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π˜Όπ˜Ύπ™π™Šπ™Žπ™Ž 𝙏𝙃𝙀 π™‚π˜Όπ™‡π˜Όπ™“π™” // Characters

Khira

ɴᴏᴛ ʙʀᴏᴋᴇɴ, α΄Šα΄œκœ±α΄› ʙᴇɴᴛ
Designer
Joined
Jun 8, 2023
Location
Europe
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[  THE FIREFLY CREW  ]         [  MEMBERS OF THE HIGH COUNCIL ]        [  SIDE CHARACTERS  ]
 

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B A S I C S
Name: Zoya Valieva
Nickname / Alias: White
Age: 27
Birthday: November 11
Gender: Female
Orientation: Bisexual
Species: Human
Home planet: Inrara. A snowy, mountainous planet with temperatures constantly around freezing.
No major cities but pockets of civilisation exist carved into the mountains.
The planet is rich for minerals and the mines are heavily guarded.



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Height: 173 cm

Weight: 63 kg
Eye color: Light blue
Hair color: White blonde
Details: Fair skin from the lack of sun, very bright and light blue eyes.
Clothing: When off work, Zoya wears baggy and comfortable clothes, usually in dull grey and white colours, a reminder of her home.
While on a mission, she usually wears a tight suit with the ability to camouflage


B A C K G R O U N D
Zoya grew up on Inrara into a middle class family. Both her parents were well respected guards of the mines and so it only made sense for Zoya to follow in their footsteps. Learning how to shoot at a young age, young Zoya quickly mastered the sniper rifle. Life was normal but Zoya wanted more from life than mountains and snow. She often lay awake at night imagining what was beyond the stars. On her spare time, she hit the inn's scouring for pilots or crew from the bulk carrier ships to tell her about the universe and soon enough she began to create a world in her mind of green pastures, flowing waterfalls and rivers and crystal cities where everything was perfect and beautiful.

Her innocent life abruptly ended when the Grand Marshall, the leader of the mining guard was assassinated. There was a lot of disgruntlement before, ever since he got installed but nobody had ever thought he could be assassinated. The power void that he left caused Inrara to almost plunge into civil war and left the planet vulnerable. Its massive deposits of ore and rare stones lay vulnerable for raiders as long as power wasn't restored. Zoya's parents, high leaders of the guard were among the leaders stepping up to take up the power. They quickly found themselves supported by the lower groups, the miners, grease monkeys and others. The nobility however claimed it was the Valieva's who has assassinated the Grand Marshall, who had always had the support of the elite and since they held the money and resources, they had a lot of power still.

One night Zoya heard noises in their house and quickly realised that her parent's fears had come true. Troops loyal to the elite, armed to the teeth had already apprehended her parents and were now looking for her. Not knowing where else to go, Zoya threw herself out of the only window their house had. She landed on the mountainside, rolled down dozens, if not hundreds of meters through snow and rock and when she finally stopped, realised she was now stranded halfway down a mountain. Suffering from broken bones and cuts and bruises, Zoya was picked off the mountain side by a small patrol vessel, loyal to her parents and quickly taken away from the city.

The small crew of the patrol vessel quickly briefed her that the nobility was sweeping the city for any rebellion and that only a few had managed to get out. Now stranded on their own planet, the ingenuity of the crew got them on a larger vessel bound for Creon.

New to the planet, the city life was brutal on Zoya. She was quickly picked off the streets, probably saving her life, by somebody who ran, what they called, a house of fleshly delights. Zoya quickly learned what that meant and after being half beaten to death on the first night for not performing, she quickly adapted to her new life. She soldiered through her life in the oppressive heat of the slums she now lived and worked, the stench of the city replaced the crisp fresh air of the mountains, but Zoya survived.

In her spare time, instead of finding pilots and crew, she found a shooting range and quickly impressed with her marksman skills and got offered training by a man who had taken special interest in her. Three months into her training, he bought her out of the brothel and took her into his own house where he trained her in quiet, stealthy combat. The sniper skills she already had but in a city, blending in was just as important. Unknowingly she was being trained into a small group of hired assassins.

When during a mission things went south, quickly, Zoya, being the newest addition to the team got thrown for the bus and arrested. In exchange for taking full accountability for the mission, her boss helped her get off the planet and into the crew.


P E R S O N A L I T Y
Zoya's past events have caused her to change from a friendly, carefree young woman. She's forgotten most of who she was but sometimes, shards of that woman shine through her cold and often emotionless facade. She's not one for idle chit chat and although she feels comfortable around the crew, she is probably still seen as a cold person.
Positive : Friendly for the crew, not so friendly towards strangers. Zoya's a patient person and has a dark sense of humour.
Negative : Gloomy personality on the outside. Having never been on her own for real, Zoya depends on others to lead. She's also nervous and twirls her hair when she is.



A B I L I T I E S
Aside from good vision in the dark and dim lights, nothing worth mentioning.

S K I L L S
Zoya is well trained in concealed combat. Sniper rifles, throwing knifes, hand knifes, etc. Her suit is able to camouflage herself well when out in nature. The rifle is able to hit targets from a distance and when all that fails, in big cities, she can blend into the crowd and nobody will look up to her.

S T R E N G T H S
The crew is her new family. Having lost her parents, Zoya will do anything in her power to protect her crew. Well adapted to low light and cold settings. Having lived in a 'house of fleshly delights, she knows a thing or two about men and women want and how to get it. Combined with her looks, Zoya is able to get some information without using any violence.

W E A K N E S S E S
Zoya's home planet is snow, wind and grey meaning that sunlight, especially direct and bright will quickly burn her skin and dehydrate her. Because her eyesight is adapted to low light, Zoya also struggles to see in bright lights without special goggles or sights. Zoya can't deal with hot temperatures very well.

F E A R S
She's not comfortable in cramped, crowded rooms or places where she can't see ahead. A swamp, a mine, not knowing what might be around the next corner or tree or bush makes Zoya feel very uncomfortable

A D D I T I O N A L   I N F O R M A T I O N
-

R E L A T I O N S H I P S
-
 
B A S I C S
Name : CΓ©lestine BeausΓ©jour
Nickname / Alias : Fleur (by friends) Belladonna (former alias)
Age : 32
Birthday : June 6th
Gender : Female
Orientation : Pan
Species : Mixed. Mother is a genetically altered human/plant hybrid and father was some sort of shapeshifting alien, CΓ©lestine doesn't know him, nor does she want to.
Home planet : Fulst, a massive planet dominated by aggressive flora. Most attempts to colonize have ended in the failure, the colonies being consumed by the plant life within a handful of years. Almost all plant life on Fulst seems to have at least a minor form of intelligence and actively defends itself against anything it considers a predator. Being a thoughtless plant most anything that isn't another plant is a viable target. Not all defenses are hostile, some plants use pheromones, smell, and even sound to scare away potential threats. The Fauna of Fulst has adapted by means of becoming plant and animal hybrids that can mostly go unharmed by Fulst's fearsome plant life. NuGen Research Facility BYS24-Vq9 A.K.A. The Garden, was one of the only long term settlements that have managed to thrive on Fulst.


A P P E A R A N C E

β€Š
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Fieldset:
Lavender

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Hot Pink


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Silver
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Auburn
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Lemon
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Lime
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Height : 152cm (5ft)
Weight : 51kg (112lbs)
Eye color : Varies
Hair color : Varies
Details : Has many, many piercings and changes them out regularly.
Clothing : Has a love for clothing so she is always trying on something new and changes outfits quite often.


B A C K G R O U N D
CΓ©lestine grew up in "The Garden" as little more than one of the projects being ran. Her mother was a third generation researcher and project herself, having been born through a eugenics and gene splicing program as her parents before her in an attempt to create a Human plant hybrid. CΓ©lestine's case was special as her mother was the first to opt using a non human partner for the next series of tests, choosing a candidate from an undisclosed shifter species. With some efforts and modifications CΓ©lestine was conceived and then delivered with no complications. She was monitored throughout her youth, being allowed to socialize like all the other children in the facility and not outwardly treated any differently. It was quickly established she had a touch of her father's shifting ability at around two years old. She started to unconsciously changer her hair and eye color with her moods. As she grew older, much to the disappointment of many of the researchers her shifting abilities never grew much past making cosmetic changes, letting her shift her hair color, length and style, her eye color, and the pigments in her face to look like makeup, as well as the color and to a small degree length of her nails. This allowed and caused CΓ©lestine to stand out from everyone in the facility.

The thing that truly caught the most attention about her though was her connection to plants. She could tell what it was they needed to survive and what they wanted to thrive. As she grew up her connection grew as well, by age 12 she could control any plants she touched, making them grow rapidly and move like extensions of herself. By 15 CΓ©lestine was able to control any plants with in a few dozen yards of her if she concentrated, the closer they were the easier to control naturally. She was able to grow fruit bearing trees from a seed in minutes, and could alter the plants she grew to be hardier and yield more. Her fine control over plants had also grown allowing her to use them for everyday tasks like using vines to do the dishes.

Her looks, mixed heritage and increasingly powerful abilities continued to create a rift between herself and her peers. Some out of jealously, some fear, and those that did give her attention were the ones that wanted something from her. On her 16th birthday CΓ©lestine was brought to a new part of the facility, one she had only heard rumors of. Having limited social connections and amazing potential the higher ups moved her into their weapons R&D section where she was able to use her abilities in very new, and devastating ways. They took great efforts to turn CΓ©lestine into a living weapon, as well as weaponizing her creations the best they could. CΓ©lestine spent the next three years working in that program, using her powers to make new plants with stronger acids, toxins, pheromones and other natural defenses that could be used for combat. During this time she also developed her own plants to use for combat, ones that only she could use due to her abilities to control plants.

It was only a few weeks before her 20th birthday that CΓ©lestine found out that she was being shaped as a tool of war and that NuGen was already taking bids for her as well as trying to replicate the results of her birth and powers. The years of lies she was fed all came to an end and when she confronted the heads of her department and they coldly informed her that what she had heard was none of her business but none the less true. She was an asset to NuGen, their property as were all of the experiments in The Garden, the people included. CΓ©lestine decided she would have none of that and when they tried to restrain her she lost her temper in a big way. She had always held back due to necessity during her testing of her abilities taking small steps at a time to find the outer limits without endangering the facility, for the first time ever she did not hold back. All plant life in a quarter mile radius fell under her command, most of which was the untamed jungles of Fulst. The details were not important, but the end results were CΓ©lestine stealing one of the transport ships, filling it with the as many useful plants and seeds she could fit inside as well as some supplies to last her and took to the stars, leaving the remains of The Garden to be consumed by the jungles of Fulst.

It didn't take long for CΓ©lestine to figure out a lifetime of isolation in a lab had left her unprepared for just how big the universe was and how much she just didn't know. It was at her first stop, a smugglers colony, that she figured out just how naive she really was. Fortunately for her a strange little man stepped in to help her. Yb ended up taking CΓ©lestine under his wing and making her a part of his crew and treating her with respect. For 8 years she ran jobs with Yb and his crew, during this time she developed her love for fashion, having spent her early life wearing the same outfit as everyone else day in and day out made her appreciate all the styles available to her. She also built herself a reputation on the shady side of the law as a highly competent and deadly operator. While what Yb and his crew did was legally in the wrong, morally they were far less grey, only taking jobs that wouldn't harm the general population or endanger large groups of innocents. They were not above wiping out entire groups of people that needed it though, as Yb says, "Some folks just need killin." At the end of her 8th year with Yb and his crew he finally decided to retire after 233 years of smuggling and piracy. The crew celebrated on Creon where Yb had decided to settle down. Instead of leaving with the remaining crew CΓ©lestine chose to break away and do some solo work.

On her own and without Yb to keep her in line CΓ©lestine became a true horror in the underworld. She had goals and to achieve those goals she needed money so she became a killer for hire. She mostly stuck to Yb's philosophy of "killing people that needed killin'" but there were at times... collateral. On at least 3 known occasions CΓ©lestine used 'scorched earth' tactics on her targets. She did at least contain the damage to single ships, but no one on those ships survived. To further increase her gains she would also collect bounties on the more scummy underworld types, none of whom were turned in alive. In two years she built upon her already impressive reputation from her years with Yb and gained the nickname Belladonna, after the deadly plant. Having built up a hefty sum of money she began her personal war against NuGen. Never had she forgotten what they had done to her, that they created her to be a weapon. She was determined to show them just how well they did. Over the course of the next year, NuGen lost 15 of their off records research facilities to her efforts, but no streak lasts forever. The 16th facility was where shit met fan. The strike happened when Jorel, 10th level High Councilor was visiting the facility. CΓ©lestine was detected by Jorel the moment she set foot in the building and he kept track of her cutting her off and ending her little "Terrorist" spree embarrassingly easily. The only reason she was allowed to live was that Jorel made the first move. If she had attacked in any way he would have ended her in unspeakable ways as the law dictated. Finishing his inspection Jorel returned with his prisoner to Creon.

Word got to Yb within the first week of her being imprisoned. It took another month and a half for him to arrange a meeting with Jorel to speak on CΓ©lestine's behalf doing his best to convince the High Councilor that he was wasting a resource by keeping her locked away. Something Yb knew Jorel despised doing. It still took Yb cashing in an owed favor for Jorel to allow CΓ©lestine free, but under a strict condition. She work for him and if she stepped out of line he would unmake her. Hours later CΓ©lestine was released from her cell and assigned to the Firefly.

Positive : Adaptable, Inquisitive, Adventurous, Calculating.
Negative : Quick to anger, flippant, a touch (very) stubborn, can hold a grudge.


A B I L I T I E S

Ability : Chlorokinesis. CΓ©lestine can manipulate and control any plant life around her. Being part plant she can manipulate certain aspects of herself as well. Can cause plants to rapidly grow and move turning things like vines into whips and bindings, or having a tree use a branch to punt someone across a field. She can also alter the plants so they have sharper thorns, harder bark, more deadly toxic or beneficial aspects. She cannot however just make plants appear, a seed is needed at least. While she can cross breed and design her own plants in a lab, she cannot do so on the fly, thus she can't make a plant toxic if it already doesn't have that potential in it for example.
Side effects : She is severely limited by what plant life is around her. Her mood can be effected by the conditions of the plants around her, as well as the conditions of the air, and water she consumes. If she doesn't get some kind of natural light every few days at least she starts to feel ill and gets weaker the longer she is out of natural light. Over use wears CΓ©lestine out, a physical tell is her usually vibrant looks become dull and lifeless. It can take her several days of just sitting in the sunlight to recover fully. Growing a plant from a seed takes significantly more effort and energy than it does to manipulate an already living plant.


S K I L L S
A savant in botany seeing as she can know what is needed by plants and can manipulate them. Very useful in a fight as not many can predict what her plants are capable of and she keeps a selection of seeds on her person at all times just for such occasions.

S T R E N G T H S
Loyalty to those she chooses to care about. Appreciation for the beauty that can be found in all things. Strong willed.

W E A K N E S S E S
Relies on natural light as a means of energy. Is tiny and easily physically overpowered if caught without plants to defend herself with.


F E A R S
Getting stuck in a dark place for any extended period of time. Over industrialized areas with little to no plant life. Anywhere really that has a lack of vegetation makes her skin crawl, those places feel empty to her.

A D D I T I O N A L   I N F O R M A T I O N
  • CΓ©lestine can use grow lights as a replacement for natural light but doesn't like it at all, she can feel the difference between the two.
  • Light bathes sky clad, wherever the light is best and doesn't give two tugs who is around to see it.
  • Over the years she has altered her plant side to be immune to most known toxins, she has created a few designer toxins for her own use as well as some beneficial compounds like turning her saliva into a aloe like gel with incredible healing properties.
  • Despite the way she dresses, or doesn't in some cases, and her casually flirty nature she has never allowed herself to get in a romantic relationship, it was always to dangerous for that kind of complication in her life. The same for physical entanglements, but has started to find an interest in possibly exploring those long ignored aspects of her life...maybe.
  • Still drops in on Yb from time to time to check up on the old man.

R E L A T I O N S H I P S
To Be Determined
 
B A S I C S

Name : Jorel

Nickname / Alias : N/A

Age : 729

Birthday : October 31st

Gender : Male

Orientation : Het

Species : Enntu

Home planet : Neeshmeraal



A P P E A R A N C E

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Height : 211cm (6'11)

Weight : 135kg (298lbs)

Eye color : Hollow pits of darkness.

Hair color : Bald

Details : Dark facial markings around his eyes and on the top of his head as well as the backs of his hands.

Clothing : Jorel usually dresses in lots of long loose clothing. Long tunics, harem pants and boots, as well as his signature mantled robe with its attached head wrap. He never wears bright colors, everything is in shades of white, tan and brown.



B A C K G R O U N D

Jorel was born on the desert continent Izu as part of the Izu-Jakaar Enntu, a group that lived on the back of the desert titan Jakaar. That was where he grew up until his powers manifested and he was presented to the High Council where he was accepted as a candidate. Having to wait until there was and opening on the Council. Jorel chose to stay in Solaris to take advantage of their libraries and universities. He spent the better part of 3 decades educating himself all the while developing his powers and the fine control of them. Returning home to Neeshmeraal he traveled his home planet gathering life experience and building upon his own powers and reputation, this time focusing on the reach of his abilities. For a little more than 70 years Jorel played the hero to his people on a global scale, but always stayed humble and true to his roots, having kept a home with the Izu-Jakaar.



It was then that an opening was presented to him. A High Councilor had been taken out in a surprise attack on his ship during a diplomatic mission. Jorel accepted the position and his first order of duty was to find out who attacked the High Councilor and to enact justice on them. Jorel went above and beyond, not only finding the perpetrators of the attack and their backer, but taking out the organization the backer belonged to, which so happened to be one of the political parties on the planet the High Councilor was heading to.



His next mission was to investigate a potential threat to High Council authority. Upon finding the budding rebellion Jorel used a quick and ruthless show of force to catch their attention and then extended them an offer to join the High Council or be officially recognized as their enemies. With stories of his last mission still in circulation the rebellious force joined the High Council and became their own elite unit.



Jorel spent the next handful of decades traveling High Council controlled territory, visiting planets ravished by wars, famine, and natural disasters and doing what he could to help them rebuild and recover. He also would find anything or one that could be of potential use to the Council regardless of it's legality as long as it wasn't a direct threat to them.



Jorel's long history is much the same, unrestrained annihilation of the enemies of the High Council, bringing in new untapped resources, and restoration efforts, all while continuing to learn as much as possible when given the chance.



P E R S O N A L I T Y



Positive : Dedicated, Intelligent, Curious, Resourceful, Cunning, Efficient

Negative : Ruthless, a touch conceited when it comes to his power (even if it's kinda earned), Frightening.



A B I L I T I E S

Ability : Area manipulation/ molecular control. Jorel emits an invisible and undetectable field that allows him to control anything within it's vicinity down to the molecular level. His control is total and could only be countered by nullifiers and others with a similar degree of control over whatever he was trying to manipulate. This ability enabled him to, among countless other things:

Negate, generate, and manipulate almost any form of energy.
Negate and manipulate gravity.
Change chemical compositions.
Render other beings with powers within his field powerless.
Control other living things like puppets to do what he wants.
Control someone's basic biology/selectively accelerate the healing process.
Turn himself and others invisible
Create illusions
Force someone to relive good, bad, and/or recent memories (Though he cannot view them).
Manipulate matter to create/destroy objects
Side effects :

The God Sphere takes conscious effort, eventually sapping his physical stamina, to maintain and use for any extended period of time.
Jorel needs to know what he's doing to manipulate things correctly and he can't do anything to his own body since his field starts from his skin going outwards.
The field is not always active and it is possible to harm Jorel when it is down if you can sneak up on him.
The larger the field the more it drains him.


S K I L L S

Master researcher and student. Jorel's ability requires him to understand the things he is manipulating, to more he knows the more he can do so he has spent a good chunk of his free time in the pursuit of knowledge and is constantly trying to learn more. Master of multiple styles of unarmed and melee combat.



S T R E N G T H S

Willingness to put himself between danger and the citizens of the High Council's territories. Eagerness to learn.



W E A K N E S S E S

His willingness to work in the grey areas of the law has but him at odds with several Councilors. His confidence in his abilities, not just his powers, have caused him to underestimate opponents in the past, and will probably happen again.



F E A R S

The collapse of the High Council and what it could mean to the people they protect and govern.



A D D I T I O N A L   I N F O R M A T I O N

Jorel is in peak physical condition due to him training his body as much if not more than he does his mind since he relies on his physical endurance to maintain it's use. Jorel is known to issue open challenges for friendly combat, no powers to test the his physical limits. Even though he is most known for his battle capabilities his favorite missions are the ones where he gets to rebuild and restore rather than fight.



R E L A T I O N S H I P S

As a 10th level High Councilor he knows all the strongest members, and is at least passingly familiar with all the rest. His willingness to work in the grey areas has also given him many contacts with the underworld, Yb being one of those who would on occasion do work for the High Councilor. Currently holds CΓ©lestine's parole and life in his hand.
 
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B A S I C S
β€ŠName : Roman Elis Findlay
Nickname / Alias
: most call him by his first name, which he prefers - the only nickname he was given came from his sister.
Age : 24
Birthday : October 30th
Gender : Male
Orientation : Heterosexual
Species : Human
Home planet :


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β€Š
Stheno. A planet made up of mostly water it is quite small in comparison to most but is known as a highly prosperous place, consisting mostly of fisherman and those who have learned to dive through the planet's beautiful yet deadly waters - locating the main source of Stheno's value. Rare gems and stone only found in deep depths which serve multiple purposes beyond appearance. Located in a large solar system it gives the planet plenty of opportunities for trade. Earning its title around the galaxy.

A P P E A R A N C E
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Height : 6'1"
Weight : somewhere around 180lbs
Eye color : pale blue // at times appearing transparent
Hair color : blonde
Details : Roman has many tattoos, most of which came from his time as a bounty hunter after leaving his home planet along side his twin. He likes to think of them as silent tales of his life story - a never ending process until his final days. What scars he does have are covered by said ink. In bright lighting Roman wears protective eye wear due to his sensitivity.
Clothing : Preferring to be comfortable he usually aims for loose fitting clothing - unless he is on a mission where he gears up in lightweight, yet effective attire. Having an array of gadgets and weapons all his clothing is made specifically to hold many items.


B A C K G R O U N D
Roman and his twin grew up in an upper class household. Accompanied by caring, loving, and giving parents the two hadn't the need or want for anything. Around the ages of fifteen they became witness of their father’s slow, painful demise. Ruining what was once considered the picture of a perfect family.

Mr. Findlay became involved with an intergalactic company whose purpose dabbled in mutations. Mainly focusing on human children and twins.

It didn't take much time before Roman and Rumi became no different than the company's many subjects - their own father agreeing to the abrasive experiments on them. Consumed by the idea of his children being "special" drowned out any voice of reason, not even telling his wife the truth. After months of taking part in the company's projects Roman showed signs first. His once earthy brown eyes morphing into icy pools. Rumi on the other hand did not. Her body seemly fighting against any mutation, as did her strong spirit.

Watching her brother progress where she failed only placed a wedge between her and Roman during a time they needed one another most.

One night, in a fit of rage and resentment against her father's lies Rumi planned an escape. Unknowingly to her a concerned brother closely followed. Within mere hours they were caught up to, chased and corned inside of a small village. Roman quickly stepped in to protect his sister only to be harshly restrained.

An act triggering Rumi's mutation.. the ability to manipulate fire. Using the burning end of a soldier's cigar those sent out to capture them were soon engulfed in a wave of flame.

Out of fear what consequences may follow the duo decided to flee Stheno. Leaving everything behind without looking back. Finding it hard to locate any honest work they soon turned to a life style of petty crimes. Roman became a bounty hunter after a bar brawl, catching the attention of who was to be his several year long employer. Rumi grew restless, wanting to aid her brother on his missions, though it never turned out in her favor. Roman, himself, only grew overly protective.. hating the sight of her need for freedom.

However, the incident she had started as a child on Stheno hadn't vanished. Word spreading of potentially dangerous fugitives eventually made its way back to them. Setting a new obstacle in their path.. the unwanted eye of The High Council.


P E R S O N A L I T Y
Setting his serious, tough guy nature aside Roman is quite easy to get along with - if you can handle his odd and dark sense of humor. His previous employment made him cautious of those he isn’t familiar with, often silently observing. Not as friendly as Rumi, Roman isn’t as hard shelled as he appears… once those walls are knocked down. He doesn’t express emotions well, keeping them bottled inside until the shelves can’t withstand any more weight. He will always place the safety and needs of his fellow crew mates before his own.

There is an obvious bound between him and his sibling, although they tend to bicker as any would. Playing into the annoying big (by seconds) brother role. Roman is highly watchful of her -

Positive :
  • Loyal
  • Cunning
  • Hardworking
  • Dependable
  • Calm || Collective
Negative :
  • Compulsive
  • Mischievous
  • Wrong humor - wrong time
  • Flirtatious // a trait he considers debatable.
  • Overprotective to those he is close to.
A B I L I T I E S
Cryokinesis
Ability : Roman can cause moisture in the air to freeze when brought to high stress levels. This allows him to create shields for protection, even crafting some of his weaponry out of thick ice.
Side effects : Inability to regulate warmth, causing his skin to always feel cold. Light sensitivity.


S K I L L S
Have to provide for himself and Rumi at a young age, Roman achieved a few skills during his time working in the bounty trade. His employer sparing no expense when it came to hiring / creating a perfect Hunter. Although there are not many fond memories attached to the gig, Roman became experienced in hand to hand combat as well as the knowledge of various weaponry.

S T R E N G T H S
Loyal to a fault. There isn't a corner of the universe he wouldn't travel for those he cares for, not being many at that. Working as a bounty hunter, Roman is familiar with many planets, sometimes knowing the wrong people pays off?

W E A K N E S S E S
Bright lights. Natural and unnatural alike - leaving him in a state of temporary blindness which can last for minutes or possibly hours depending on the exposure.

F E A R S
Being abandoned as he and his sister were. Worse, turning into a man like his father - taken over by greed.

Fire.

A D D I T I O N A L   I N F O R M A T I O N
After the destruction Roman saw on the night of his escape, he swore to his sister to never use his abilities, a vow she made herself. Swearing to one another that they were to live as normal lives as they could. A once carefree, adventurous, accepting child turned into a man afraid of the world, not that he'd admit it.

R E L A T I O N S H I P S
  • Brother to Rumi Findlay.
(( open to other connections ))
 
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B A S I C S
Name : Rumi Soleil Findlay
Nickname / Alias
: Rum or plain Rumi by crew members. Roman often refers to her as "zoomi Rumi" a name that has stuck since childhood.
Age : 24
Birthday : October 30th
Gender : Female
Orientation : Bisexual
Species : Human
Home planet : Stheno //
city view <<

A P P E A R A N C E
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Height : approximately 115lbs
Weight : 5'2"
Eye color : grey // blue, the shade of an overcast sky
Hair color : blonde
Details : Unlike her sibling, Rumi doesn't bare a single tattoo nor marking. She wears a deep crimson gemstone from her home planet on a long silver chain around her neck - rarely taking it off. A gift given by her father that plays as a reminder of different times.
Clothing : Her go to wardrobe usually consists of solid colored shirts, a pair of form fitting pants/leggings, and a pair of worn boots. A vivid orange jacket gives her away in most crowds, another item worn often and a gift from Roman.


B A C K G R O U N D
Rumi always felt as if she fell second to her twin, Roman. When it came to most he excelled where she couldn't… yet the bound between siblings was an unbreakable one. When she was in trouble her brother was always first to come to her defense. Being petite and somewhat meek she was a target for bullying, instead of making friends with people she discovered the same comfort in books. Learning she had a never ending want to simply know.

Once she reached her teen years Rumi finally began to fit in with her peers the way Roman had - only for that moment to be ripped away once their father found a new employer.

The first month turned into a blurry nightmare. Pushed to the back of her deepest thoughts. It had taken years after the incident at the village for the memory to stop plaguing her every waking thought. Rumi refused to speak of it further, only telling Roman how she felt when she set the men ablaze. Afraid.

A emotion she swore never to be consumed by again.

After leaving Stheno Rumi picked up quickly on petty theft with Roman - who later changed his direction into a more dangerous one. Wanting to accompany him Rumi was crushed when rejected, only looking to be by his side as he had hers.

As Roman switched professions, so did she, in secret. Knowing all too well how he would react if he found out that his "little" sister was now aiming for larger game. Working her way quickly up the ladder in terms of what and whom she stole from. Learning to hack security systems, locate proper entry and exit points, and most importantly… how to move unseen. Only committing crimes in Roman's absence it wasn't until she had made a slight name for herself that her double life was revealed.


P E R S O N A L I T Y
In the words of her sibling - she could make friends with a paper bag.. Rumi holds true to the statement. A free spirit she walks to the beat of her own drum, showing great compassion and energy amongst the crew - some may consider her on the reckless side.
Positive :

  • Friendly
  • Outgoing
  • Charismatic
  • Optimistic
Negative :
  • Sensitive (overly so)
  • Hotheaded (when provoked)
  • Compulsive
  • Stubborn

A B I L I T I E S
Pyrokinesis
Ability : Rumi can control // manipulate fire to some degree. The color of the fire's flame can differ depending on intensity. Heat immunity.
Side effects : Temporary memory loss, fatigue or fainting, and blackouts.


S K I L L S
All self defense has been taught by Roman and fellow crew members. Her knack for sneaking, spying, and hacking came from a mix of her thieving background and love for technology.

S T R E N G T H S
Rumi holds her friendships close to the heart, not finding many in her short years. Not only can she provide comfort with a good listening ear.., she is an amazing cook. Loving to randomly gift the crew with sweet treats. Knowing a variety of recipes from planets visited. Being a bit of a knowledge junky Rumi is on a constant hunt for "brain food" - her photographic memory aiding her on numerous occasions.

W E A K N E S S E S
Having a smaller body structure physically strength is not her strong suit but is very agile. Unlike Roman, who cannot maintain body heat Rumi's mutation gave her the opposite effect. Cold climates can harm her if out for prolonged periods of time. Although it isn't often, her temper proves to be her worst weakness… knowing when both hands leave the wheel she is no longer in control.

F E A R S
Rumi prides herself as a brave individual, not finding herself shaken by making things or people. Above all she fears herself. Letting that burning flame deep down explode. The thought of accidentally hurting someone she cares for weighs heavy in the back of her mind.

A D D I T I O N A L   I N F O R M A T I O N
Liking to consider herself a huge musicophile Rumi keeps a pair of earbuds on hand. Enjoying numerous genres her taste depends on her mood. Dating? What's that? - Roman's overbearing nature hasn't allowed her to explore the possibilities of a romantic relationship.


R E L A T I O N S H I P S
  • sister to Roman Findlay
(( open for new connections ))
 
 
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‧    ⁺   Λšβ€‡β€‡ *   ο½₯   ༓   ☾ γ€€ γ€€ ☽   ༓   ο½₯   *  β€‡Λš   ⁺   ‧


B A S I C S
Name : Ember Damaris
Nicknames : Em, Shadow, Thief, Little one
Age : 24
Birthday : February 28th
Gender : Female
Orientation : Heterosexual
Species : Human
Home planet : Creon β€” The biggest and most populated planet in the Solar System "Orithyia".


A P P E A R A N C E
Height : 1.66 m
Weight : 56 kg
Eye color : Brown
Hair color : Brown (curly, often in buns)
Details : Small tattoos on her upper body.


> C L O T H I N G
She usually wears comfortable clothes that are easy to move around in, and often colors that tend to blend
in with the environment or the citizens. Sometimes even her mood. Her clothes usually have a lot of pockets,
which contain bits and pieces that might come in handy at some point throughout the mission.



B A C K G R O U N D


C H I L D H O O D
                                  

Ember grew up without a father. Her mother didn't mention him much, just told her that he was an asshole who didn't care about anything but himself and money. She loved her mother more than anything in the world. They didn't have much, but at least they had each other. Her mother was a healer and volunteered at the hospital to earn some extra cash, next to her waitress job at one of Solaris' smaller restaurants. When Ember got old enough to understand the concept of money, she started stealing. She knew how much her mother was struggling to put food on the table and pay rent, so she wanted to contribute. At first, she stole bread and milk. This was also when she started to learn about her abilities. Ember already knew she could sense other people's feelings because she had sensed her mother's feelings countless times before β€” sadness, embarrassment, desperation, despair. But it wasn't until she started stealing that she learned that she could manipulate other people's feelings. She could make them overly excited, sad, or confused. Sadly, she also learned about the side effects of her ability. Whenever she stayed in larger crowds for too long, she started feeling overwhelmed by all the mixed feelings she could sense. And depending on the manipulation, she also started to feel whatever emotion her victim was feeling. But even so, her ability helped her tremendously. She got better at stealing very quickly and started stealing jewelry and clothes. Sometimes she traded those for coins instead of keeping them. But when Ember was fifteen, her mother got killed in a crossfire on her way home from work. Because a fucking bounty hunter missed his target. Everything changed after that.
   

T H E  C H A N G E
                         
   
She got placed in an orphanage in Solaris, the nearest largest city to her home town Nicosa. One might be fooled by the luxurious building because her stay at the orphanage was far from luxurious. Her room might have looked fancy, but she was barely allowed to go outside. Every meal was served in the dining hall on the first floor, but although it was mandatory to attend, they were not allowed to speak to each other. Ember learned the hard way what happened if you did. She also learned that she would not be getting anywhere without friends. In secret, she and a few others formed a small, secret circle of friends. They met at secret locations, often after bedtime, and plotted their escape. They were allowed to explore the City once a week, and every time, she learned the others how to steal and how to move unseen. They weren't empaths like her, but they still managed to pull it off. By the time she turned seventeen, they had escaped the orphanage together.

The four of them had formed their own little family and lived in a small apartment on the outskirts of Solaris, far away from the orphanage. They stole for a living and eventually got hired for a job. Money was no longer an issue, but their reputation was becoming a problem. While they were extremely popular among employers in the Underworld they were trying to keep a low profile in the real world. Azriel Blaze was a man who hired them on a regular basis, and he had a special interest in Ember. By the time she was twenty, she worked for him. She occasionally took gigs with her squad, but for the most part, she worked alone. Azriel might be a criminal, but he treated her as if she was his daughter and called her 'little one'. Since Ember had never had a father figure in her life, she embraced it. And that was her first of many mistakes.
   
G E T T I N G  C A U G H T
                         

Ember cares for people perhaps a bit too soon. Before she gets a chance to get to know them for real. And when she cares for someone, she will do anything for them. She also likes to feel like she matters to people. But more often than not, people were only interested in her skills, not her. Ember just didn't always know the difference, despite being able to tell what people felt. It would have been easier if she was a mind reader. She still lived with her group of friends, although she barely worked with them anymore. The jobs Azriel hired her to do was getting more and more dangerous. She should have learned when to say no. When to quit. But she was blinded by his fatherly figure and her obsession to make him proud that she let him keep her wrapped around his finger.

A few weeks after her twenty-fourth birthday, he sent her on a mission that went terribly wrong. Well, it did go according to plan, but the outcome had been unpredictable. Ember's job was to steal an ID card from someone named Ilias Melchor. Little did she know that he was a High Council member. Stealing the card from him while he was enjoying himself in a club was no problem. But leaving with the card turned out to be tricky. She didn't know the man was a fucking mind reader, and before she could leave, he ordered her to stop. He didn't just order her, he made her stop. She'd heard his voice loud and clear in her head and no matter how much she'd wanted to run, her body wouldn't move. He made her give him his card back and offered her a deal. Work for the High Council under his command or rot in Purgatory (prison). She didn't get a chance to talk to Azriel before joining the Firefly Crew, but the fact that he'd failed to mention that little fact, made her wonder if he had set her up.
   



P E R S O N A L I T Y

Positive : Friendly, loyal, optimistic, charming, understanding, confident
Negative : Impulsive, sarcastic, easily worried, stubborn, sensitive, naive



A B I L I T I E S

Ability : Empath - Ember can sense the feelings and emotions of others by touching them. Sometimes also from a distance if she focuses really hard,
but this requires a lot of energy and is hard in big crowds. She can manipulate feelings (not her own) and induce sleep.

Side effects : Ember can get affected by the feelings and emotions of the people around her, especially the ones she touches and manipulates.
Sometimes the mixture of emotions can be too overwhelming and she feels dizzy and exhausted, and in worst cases also nauseous. When this
happens she needs to take a step back and be on her own for a little while so she can separate her own feelings from the others.



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S K I L L S
                                  

She's a skilled thief and spy. She's an expert when it comes to sneaking around and remaining unseen. Pickpocketing is a piece of cake for her (normally, at least) and she's good at stealing in general. Her abilities often help her get close to someone without them suspecting her of doing such things. Her ability also makes it easier for her to flirt, and along with the ability to induce sleep, she rarely messes up.
   

S T R E N G T H S
                         
   
➀ She is loyal to those who care about her and those she cares about. When she cares about someone she would take a bullet for them.
➀ She's a fast runner, although she gets exhausted fast. She usually manages to outrun people so she has the opportunity to find a hiding spot before they catch up with her. Not that she needs to run often because she rarely gets caught.
   
W E A K N E S S E S
                         
   
➀ She's impulsive and doesn't always think about the consequences before doing or saying something, which sometimes results in an outcome she didn't expect.
➀ Sometimes the mixture of emotions makes it hard for her to take a decision because she can't be sure if someone wants to hurt her or help her. This might cause a delay that will put her or others in danger.
➀ She trusts the people close to her a little too well, which makes her easy to manipulate. However, if/when she finds out, you will know exactly how she feels about it.
   

F E A R S
                         
   
➀ She is afraid of being consumed by other people's emotions (that those feelings don't wear off).
➀ She is also afraid to be stuck feeling the same emotion forever or end up not feeling anything at all.
➀ She fears crowded places without an easy escape route.
➀ She's afraid of being restrained, especially when completely immobilized.
   


A D D I T I O N A L   I N F O R M A T I O N
➀ Ember has a burn mark on her lower arm (from a cigarette) after a heated argument with a previous employer. One that wasn't satisfied with the condition of the item she had stolen for him.
➀ She has a small box with photos of her mother and those two together stored in her sleeping quarter.
➀ She rarely tells people that she's an empath. Those who know often figure it out themselves and then confront her about it.
➀ On the outside she seems like she's not really afraid of anything, but in reality, she's afraid of a lot of things.
➀ She is terrified of Ilias and what he might make her do with his ability. She does not like to hear his voice in her head.



R E L A T I O N S H I P S
Coming later.

[ Would love it if someone would like to play Azriel or Ilias at some point! If only for a private roleplay set in the past/future or when they're back in Solaris ]
 


Viktor Igor Baranov​


B A S I C S
Name: Viktor Igor Baranov
Nickname / Alias: Vik, Vector.
Age: 28
Birthday: 16th April
Gender: Male
Orientation: Heterosexual
Species: Human
Home planet: Nuirus A lawless trash pile. It used to be a flourishing paradise. A close-to-perfect mixture of a vibrant metropolis and rural living. Crystal clear skies and seas. Its population had a reputation for technological marvel, until the meteoroid strike a little over thirty years ago. Now it is a lawless wasteland. Survivor groups battling it out supremely of the tattered remains. Governments have tried to retake the planet, but the locals have not taken kindly to that idea.


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Height: 5'11
Weight: 72.5kg
Eye colour: Hazel
Hair colour: Dark Brown
Details: Fair skin.
Clothing : Viktor prefers to remain low profile. His outfits are always dark and form-fitting. Dark hoodies or hooded jackets. Black Jeans and Shoes similar to Vans SK8-HI Comfycush. A pair of headphones or earphones, usually over his ears or around his neck. He always has a rucksack on his back.

B A C K G R O U N D

Viktor was born to his mother, Anya Baranova, but his father was not in the picture. She had said his name was Ivan, not that it meant anything. He had no last name or picture of the man. Was he even alive? Not that he lacked other male role models in his life, not that any were of good nature. Not that the woman were any better. What else could be expected of a lawless wasteland?

The Clan Viktor was born into was called Alter Dime. The group rose to the top of the newly found pecking order as its leaders were in charge of the military contract company organisation with underground bunkers full of weapons and advanced technology before the strike. Not that other groups were far behind. It did not take long before the early advantage was all but closed, and combat changed from man vs man to droid V droid with hacks and engineers working in the background to try and out-develop each other. All for supremacy of a murky junk wasteland.

Viktor's earliest memory was working in the engineering sector for Alter Dime. Being a child was no excuse for not pulling their weight in the dog-eat-dog world. His mentor was a male by the name of Lucas da Silva. He had high demands and lacked empathy, but that did not stop young Viktor from learning from the man, and a few personality traits rubbing off on him.

Viktor was the rising star of the Clan. He was at the top of his age group for his ingenuity in engineering, but with hacking as well. The male earnt accommodation after accommodation for his excellence. He was destined to be made the Clan's leader in the future; however, the world had other ideas.

Alter Dimes' time on top of the wasteland had to end eventually. A merge of the second and third most prominent clans sealed that fate. Alter Dime's usual defences not holding up to the overwhelming numbers. Viktor's quick mind gained the Clan a little time to flee before they were breached. Many ran into the wasteland, while other options for ships. Viktor chose the latter. Leaving with his mother, mentor and a few other friends. Choosing a course for Creon, the nearest known planet. Only with a backpack containing his Laptop and an assorted set of other gadgets.

Upon Landing, the group took ground, trying to avoid the inevitable agents who would want to document the new arrivals, But they could only lay low for a while. Anya finds work as a prostitute to get money, A couple of others take to small engineering jobs fixing droids. While Viktor to finding ways around encryption on credit chips. It was not much money, but money nonetheless.

As the years past Viktor got more daring, turning to bank accounts, government information, and the sale of government secrets to the high bidder, Leaving behind the calling card of Vector. His mother was able to leave prostitution behind. The group rose from the gutter. But Pride comes before the fall.

During what would be a routine hack, he got sloppy and led the government to him. They gave him two choices. Either he and his group wind up in Purgatory, a prison ship orbiting the planet, or he joins a group called "Firefly", and no repercussions come to his mother and friends.

He chooses the group.

P E R S O N A L I T Y
Viktor is not one to talk about himself unless it is a project he is overly proud of, although he will always pick holes within it as nothing is ever complete to the highest possible standard, it can always be more efficient. He often keeps a natural expression and does not cope well with communicating his emotions.
Positive: Ambitious, Creative, Observant
Negative: Arrogant, Closed-off, Perfectionist

A B I L I T I E S
N/A
Ability: N/A
Side effects:N/A

S K I L L S
Hardware and software.
Hacking.
Engineering/reverse engineering.
Piloting.

S T R E N G T H S
He has an analytic brain. He is quick to analyse, process and come up with what he thinks is the best path to proceed. This is when faced with opposition, a long list of data a new technology etc.

W E A K N E S S E S
Viktor is not a fighter, in any sense of the imagination. He is not strong in terms of strength and has limite experience and ability with firearms. In any combat situation, he will find cover to avoid bullets or fists.

F E A R S
Open spaces. During his youth, open spaces meant death from opposing clans.

A D D I T I O N A L   I N F O R M A T I O N
β€”--

R E L A T I O N S H I P S
β€”--​
 
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B A S I C S
Name : Insan Ali
Nickname / Alias : None
Age : 25
Birthday : September 6th
Gender : Male
Orientation : Heterosexual
Species : Human
Home planet : Khashn, a war torn desert planet

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A P P E A R A N C E
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Height : 6'3" // 190 cm
Weight : 200 lbs // 90 kg
Eye color : Blue
Hair color : Black
Details : Naturally tanned skin, a full beard, pierced ears
Clothing : He often goes for darker colors. He doesn't like much bulk, but he's not accustomed to it due to the warm climate of his home planet, so he often has to in colder climates. He always wears a silver necklace, which he tucks into his shirt, hiding a circular pendant. He always has his arms and legs fully covered to hide scarring.

B A C K G R O U N D
Insan grew up on a war-torn planet. He's lost his home, even though the poor planet didn't have much to be a home. The real pain comes from losing everyone he loved. His home could be replaced, easily with something better, but there's no replacement for losing everyone you know.

Growing up on a battlefield and seeing all the wounded people, whether they be soldiers or civilians, he realized that his heart wasn't in fighting. Despite this, he excelled in close quarters combat, and would do it when it meant protecting himself or others, but he wanted to help people rather than hurt them. Even with the lack of major medical supplies, he was able to tend to wounds.

But when there was no reason to stay on Khashn, there's no reason to stay, and so he joined a refugee voyage to another planet. His skills only grew when he didn't lack medical supplies, and soon he became an even more proficient medic, especially with the learning resources the new planet had.

And, one day, on to his examination table came a wounded soldier, a face that he couldn't forget, since it led troops to kill his loved ones. Some people aren't worth saving, and while Insan could have made things look like a medical error, his emotions got the best of him, and Insan quickly fled before the body was found, fled to a nearby planet. Creon.

And things were good for a while, but it's not like there's many medics from Khashn, and all it took was some light detective work to figure out that Insan was one who had murdered the warlord. Justice was to be served, and since Creon officials didn't want to create conflict over a refugee, he was detained.

Despite being a prisoner, he got offered a chance for some freedom, as there weren't many people who are medically inclined willing to be in a crew of outcasts.

P E R S O N A L I T Y

Positive : Courageous, and doesn't shy away from a challenge. Determined and will see things through to the end. Honest, perhaps brutally honest.
Negative : Stubborn, in line with his determination, and sometimes can't see when he's wrong. Jealous nature, in a interpersonal sense rather than a materialistic sense. Hotheaded at times.


A B I L I T I E S
Ability : Healing - He can heal other people's injuries
Side effects : For aches and pains, Insan will feel a similar temporarily but they will go away. For larger injuries, a similar wound is transferred to him, so this can mostly be done to minor wounds. While he's capable of healing larger wounds, he would compromise himself.


S K I L L S
Beyond his medical skills, he's quite gifted in hand-to-hand combat, given his size and strength. He's also used to living off minimal supplies, so his survival skills are fairly seasoned, so he could survive a little while in the wilderness, and may be able to support a few others who are less accustomed to it.

S T R E N G T H S
Physically strong, with a lot of endurance. Compassionate, even if he doesn't show his emotions, but will care for the people close to him.

W E A K N E S S E S
Reading isn't his strong suit, but he can manage it. Has trouble sharing his emotions. Perhaps a little cold hearted at times, and hot headed at others.

F E A R S
Fear of abandonment, no explanation currently and may not have been verbally said to anyone.

A D D I T I O N A L   I N F O R M A T I O N
None yet available.

R E L A T I O N S H I P S
None yet available.
 
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