an assault carbine at close range.
About this time, Markus, who up till then had been called Ootmian, finally broke thru a mental barrier, remembering something of who he was. He had been called Markus. He was once a fleet commander. There had... been a campaign. He left a wife of several years and his young daughter behind and went to fight. Fourteen months later, when his campaign had ended and their enemies had been driven for the colony worlds, he returned to an empty house. At first he thought she'd packed up their stuff and left. He wandered the house aimlessly for several days. Then he saw it, a half cleaned blood stain. He went to his daughter's room, and there too, under the bed, was a blood stain. He started calling in favors, finding out everything he could about the night when they were killed. Eventually, he had a name. A name of an enemy in the last campaign. He grew enraged. In less than a week, he was back in command of a fleet and on his way to commit genocide. Over the next several months he fought several major battles, decimating the opposition's fleet. When his ships approached their home world, despite many cries of surrender, he killed them. All of them. All sixty-three billion beings. That final bombardment made a base delta zero look pitiful. Thousands of mass driver rounds, hundreds of missiles, laser-cannon galore. The planet literally cracked apart, revealing a once molten core, now nearly frozen in the cold of space. The fleet returned home, haunted by the horrors they'd committed. Markus just grieved. The grief had hit him in the solar plexus, almost as if he'd been slugged.
Now, more than forty years later, the grief hit home almost as hard as it once had. He stopped trying to remember his past then. He became more and more involved in his work. The already lacking personal life simply ceased to exist. He designed a whole new type of armor, adjusting it to work in full vacuum. Over the years he has made many modifications to his old freighter. Most of his fortune has been spent purchasing droids, parts for his freighter, components for his research, and covering his tracks. His work was, and is, too important to him to be caught up in trying to fend off the authorities.
Recently, Markus has begun slowing down a bit. The memories don't seem to haunt him the same way they used to. Either he has come to terms with his grief, or he's become so emotionally dead that his grief has no effect. How this happened, he isn't quite sure. Which partially explains why he doesn't know how his problem was rectified. He has begun looking for additional crew members, but he doesn't yet know why he has begun looking. Maybe, after nearly half a decade, his loneliness was finally getting to him.
KILLS:
None to date
DUELING RING MATCHES:
None to date
GRAND TOURNAMENT MATCHES:
None to date
ROLE-PLAYS:
Arrival
As a final note, This char will not be actively engaged in dueling or combat-oriented activities unless specifically challenged. His sole purpose is as pilot/researcher.
COMPOSITION AND APPEARANCE:
In Markus' mind there are only three goals. Survival, helping friends and shipmates survive, and to forget. Over the years, these three concepts have shaped not only his mind, but his body as well. A long scar runs down his face, the blade that caused it barely missing his eye. Well-toned muscles bulge under the ship-board jumpsuit he's rarely seen without. And a pained, almost haunted, expression fills his eyes in moments of weakness.
PERSONALITY:
Markus is unusual, to say the least. He has a code of honor that puts most mando to shame, even going so far that he will only engage an enemy that threatens him, or his crewmates, first. But once he engages an enemy, he fights to kill. He knows nearly nothing of himself, all he does know is he hails from unknown regions. He has built himself a new identity, but he still remembers that which he was and his past haunts him.
LIKES AND DISLIKES:
Much of his life is spent trying to run away. Towards this end he is known for pulling fourteen hour days on a regular basis. When the memories are particularly bad, such as they often are, he will usually pull an all-nighter, engrossing himself in physics, programming, mechanics, anything that will let him forget. Interestingly enough, Markus has never chosen to become a drunkard. This isn't because it wouldn't make it easier, but because he spends so much time trying to look after his friends and colleagues. Not having split second reflexes when they're needed could cause his friends to die.
STRENGTHS AND WEAKNESSES:
For many years now, Markus has forsaken the role of front-line combatant. He usually enters combat in the Eternal Memory (edited from mando'a), but if the need arises he is able to fight on the ground. When pressed into ground-based warfare, Markus could care less which advantage he uses, so long as his opponent falls before him or his ship-mates do. Because of the advanced nature of his shield suit, Markus is particularly agile in most environments. Despite his bulky-looking armor, he moves as tho he were un-clad. Also due to the assistance of his shield suit, his strength seems significantly enhanced after a quarter-second pause. This effect only applies when striking (or picking up) a difficult-to move object. The repulsors in the suit are designed (and programmed) with the weight of the armored suit, but they need a split-second to re-calibrate when carrying additional loads or pulling a virboblade thru an opponent's rib cage.
GEAR:
pic
Weapon Type: high-powered hold out pistol
Faction: N/A
Description: This is a small weapon, designed to be easily concealed and highly effective. The snub nose makes it inaccurate at moderate (and greater) ranges, but the clip is easily exchanged.
Size: small, hand held, and concealable
Availability: none, highly customized
pic
Weapon Type: Blaster Rifle
Faction: N/A
Description: This is a custom built blaster rifle. It has a standard blaster rifle and a less obvious mass-driver/projectile launcher.
Systems: targeting optics, remote link to implant, easy to assemble/disassemble.
Size: 1.4m long
Availability: none, highly customized
pic
Weapon Type: virboblades
Faction: N/A
Description: Twin short virboblades, lined with energy pulse generators (for sparring w/lightsabers) in addition to the standard HF vibration.
Size: 1.2m
Availability: none, highly customized
pic
Name Of Equipment: Shield suit mrk VI
Equipment Type: Under Armor
Faction: N/A, custom
Services: provides significant protection from most attacks
Description: This suit is lined with a number of small ray shield generators. They are all designed to work in sync with one another to create a single large field. Unlike most personal shields, however, the shield suit goes on under a a suit of armor. This prevents most damage from reaching the suit and also allows the shield suit to act as a second layer of protection against penetrating attacks. It also has numerous repulsor generators, allowing the wearer to move freely even on a high gravity world (up to 2 GalStan G's). A side effect of this is the ability to wear heavy armor without significant reductions in maneuverability or endurance under normal gravity. The final thing of note is that this suit is air tight. This allows for limited use in space, but an additional air storage/recycling plant must be used as well. This armor is not, however, for long term use. Even in it's standby state the power only lasts for a few days and when fully activated the power supply will only hold out for a few minutes. Finally, the repulsor aspect does reduce the time for which the shield may be active. For every post which the increased strength is used, a full minute (give or take one post) is taken off the expected shield life of five minutes.
Availability: Heavily restricted. Only a few known variants, all under my character's direct control (as a side note, this concept is fully copyrighted as of now. if you had plans for something similar, sorry, you're sol. This only applies to the shield generating and repulsor assist aspects, however, and you may freely use under-armor to your content :P)
pic
(in black)
Equipment Type: armor
Faction: N/A
Services: damage protection
Description: This armor is designed to provide extensive protection without sacrificing maneuverability. To this end the protected joints are covered in overlapping metal layers and they contract upon themselves as needed. Several hard points allow for the attachment of various devices and weapons, all with their own dedicated power supply. While this armor has several power packs built in, it too is not for long term use. It is able to increase the duration of the shield suit's operation by nearly double, however, the dedicated power supplies for weapons, sensors, computing, etc. limit the functional time frame significantly. In full armor and full operational status (including shields), the two armors can operate for twenty minutes; with just the shield suit extension, the suit's few minute power supply is increased to forty-five minutes. To extend this rather limited capability, however, Markus' armor is capable of recharging itself on nearly any power circuit. Markus also works to keep this armor as updated as he can, so these stats are constantly fluctuating.
Availability: Only model. (also copyrighted)
Equipment Type: Implants
Faction: N/A
Services: Numerous functions, including, but far from limited to, radio communications, built-in comm link, additional processing power, visual range increase and the easy monitoring of vital functions by the user.
Description: Essentially, several dozen implantations have been made over the years in addition to those given to him by the doctor. Everything from bio-monitors to visual enhancements, and even several communication upgrades.
Availability: Limited. Anybody can get implants, but their abilities and whether or not they take is dependent upon the individual. (think KotOR)
SHIP:
profile
stateroom
rec room/mess
Starship Type: Tug/ heavy Freighter
Services: Transporting high-mass goods and objects
Faction: N/A
Description: This is an awkward ship, but it has many large cargo holds and can easily haul double it's mass in goods. As Markus is a bit of a sentimentalist, a small cargo space near the mess has been converted into a showcase of old gear and prototypes. This room also serves as an armory.
Weapons: The Eternal Memory only appears to be armed with a few laser cannons.
Systems: The general load out. Shields are significantly stronger than you'd expect thou, as Markus has become quite the specialist in shield engineering. The engines are also extensive, as it's primary purpose was hauling freight.
Size: 342m by 60m by 90m (l x w x h)
Capacity: twelve thousand metric tons internally (up to 150,000 cubic meters) up to fifteen thousand metric tons externally
Crew: 5-20 (it's a freighter after all)
Availability: restricted, only known model due to massive amounts of customization.
special attributes: On the surface, none. However an extremely close inspection of the ship will produce slightly puzzling results. Most of the bulkheads are made of 'unknown' materials, about sixty meters of storage space is unaccounted for according to the ship rating (but this could just be additional equipment space added during the numerous refittings), several large containers have been placed in the cargo hold (all are mag-sealed shut) and a multitude of droids swarm all over the inside of the ship. While none of these are enough to convict Markus of wrong doing, the extremely observant investigator will be rather suspicious of the ship and crew.
PETS:
concept pic
Droid Type: Personal Data Assistant
Services: Significant increases in the predictions of movements, distances, weapon accuracy, data recollection, computer hacking, repairs, etc.
Description: These droids are pretty much large tear drops that hover on repulsors behind their user's shoulders. They are mentally linked to their owner thru use of an implanted radio transceiver and transmit their data back to their owner thru several implants on their user's optical and auditory nerves. They can be easily queried to access data in a local computer system or for any other problem related to data management. As they are unarmed and unshielded, however, they are rarely seen very far from their master. Due to their limited size, however, they lack all personality sub-routines, providing bare-bones data with no creativity, simulated or otherwise.
Miscellaneous: These droids have a special attachment built into their owner's armor. This acts like a recharging station and also allows for direct wired connections rather than radio comms. The shields of the suit extend to cover the two droids, as damage to either could prove to be fatal in pitched battle.
Availability: Heavily restricted. Only four units have been made, all in my char's direct control. (copyrighted)
Droid Type: General Purpose Assistant.
Services: Multi-purpose assistant. Capable of light combat operations, scouting, data retrieval, etc.
Description: There is no true description for these droids. they can be made to look like virtually anything, and anything that can be made, probably has been. These droids are pretty much a pet. They are more useful and can think far above that of a normal pet, but they still lack creativity, as do all droids. For combat purposes, each has a set of virboblade "claws"
Availability: by purchase only, talk to my char IC
HISTORY:
Roughly forty years ago, a transport exited hyperspace near Quermia. The ship just sat there for a long while, slowly drifting thru space. The heavily armored figure inside was captured and interrogated, after putting up no fight due to significant injuries. By the time the Alsankian officers questioning him were reasonably satisfied that he could barely speak basic, let alone answer their questions, he had nearly passed out from internal blood-loss. A base doctor patched him up as best he could, but had to use numerous implants to ensure the man recovered. After a few months without his memory returning, the doctor tried an experiment. Using a recently produced implant designed to increase brain functions using an additional processing chip and a fairly large sized digital storage device, he tried to hack into the man's memory. Disenheartened at the device's apparent failure, the man became much less vigilant about his patient. The man, who was now fairly fluent in basic, broke free. He stole a freighter and jumped away. In no time flat, he sold the freighter to a smuggler and bought an outdated transport with the proceeds. Using his instinctive skill, he soon became a bounty hunter.
A little over seven years later, he had cashed several major bounties and spent the entirety of the money updating his implants and vessel. For the next several years he continued working as a bounty hunter, gathering just over a million credits in a reserve account. After recieving a holodisk from a contact within the industry, the man took an interest to adjusting things in a different way. Instead of just buying the parts and installing them, he began synthesizing custom parts. They weren't of very high quality at first, certainly no where near the quality he already had, but he stuck to it. About a year later, he had a fair amount of skill making his own parts. He tried making different things, making variations of armor and droids and even small and rather unsignificant shield generators.
He began experimenting, creating better armor and shields simply because he could. During this time, he lived off his small fortune. using his old freighter as a research facility, machine shop, and mobile house. Despite bounty hunting, he still worked on this new-found hobby, increasing the capacity of the shielding until it could handle two rounds from an assault carbine at half a meter from the field. During the next few years, he kept working on this issue as a secondary problem. His most recent development is a shield suit that could take a half-dozen rounds from an assault carbine at close range.
About this time, Markus, who up till then had been called Ootmian, finally broke thru a mental barrier, remembering something of who he was. He had been called Markus. He was once a fleet commander. There had... been a campaign. He left a wife of several years and his young daughter behind and went to fight. Fourteen months later, when his campaign had ended and their enemies had been driven for the colony worlds, he returned to an empty house. At first he thought she'd packed up their stuff and left. He wandered the house aimlessly for several days. Then he saw it, a half cleaned blood stain. He went to his daughter's room, and there too, under the bed, was a blood stain. He started calling in favors, finding out everything he could about the night when they were killed. Eventually, he had a name. A name of an enemy in the last campaign. He grew enraged. In less than a week, he was back in command of a fleet and on his way to commit genocide. Over the next several months he fought several major battles, decimating the opposition's fleet. When his ships approached their home world, despite many cries of surrender, he killed them. All of them. All sixty-three billion beings. That final bombardment made a base delta zero look pitiful. Thousands of mass driver rounds, hundreds of missiles, laser-cannon galore. The planet literally cracked apart, revealing a once molten core, now nearly frozen in the cold of space. The fleet returned home, haunted by the horrors they'd committed. Markus just grieved. The grief had hit him in the solar plexus, almost as if he'd been slugged.
Now, more than forty years later, the grief hit home almost as hard as it once had. He stopped trying to remember his past then. He became more and more involved in his work. The already lacking personal life simply ceased to exist. He designed a whole new type of armor, adjusting it to work in full vacuum. Over the years he has made many modifications to his old freighter. Most of his fortune has been spent purchasing droids, parts for his freighter, components for his research, and covering his tracks. His work was, and is, too important to him to be caught up in trying to fend off the authorities.
Recently, Markus has begun slowing down a bit. The memories don't seem to haunt him the same way they used to. Either he has come to terms with his grief, or he's become so emotionally dead that his grief has no effect. How this happened, he isn't quite sure. Which partially explains why he doesn't know how his problem was rectified. He has begun looking for additional crew members, but he doesn't yet know why he has begun looking. Maybe, after nearly half a decade, his loneliness was finally getting to him.
KILLS:
None to date
DUELING RING MATCHES:
None to date
GRAND TOURNAMENT MATCHES:
None to date
ROLE-PLAYS:
Arrival
As a final note, This char will not be actively engaged in dueling or combat-oriented activities unless specifically challenged. His sole purpose is as pilot/researcher.
Last edited by a moderator: