Emil
techno-savant
Emil
NAME: Emil. What -- a surname? It's... it's always just been Emil.
FACTION: Well, I was with the DeadHeads back home... but now, uh, it's just me.
RANK: Heh. Admiral!
SPECIES: Near-human (mutant)
AGE: 17
SEX: Male
HEIGHT: 5'8"
WEIGHT: 160 lbs.
EYES: Hazel / Green
HAIR: Brown
SKIN: Caucasian
FORCE SENSITIVE: Emil is very selectively Force-sensitive. He'd be hard-pressed to explain it to anyone, including himself. If pressed, he'd say that machines 'talk to him.' In practical terms, his abilities would be akin to Mechu-deru, but it goes beyond that. A kind of Tele-mechanics ability that allows Emil to make certain pieces of tech become a virtual extension of his mind and body. He has no formal training, and no other manifestations of Force-sensitivity.
STRENGTHS:
Technical Affinity: If it's mechanical in nature, Emil can figure it out, make it work again, make it better than it was before.
Nice guy: He's generally sweet and pleasant, with a kooky sense of humor. He just wants to see the 'verse, meet different people and one day have a great ship, mebbe do something great that benefits the galaxy.
Loyal: He doesn't trust easily, but once he has established a bond, he's a loyal friend for life. (That goes for his 'old friends' back home as well, for better or worse...)
Hacker / Slicer / Holonet: If you need to get into somewhere with a sec net, or retrieve a document from a secure facility, or erase a trail from the 'net, or create a false identity with a paper-trail, Emil's your guy. It's all just one, big video game.
WEAKNESSES:
Not much of a fighter: He's not useless in a fight, but it's not his natural habitat.
Can't pilot: For all his technical prowess, he can't pilot a ship. Growing up nearly 1000 levels down on Coruscant, there wasn't much call or need for piloting skills. Emil never even saw the sky till his sixteenth birthday.
APPEARANCE:
He's a pretty average looking guy, a street rat from a young age. Emil's style choices come from the streets of Coruscant's deep underground, and run to the Cyberpunk. During his time with the DeadHeads his attire was truly Cyber-Rat: leather and mohawk, tattoos and DeadHead makeup. But he's left that behind now, and though there are traces of the Punk left in (and on) him, the mohawk is growing out, and more often than not a set of mechanics coveralls and a heavier coat (space is cold!) serves him pretty well.
CYBERNETICS:
It was a rite of passage for DeadHeads to gain cybernetics. Some of the crew were willing to trade their basic flesh and blood to become something arguably better, or monstrous, but those were usually the gang's soldiers. Emil's implants were more suited to his job and his skill-set.
--Emil has a head-jack at the base of his neck, a bio-system left eye which looks natural but is a vivid shade of green, an optic nerve video implant with limited infra-red and UV spectrum and imparts 20/20 vision, overlaid targeting and limited (1-10X magnification) telescopic lens.
--The headjack connects with this optical implant and a universal auditory implant that allows the bearer to plug into all manner of devices, from computers, droids and surveillance equipment, to simple data recorders and datapads, receiving and capturing data-streams and audio on internal cybernetic storage. The auditory implant also functions as an audio filter, automatically lowering and compensating damaging noises that would deafen the average human hearing.
--Emil also has a cybernetic left forearm with no synth-flesh covering. (he sometimes wears a glove to cover the mechanical hand.) This does not impart him any special strength or powers, but does contain the following:
--miniature scomp-link (extends from the second knuckle when making a fist, middle-finger-style.)
--pinky-finger plasma cutting torch
--wrist needle / drug dispenser (currently loaded with two charges, one paralysis, one tranq.)
WEAPONRY:
Aside from the wrist needle / drug dispenser listed above, usually Emil is more likely to be found carrying tools than weapons. But he does own a vibroblade, and knows his way around a blaster, though he doesn't own one. (If he did it would be something small, easy to conceal.)
BIOGRAPHY:
Yet to come...
SHIP:
He perks up. "Ships? You ask me. Just ask me. I'll tell ya anything you wanna know. What? Do I own one? Well, no..."
KILLS:
He gets quiet, shakes his head.
BOUNTIES COLLECTED:
"Not me. You got the wrong guy, I'm afraid."
ROLE-PLAYS:
stowaways are trouble...

NAME: Emil. What -- a surname? It's... it's always just been Emil.
FACTION: Well, I was with the DeadHeads back home... but now, uh, it's just me.
RANK: Heh. Admiral!
SPECIES: Near-human (mutant)
AGE: 17
SEX: Male
HEIGHT: 5'8"
WEIGHT: 160 lbs.
EYES: Hazel / Green
HAIR: Brown
SKIN: Caucasian
FORCE SENSITIVE: Emil is very selectively Force-sensitive. He'd be hard-pressed to explain it to anyone, including himself. If pressed, he'd say that machines 'talk to him.' In practical terms, his abilities would be akin to Mechu-deru, but it goes beyond that. A kind of Tele-mechanics ability that allows Emil to make certain pieces of tech become a virtual extension of his mind and body. He has no formal training, and no other manifestations of Force-sensitivity.
STRENGTHS:
Technical Affinity: If it's mechanical in nature, Emil can figure it out, make it work again, make it better than it was before.
Nice guy: He's generally sweet and pleasant, with a kooky sense of humor. He just wants to see the 'verse, meet different people and one day have a great ship, mebbe do something great that benefits the galaxy.
Loyal: He doesn't trust easily, but once he has established a bond, he's a loyal friend for life. (That goes for his 'old friends' back home as well, for better or worse...)
Hacker / Slicer / Holonet: If you need to get into somewhere with a sec net, or retrieve a document from a secure facility, or erase a trail from the 'net, or create a false identity with a paper-trail, Emil's your guy. It's all just one, big video game.
WEAKNESSES:
Not much of a fighter: He's not useless in a fight, but it's not his natural habitat.
Can't pilot: For all his technical prowess, he can't pilot a ship. Growing up nearly 1000 levels down on Coruscant, there wasn't much call or need for piloting skills. Emil never even saw the sky till his sixteenth birthday.
APPEARANCE:
He's a pretty average looking guy, a street rat from a young age. Emil's style choices come from the streets of Coruscant's deep underground, and run to the Cyberpunk. During his time with the DeadHeads his attire was truly Cyber-Rat: leather and mohawk, tattoos and DeadHead makeup. But he's left that behind now, and though there are traces of the Punk left in (and on) him, the mohawk is growing out, and more often than not a set of mechanics coveralls and a heavier coat (space is cold!) serves him pretty well.
CYBERNETICS:
It was a rite of passage for DeadHeads to gain cybernetics. Some of the crew were willing to trade their basic flesh and blood to become something arguably better, or monstrous, but those were usually the gang's soldiers. Emil's implants were more suited to his job and his skill-set.
--Emil has a head-jack at the base of his neck, a bio-system left eye which looks natural but is a vivid shade of green, an optic nerve video implant with limited infra-red and UV spectrum and imparts 20/20 vision, overlaid targeting and limited (1-10X magnification) telescopic lens.
--The headjack connects with this optical implant and a universal auditory implant that allows the bearer to plug into all manner of devices, from computers, droids and surveillance equipment, to simple data recorders and datapads, receiving and capturing data-streams and audio on internal cybernetic storage. The auditory implant also functions as an audio filter, automatically lowering and compensating damaging noises that would deafen the average human hearing.
--Emil also has a cybernetic left forearm with no synth-flesh covering. (he sometimes wears a glove to cover the mechanical hand.) This does not impart him any special strength or powers, but does contain the following:
--miniature scomp-link (extends from the second knuckle when making a fist, middle-finger-style.)
--pinky-finger plasma cutting torch
--wrist needle / drug dispenser (currently loaded with two charges, one paralysis, one tranq.)
WEAPONRY:
Aside from the wrist needle / drug dispenser listed above, usually Emil is more likely to be found carrying tools than weapons. But he does own a vibroblade, and knows his way around a blaster, though he doesn't own one. (If he did it would be something small, easy to conceal.)
BIOGRAPHY:
Yet to come...
SHIP:
He perks up. "Ships? You ask me. Just ask me. I'll tell ya anything you wanna know. What? Do I own one? Well, no..."
KILLS:
He gets quiet, shakes his head.
BOUNTIES COLLECTED:
"Not me. You got the wrong guy, I'm afraid."
ROLE-PLAYS:
stowaways are trouble...