Star Wars Roleplay: Chaos

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Approved NPC Ghostmakers

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OUT OF CHARACTER INFORMATION

[SIZE=9pt]GENERAL INFORMATION[/SIZE]
[SIZE=9pt]COMBAT INFORMATION[/SIZE]
  • [SIZE=9pt]Availability: [/SIZE][SIZE=9pt]Rare[/SIZE]
  • Deployment: Limited
  • [SIZE=9pt]Strengths & Weaknesses: [/SIZE]

    [SIZE=9pt]Strenghts:

    -The Best of the Worst: The Ghostmakers are former members of the Tainted Legion that have both been fatally wounded in combat and proven themselves time and time again to Abyss. Like any Legion members they are ruthless, cold criminals with all the skills that come with it (Urban warfare, piloting vehicles, lockpicking, dirty fighting tactics in general), only now inside of powerful cybernetic power armor

    -Breaking and Entering: Armed with Ghostmaker acid Launchers they are very effective at entering and clearing out buildings, hideouts and bunkers, as their weapons can errode most common steels away.

    -Cybernetic Supersoldiers: Their armor grants them instant mind to mind communication, superhuman strenght and speed as well a high amount of resitance against most weapons.

    -Up and down, Space and Ground: The Ghostmakers are a highly mobile unit, thanks to the jetpack attached to their armor. Thanks to it they can move not only on the ground but upwards, as well as through space.[/SIZE]

    [SIZE=9pt]-You call that Toxic?: The weapons and armor of the Ghostmakers are already either acidic or toxic, which means that they have the means to shake of almost all toxins, raditation and bio agents build into their body.


    Weaknesses:

    -EMP: The power armor of the Ghostmakers is not shielded against emp, and such attacks are quite dangerous as the armor is what keeps the Ghostmakers from being killed by the alum inside their armor.

    -In it for the Money: The Ghostmakers know no other master than money, as all criminals. As long as they are well paid they will work, but they fight for no higher calling or anything similar. Should there ever be no money in for them they would simply refuse to do their job.

    -The Pain of Flesh and Steel: Being bound to the armor has quite negative effects on the minds of the Ghosmakers, many of them becoming violent, paranoid and psychotic after a while.

    -Friendly Fire: The Ghostmakers themselves are shielded against the acidic weapons they use, but those they fight with are not. The stories of common soldiers being reduced to mush are well known, mainly because the Ghostmakers spend little thought on friend or foe once a fight breaks out.

    -Dead Already: Almost dying and then being put into a suit of cybernetic armor makes pretty reckless. The Ghostmakers are notorious for going rampant during a fight, risking their life for no real reason other than to get another kill.[/SIZE]
  • Description:

    "Leave nothing behind but Ghosts." - Battlecry of the Ghostmakers (Formerly "Leave nothing behind but Holes" which was replaced after the first female Ghostmaker killed her unit for constantly abusing it to hit on her.)

    Becoming a Ghostmaker is rarely a choice, if ever. The process involved to fuse someone with their armor isn't just painful, but often deadly, which is the reason why only those that already have been fatally wounded in combat agree to undergo it. Every Ghostmaker has once been a simple soldier inside Abyss Tainted Legion, that has not only been wounded, but shown respectable skill in combat. Those that survive are awarded with a quite high raise, the promise of a small fortune should they survive the next five years of service inside their armor, as well as the right to undergo another procedure to replace their cybernetic armor with more social acceptable cybernetic once their service ends.

    Ghostmakers prefer to only spend their free time with other Ghostmakers, caught in a loop of anger and paranoia that isolates them from others. Most others try to avoid them anyway, as their transformation leaves almost all of them as psychotic savages after a few months.

    Rumors say that many refuse to put down their armor after their fives years of service. Other rumors say that the Ghostmakers talk to their weapons at night. How much truth is in these legends is unknown to anyone but Darth Abyss, who refuses to speak about it to not further unsettle those that know about the special forces unit.
 
[member="Darth Abyss"]

So here's what I got from the strengths and weaknesses: You want me to approve a cybernetically augmented unit of experienced commandos with high mobility, resilience, and adaptability while it's only combat weakness is EMP weaponry? This seems a bit tilted on the scale to me. Slap on another good weakness and we can move on.

Tag when done.
 
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