Eris Branik
delicate weapon
> ARCHIVE NODE ACQUIRED :: INDEX HANDSHAKE ACCEPTED :: QUERY OPEN
> QUERY STRING :: ERIS BRANIK // MATCHES RETURNED :: 01 // CONFIDENCE :: 94.7%
IMG :: LOCAL ID
FACIAL MATCH :: ACCEPTED
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VISUAL RECORD :: PARTIAL
IDENTITY :: PRIMARY RECORD
ERIS BRANIK
RECORD STATE :: ACTIVE
AGE
MID-20S
SPECIES
HUMAN
GENDER
FEMALE
HOMEWORLD
CORUSCANT
HEIGHT
180 CM | 5'9"
HAIR
DAR BROWN
EYES
DARK BROWN
OCCUPATION
NETRUNNER / MERCENARY
KNOWN ASSOCIATES
TOVA KESTRIN // ADDITIONAL RECORDS PENDING
ALERT :: ORIGIN RECORD INCOMPLETE // SOURCE ARCHIVE TERMINATED
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> OPEN RECORD :: 01 // PROFILE
SOURCE :: COMPOSITE // INTEGRITY :: 92%
A known quantity in Coruscant's grey economy and impoverished underlevels, Eris Branik is starting to branch out into the wider world of -- shall we say -- freelance operations. As her homeworld has traded hands multiple times within her lifetime, Eris has learned that commitment to a larger, abstract idea or organization like 'democracy' or 'liberty' or 'The Sith Covenant' is a fool's errand. The only way to win is to play the game for yourself, and be good at it. With no known loyalties, or even any known sympathies, her services are available to the highest bidder.
Eris is generally understood as a big fish in the small pond of her current neighborhood, where she was raised since childhood in a now-defunct orphanage before being taken in by her employer, Tova Kestrin (Mama T to those in the know), at the age of eight. But her skills are such that she is now ready to put them at play in more sophisticated ops, and so she has become a small fish in a big pond, and is possessed of a deep hunger for growth.
Eris is generally understood as a big fish in the small pond of her current neighborhood, where she was raised since childhood in a now-defunct orphanage before being taken in by her employer, Tova Kestrin (Mama T to those in the know), at the age of eight. But her skills are such that she is now ready to put them at play in more sophisticated ops, and so she has become a small fish in a big pond, and is possessed of a deep hunger for growth.
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> OPEN RECORD :: 02 // APPEARANCE
VISUAL REFERENCES :: MULTIPLE // CURRENT MATCH :: ACCEPTED
Eris has a long, narrow face, wider across the upper cheekbones than elsewhere, with a broad and fairly high forehead. Below her cheekbones, her face taper steadily into a slim jaw and a small, slightly rounded but still pointed chin. The cheekbones are high and well-defined, and her cheeks are distinctly lacking in fullness, giving her a lean, angular appearance. She has large, brown, almond-shaped eyes, with the outer corners slightly elevated compared to the inner corners, and slightly wider than average due to her narrow, long, straight nose. Her mouth is about average width, with a slim upper lip in the shape of a soft, shallow Cupid's bow, and a noticeably fuller bottom lip. Her skin is olive, right at the border between light and medium, and she has a smattering of pale brown freckles if one is close enough to look. She has long, straight, dark brown hair.
Her build is slim, which is accentuated by her above-average height. She is athletic, trim, and flexible, with a form well-suited to parkour and other intense movement. She is self-conscious about her ears, which she thinks are oversized.
Her build is slim, which is accentuated by her above-average height. She is athletic, trim, and flexible, with a form well-suited to parkour and other intense movement. She is self-conscious about her ears, which she thinks are oversized.
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> OPEN RECORD :: 03 // PERSONALITY
ASSESSMENT :: BEHAVIORAL // CONFIDENCE :: VARIABLE
Eris Branik is quiet by nature, a nature that has been sharpened into watchfulness by long years. Even when at her most comfortable, in her own home, part of her attention remains fixed on exits, unfamiliar noises, and unexpected changes around her. She takes considerable pride in her abilities, which she considers well-earned since she essentially taught herself, and bristles at being condescended to or underestimated, although she has learned how to use assumptions about her abilities against people when it benefits her. At work, she is decisive, aggressive, brisk, professional, ruthless when necessary, and always competent. At rest, Eris reads, plays video games, watches old holodramas, and collects old, analog game sets. Her main hobby at present is researching incomplete and alternative rule sets, making replacement pieces for her collection from scratch, and bargain-hunting for same.
Slow to trust and adept at compartmentalizing, Branik is capable of enjoying someone's company without telling them where she lives, who she works for, or who she considers family. When she does become attached, she expresses it through practical care, like fixing things, bringing food, anticipating trouble, and taking responsibility without being asked. She often withholds information from others, which she rationalizes (often correctly) is for their protection.
Her deepest loyalty is to Mama T. She cares nothing for big governments or political causes, and will work all sides of a conflict if the job satisfies her own boundaries. She avoids involving ordinary workers in violence, but is more than willing to kill when she deems it necessary.
Slow to trust and adept at compartmentalizing, Branik is capable of enjoying someone's company without telling them where she lives, who she works for, or who she considers family. When she does become attached, she expresses it through practical care, like fixing things, bringing food, anticipating trouble, and taking responsibility without being asked. She often withholds information from others, which she rationalizes (often correctly) is for their protection.
Her deepest loyalty is to Mama T. She cares nothing for big governments or political causes, and will work all sides of a conflict if the job satisfies her own boundaries. She avoids involving ordinary workers in violence, but is more than willing to kill when she deems it necessary.
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> OPEN RECORD :: 04 // CAPABILITIES
SKILL INDEX :: USER-VERIFIED // COMBAT DATA :: PARTIAL
FUNCTIONAL
Live Slicing. Eris can breach networks on the move, using her specially-designed, forearm-mounted quickhacker. Parkour. An experienced climber and runner with excellent balance, Eris moves quickly, especially in a cityscape environment like Coruscant.
Practical Engineering. Years spent sorting salvage and making do has made Eris particularly adept with obsolete, damaged, and mismatched tech. She can repair equipment, bypass faults, and built functional tools from even the least ideal supplies.
Infiltration / Counter-Surveillance. Eris is skilled at blending in, concealing digital traces, cracking credentials, detecting tails, etc.
LIMITATIONS
Agoraphobia. Raised in the bowels of Coruscant, Eris was fifteen the first time she saw the sky, and it caused a catastrophic panic attack. She has learned coping mechanisms over the years, but even now, sudden exposure or failures in her coping mechanisms can leave her badly impaired. Dependent on Infrastructure. Many of Erisa' best tactics require connected tech she can reach and understand and manipulate. Air-gapped systems, heavy jamming, ion damage, primitive environments, or unbreakable security protocols deeply hinder her options.
Hypervigilance. Eris sleeps lightly, which leads to unsatisfying rest, and continues monitoring surroundings even when she is almost certainly safe. She has an unhealthy relationship with caffeine.
Compartmentalized. She resists forming deep bonds with people, expecting them to die or betray her or both.
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> OPEN RECORD :: 05 // HISTORY
ARCHIVE WARNING :: EARLY RECORDS DEGRADED // MULTIPLE GAPS DETECTED
Eris Branik was born on Coruscant to parents she would never know. Her father died before she was born in gang violence. Her mother, a drug addict, delivered her in a free clinic and left in search of a fix. Eris entered the system as an infant and lived for eight years in an orphanage deep within the layers of Coruscant's undercity. A nearby scrap and repair shopkeeper, Tova Kestrin, offered pocket change to local street urchins to collect scrap, an arrangement that Eris took advantage of eve3n before the orphanage shut down when she was eight years old. She presented herself at the shop Tova -- Mama T to Eris and the other collection of dubious characters that populated her shop and the rooms above it -- where the older woman took her in with no questions asked. From then on, to earn her keep, Eris was part apprentice, part maid of all work, part courier. She studied what Mama T did, absorbed all the little tricks that the woman had learned in her decades of life.
When Eris was fourteen, Tova started to slow down. She complained of vague ailments, fatigue, pain in the abdomen and back. Several months passed without improvement and Eris dragged her to the local clinic where she was diagnosed with a rare degenerative condition that attacked her heart. A pacemaker could not repair it, and without a replacement, the doctor said, she would be dead in a year. The transplant required a donor, with a waitlist several years long, and a cybernetic replacement cost more than Tova's shop brought in in a year. Tova started making her peace.
Eris started making plans.
The heist came together with surprising precision and planning considering its ringleader was fifteen. A disparate group of Mama T's other 'children' descended on a nearby cantina. What skills they couldn't cover themselves, they pooled credits to hire. The planning was meticulous. The thing that Eris couldn't plan for was emerging from a turbolift into a sparkling bioresearch business park on Coruscant's surface and be completely unequipped with all that sky. The panic attack blew the first of the guard changes they had planned out. Her trusted lieutenant, Keir Korr offered his hooded cap. Keir, four years her senior, was a big brother type figure, and had been tasked several times by Mama T to keep Eris out of trouble.
The heist recovered, but things didn't go to plan. They made it out with the cybernetic heart, but Keir was apprehended by the police in the scramble to escape. His arrest and probable incarceration weighed heavily on Eris. She never stopped looking for him, but Coruscant's frequent changes of allegiance meant that his records became lost. Mama T told her not to blame herself -- that Keir understood the risks -- but that didn't help.
With Eris' assistance slicing the firmware of the cybernetic heart to remove the tracking and 'pay-to-live' subscription restrictions, the cybernetic heart saved Mama T's life. It requires occasional tinkering, modified firmware updates, etc., which means that Eris feels she can't leave Coruscant for long. Eris parlayed her growing skills into small-time local jobs for individuals, gangs, criminal enterprises, and others with the credits to hire a skilled slicer. The more she worked, the better she got. She learned combat, traversal, mobile slicing, etc., building proficiencies the more she exercised the skills. Over a decade, she built up a reputation for results until she was fairly well-regarded by the grey-market information economy in her segment of the undercity.
When Eris was fourteen, Tova started to slow down. She complained of vague ailments, fatigue, pain in the abdomen and back. Several months passed without improvement and Eris dragged her to the local clinic where she was diagnosed with a rare degenerative condition that attacked her heart. A pacemaker could not repair it, and without a replacement, the doctor said, she would be dead in a year. The transplant required a donor, with a waitlist several years long, and a cybernetic replacement cost more than Tova's shop brought in in a year. Tova started making her peace.
Eris started making plans.
The heist came together with surprising precision and planning considering its ringleader was fifteen. A disparate group of Mama T's other 'children' descended on a nearby cantina. What skills they couldn't cover themselves, they pooled credits to hire. The planning was meticulous. The thing that Eris couldn't plan for was emerging from a turbolift into a sparkling bioresearch business park on Coruscant's surface and be completely unequipped with all that sky. The panic attack blew the first of the guard changes they had planned out. Her trusted lieutenant, Keir Korr offered his hooded cap. Keir, four years her senior, was a big brother type figure, and had been tasked several times by Mama T to keep Eris out of trouble.
The heist recovered, but things didn't go to plan. They made it out with the cybernetic heart, but Keir was apprehended by the police in the scramble to escape. His arrest and probable incarceration weighed heavily on Eris. She never stopped looking for him, but Coruscant's frequent changes of allegiance meant that his records became lost. Mama T told her not to blame herself -- that Keir understood the risks -- but that didn't help.
With Eris' assistance slicing the firmware of the cybernetic heart to remove the tracking and 'pay-to-live' subscription restrictions, the cybernetic heart saved Mama T's life. It requires occasional tinkering, modified firmware updates, etc., which means that Eris feels she can't leave Coruscant for long. Eris parlayed her growing skills into small-time local jobs for individuals, gangs, criminal enterprises, and others with the credits to hire a skilled slicer. The more she worked, the better she got. She learned combat, traversal, mobile slicing, etc., building proficiencies the more she exercised the skills. Over a decade, she built up a reputation for results until she was fairly well-regarded by the grey-market information economy in her segment of the undercity.
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ARCHIVE :: CLOSED
LOCAL CACHE :: UPDATED // RECORD :: ERIS BRANIK