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THE CAST
Name: Adran (Matrix-13)
Race: Android
Class: Envoy
Appearance: Adran was built to be physically appealing to the mortal eye. Aside from the tattoo-like circuits that separate each body part, he appears to be a Caucasian male human in his early to mid-20s. His hair is black and short seeming to naturally fade upwards. His most prominent features are his glowing blue eyes, though most people assume they’re merely cybernetic augmentations.
He’s opted for a more “pedestrian” clothing style so as not to attract too much attention. A simple yet stylish leather jacket, and other simple street clothes that hide all his more prominent android features, save for his eyes.
Background: 5 years ago, Athos Robotics, a well-hidden illegal R&D facility, created the ultimate diplomacy Android, designated Matrix-13. Built with one of the most advanced emotion based A.I. in history, he was designed to excel in human interaction, and using both his advanced logic and empathy, can create diplomatic compromises that helped all parties become satisfied.
However, this A.I. came with an unintended flaw, a desire to learn, to explore and see the universe, experience all the things in life that his mortal counterparts got to. Matrix renamed himself Adran, and posing as another scientist, escaped Athos Robotics and made set out to create a future all his own.
Having already experienced the concept of “high society” in his diplomatic work, Adran found his way to The Forgotten Hammer, fascinated by the thrills and danger that a life in poverty or even better, Piracy, could offer him. To this day though, he lives in fear that Athos will track him down and force him back into a life of servitude.
Strengths:
- A gifted talker, Adran was purpose designed to charm any who cross his path
- He’s empathetic, able to simulate all emotions and scenarios that mortals can create, allowing him to understand their actions and motivations
- A good strategist, using his comrade’s strengths and weaknesses to form well-constructed plans
Weaknesses:
- He can come across as a bit of a know it all
- Has a natural curiosity that tends to lead him into trouble
- Has limited combat capabilities, only trained in using a pistol for self defense
Race: Android
Class: Envoy
Appearance: Adran was built to be physically appealing to the mortal eye. Aside from the tattoo-like circuits that separate each body part, he appears to be a Caucasian male human in his early to mid-20s. His hair is black and short seeming to naturally fade upwards. His most prominent features are his glowing blue eyes, though most people assume they’re merely cybernetic augmentations.
He’s opted for a more “pedestrian” clothing style so as not to attract too much attention. A simple yet stylish leather jacket, and other simple street clothes that hide all his more prominent android features, save for his eyes.
Background: 5 years ago, Athos Robotics, a well-hidden illegal R&D facility, created the ultimate diplomacy Android, designated Matrix-13. Built with one of the most advanced emotion based A.I. in history, he was designed to excel in human interaction, and using both his advanced logic and empathy, can create diplomatic compromises that helped all parties become satisfied.
However, this A.I. came with an unintended flaw, a desire to learn, to explore and see the universe, experience all the things in life that his mortal counterparts got to. Matrix renamed himself Adran, and posing as another scientist, escaped Athos Robotics and made set out to create a future all his own.
Having already experienced the concept of “high society” in his diplomatic work, Adran found his way to The Forgotten Hammer, fascinated by the thrills and danger that a life in poverty or even better, Piracy, could offer him. To this day though, he lives in fear that Athos will track him down and force him back into a life of servitude.
Strengths:
- A gifted talker, Adran was purpose designed to charm any who cross his path
- He’s empathetic, able to simulate all emotions and scenarios that mortals can create, allowing him to understand their actions and motivations
- A good strategist, using his comrade’s strengths and weaknesses to form well-constructed plans
Weaknesses:
- He can come across as a bit of a know it all
- Has a natural curiosity that tends to lead him into trouble
- Has limited combat capabilities, only trained in using a pistol for self defense
Name: Bethelzar Dolomitti
Race: Tiefling
Class: Operative
Appearance: It's hard to place Bethelzar's exact age, as he himself does not remember, but the general consensus is that he's well into his 30s and approaching middle age. Bethelzar takes an appearance similar to many other Tieflings. With his reddish skin, whip-like tail and large intimidating horns, Bethelzar is the picture of nefarious devilry and mischief. It's hard to not notice him when he wants people to, though he can be inconspicuous when he wanted to be. Bethelzar dresses in understated blacks and greys, consciously understated but always with a trick or ten hidden up his sleeves in case of trouble.
Background: Bethelzar could not remember a time when he was not alone. He knows little of his origins, and has for the most part of his life lived with the assumption that he was either orphaned or cast out. Having grown up as a street urchin on a planet where Tieflings were looked down upon and mistrusted, Bethelzar became keenly aware that he was different from the rest from a very young age. While he did not learn what exactly he was until a later age, the way people looked at him told him enough. His reddish complexion and large, protruding horns were a far cry from the fair skinned, smooth-headed natives that inhabited the land. There even existed a difference between himself and the rest of the street dwellers- the folk here held a sort of natural revulsion towards him. He had to work twice as hard to scour half of what the other children usually find, and was oft punished for the deeds of others because he was the obvious target.
Growing up was a rough experience of one misfortune after another for Bethelzar, and he grew up confused and ashamed of his own identity. He has never been properly educated, and his knowledge was slowly amassed as a patchwork quill of small talk and conversations that the travellers that came and went brought with them. Eventually he grew to understand from word of mouth that he was a Tiefling, borne of demonic blood. The confirmation that he was different did not give him peace of mind, however. The knowledge that he would never have any opportunities in this corner of the universe created in him an unstoppable drive to get out of the planet. The travellers that frequented the streets came from far and wide, and often spoke of the world at large broadly. Soon, Bethelzar became enamoured with the idea of travelling the universe in search of an identity which he deserved. While Tieflings were known for their devious nature, the young Bethelzar was almost childlike in his belief that he would finally be able to take charge of his life.
Bethelzar's naive dreams, however, were shattered almost as soon as they began to become somewhat of a reality. Having finally found himself a job working manual labour at a local establishment, Bethelzar had been enjoying a steady source of income and amassing quite a small fortune when his hopes came tumbling down. A thievery occurred in the accounts department, and before long all blame was pinned onto Bethelzar, for the crime of him being in the wrong place at the wrong time and a Tiefling that was not to be trusted. Almost overnight all his worldly possessions were seized and he was incarcerated and to be brought to court for multiple charges of thievery and embezzlement. The nightmares he'd endured in his childhood were repeating itself, and Bethelzar realised that he would have no chances of escape once he was convicted. That very night, he broke out of the detention centre, turned to run for the hills and never looked back.
Bethelzar drifted for the next two decades or so, listless and disillusioned with the world, an outlaw avoiding capture and a victim of fate. He eventually grew into the fiendish nature that Tieflings were naturally inclined towards, hiding his dissatisfaction with the world with a cocky smile and a devil-may-care attitude. Bethelzar learned how to charm people, learned how to steal and how to kill. He made himself a living by being hired muscle, accepting missions only from the highest bidders. Never staying in one place for too long, his latest wanderings have brought him to The Forgotten Hammer, looking for his next paycheck.
Strengths
Race: Tiefling
Class: Operative
Appearance: It's hard to place Bethelzar's exact age, as he himself does not remember, but the general consensus is that he's well into his 30s and approaching middle age. Bethelzar takes an appearance similar to many other Tieflings. With his reddish skin, whip-like tail and large intimidating horns, Bethelzar is the picture of nefarious devilry and mischief. It's hard to not notice him when he wants people to, though he can be inconspicuous when he wanted to be. Bethelzar dresses in understated blacks and greys, consciously understated but always with a trick or ten hidden up his sleeves in case of trouble.

Background: Bethelzar could not remember a time when he was not alone. He knows little of his origins, and has for the most part of his life lived with the assumption that he was either orphaned or cast out. Having grown up as a street urchin on a planet where Tieflings were looked down upon and mistrusted, Bethelzar became keenly aware that he was different from the rest from a very young age. While he did not learn what exactly he was until a later age, the way people looked at him told him enough. His reddish complexion and large, protruding horns were a far cry from the fair skinned, smooth-headed natives that inhabited the land. There even existed a difference between himself and the rest of the street dwellers- the folk here held a sort of natural revulsion towards him. He had to work twice as hard to scour half of what the other children usually find, and was oft punished for the deeds of others because he was the obvious target.
Growing up was a rough experience of one misfortune after another for Bethelzar, and he grew up confused and ashamed of his own identity. He has never been properly educated, and his knowledge was slowly amassed as a patchwork quill of small talk and conversations that the travellers that came and went brought with them. Eventually he grew to understand from word of mouth that he was a Tiefling, borne of demonic blood. The confirmation that he was different did not give him peace of mind, however. The knowledge that he would never have any opportunities in this corner of the universe created in him an unstoppable drive to get out of the planet. The travellers that frequented the streets came from far and wide, and often spoke of the world at large broadly. Soon, Bethelzar became enamoured with the idea of travelling the universe in search of an identity which he deserved. While Tieflings were known for their devious nature, the young Bethelzar was almost childlike in his belief that he would finally be able to take charge of his life.
Bethelzar's naive dreams, however, were shattered almost as soon as they began to become somewhat of a reality. Having finally found himself a job working manual labour at a local establishment, Bethelzar had been enjoying a steady source of income and amassing quite a small fortune when his hopes came tumbling down. A thievery occurred in the accounts department, and before long all blame was pinned onto Bethelzar, for the crime of him being in the wrong place at the wrong time and a Tiefling that was not to be trusted. Almost overnight all his worldly possessions were seized and he was incarcerated and to be brought to court for multiple charges of thievery and embezzlement. The nightmares he'd endured in his childhood were repeating itself, and Bethelzar realised that he would have no chances of escape once he was convicted. That very night, he broke out of the detention centre, turned to run for the hills and never looked back.
Bethelzar drifted for the next two decades or so, listless and disillusioned with the world, an outlaw avoiding capture and a victim of fate. He eventually grew into the fiendish nature that Tieflings were naturally inclined towards, hiding his dissatisfaction with the world with a cocky smile and a devil-may-care attitude. Bethelzar learned how to charm people, learned how to steal and how to kill. He made himself a living by being hired muscle, accepting missions only from the highest bidders. Never staying in one place for too long, his latest wanderings have brought him to The Forgotten Hammer, looking for his next paycheck.
Strengths
- Charming when he wants to be
- Extremely adaptable, savvy at devising and pulling harebrained schemes off.
- Jack of all trades. Knows a bit of everything, can come in useful during unusual situations.
- Appearance. Being a Tiefling has its disadvantages and often attracts more trouble than it's worth.
- Lack of commitment. Bethelzar bounces from one side to another depending on who's paying more, and has made many enemies as a result. It's hard to get him to stay in any one place unless his trust is earned.
- No proper education. Doesn't know how to read or write.
- Bad decision making. Often acts before he thinks and has gotten into a lot of trouble as a result.
Name: Sinra Dalis
Race: Drow
Class: Technomancer
Flavor Song: Army of Me by Björk
Appearance: Sinra is someone who cannot pass by without calling attention to herself. It is not her unearthly beauty or her luscious shape, not the way she carries herself with almost hypnotic grace or the way her lush lips curve as if often amused at some inside joke which she's unwilling to share. Even though such things do help, it is her Drow nature that turns eyes wherever she goes. Few are those of her kind that venture out of Apostae, their numbers few and their enemies plenty. The Sin of now is quite different from the one who lived in Apostae. The lavish, revealing outfits that enhanced her feminine shape and designer brand suits that offered protection and style for the field work gave way to functional and tightfitting, light armor that is less conspicuous.
Her silvery hair with a sheen of pink used to follow the latest hair-styles around Nightarch, but these days follow mostly her own whims combined with styles that leave her sight unobstructed, like held back by ornate clasps, tied in intricate braids or buns, in case things get... out of hand. Still, Sinra likes to keep herself well tended, typical make-up applied carefully on her light, mulberry colored skin, accentuate her sculpted face. It is always somehow complementing the softly glowing symbol on her forehead, her Spell Cache, a biotech tattoo, and enhancing the striking color of her lilac eyes. On top of her form-fitting suit, she often wears a long coat or short jacket, a thick belt with her pistol holstered hangs perpendicular around her supple hips, a thinner belt hanging opposite to with with her scabbard melee weapon.
Background: (Most of the background is restricted to the GM alone; see Weaknesses)
Leaving Apostae, Sinra was put in a rather unique position as the vessel she was in, The Pauper Amnesiac, was attacked by pirates. Captured and lined up, the Amnesiac crew was being separated into useful, dead or 'meat'. Unwilling to be flushed into space or given to sate the hunger of despicable pirates, Sinra made a rather ballsy move. Using her expertise, she locked all the cargo crates and declared that without her, they'd never get it opened. A gamble, for sure, but one that paid off. Not only did they listen, but they left her in a cabin alone for the rest of the trip until they reached The Forgotten Hammer, well-fed and unmolested, in exchange for the unlocking of the goods (when they came to port), a correct appraisal of the contents, and a list of potential buyers for the stolen cargo she knew intimately well. Nevermind that it cost the captain of the Amnesiac his life, at least, she'd be okay.
Sinra has only recently arrived at the station, and found the colorful population of lowlives and pirates quite quaint, having little difficulty navigating it by using her looks and her funds to her advantage, and when it failed, spells or weapons. Still, there was much to be seen and much to be done and the station was but a speck in a sea of possibilities. Making her way to the Inn, Sinra intends to buy passage out of The Forgotten Hammer, and if it fails, hiring herself to a crew for a short period of time.
Strengths:
- Not just a pretty face... : Sin's looks work often in her advantage, but the Drow is intelligent and resourceful, possesses quite a business-like thinking and a sharp mind for technological matters.
- Deep Pockets: When in a bind, Sinra seems to always have a credstick or a useful and/or valuable item.
- Lucky: Not a constant, and not a trait she abuses, but Sin often finds herself coming conveniently on the top of the trickiest situations with which she's confronted.
Weaknesses:
- Dark Secret!
- Cold as Ice: Sinra is a rather callous, pragmatic woman and due to the extents she's willing to go to ensure her own survival, allies do not come easily.
- Hated: Drow are not exactly loved around the system, and elves often go out of their way to take a shot at Sin. Social interactions as a whole tend to be challenging to approach by conventional means.
- Alienated: Outside of some specific things, Sinra knows little about the places and the people outside of Apostae.
Race: Drow
Class: Technomancer
Flavor Song: Army of Me by Björk
Appearance: Sinra is someone who cannot pass by without calling attention to herself. It is not her unearthly beauty or her luscious shape, not the way she carries herself with almost hypnotic grace or the way her lush lips curve as if often amused at some inside joke which she's unwilling to share. Even though such things do help, it is her Drow nature that turns eyes wherever she goes. Few are those of her kind that venture out of Apostae, their numbers few and their enemies plenty. The Sin of now is quite different from the one who lived in Apostae. The lavish, revealing outfits that enhanced her feminine shape and designer brand suits that offered protection and style for the field work gave way to functional and tightfitting, light armor that is less conspicuous.

Her silvery hair with a sheen of pink used to follow the latest hair-styles around Nightarch, but these days follow mostly her own whims combined with styles that leave her sight unobstructed, like held back by ornate clasps, tied in intricate braids or buns, in case things get... out of hand. Still, Sinra likes to keep herself well tended, typical make-up applied carefully on her light, mulberry colored skin, accentuate her sculpted face. It is always somehow complementing the softly glowing symbol on her forehead, her Spell Cache, a biotech tattoo, and enhancing the striking color of her lilac eyes. On top of her form-fitting suit, she often wears a long coat or short jacket, a thick belt with her pistol holstered hangs perpendicular around her supple hips, a thinner belt hanging opposite to with with her scabbard melee weapon.
Background: (Most of the background is restricted to the GM alone; see Weaknesses)
Leaving Apostae, Sinra was put in a rather unique position as the vessel she was in, The Pauper Amnesiac, was attacked by pirates. Captured and lined up, the Amnesiac crew was being separated into useful, dead or 'meat'. Unwilling to be flushed into space or given to sate the hunger of despicable pirates, Sinra made a rather ballsy move. Using her expertise, she locked all the cargo crates and declared that without her, they'd never get it opened. A gamble, for sure, but one that paid off. Not only did they listen, but they left her in a cabin alone for the rest of the trip until they reached The Forgotten Hammer, well-fed and unmolested, in exchange for the unlocking of the goods (when they came to port), a correct appraisal of the contents, and a list of potential buyers for the stolen cargo she knew intimately well. Nevermind that it cost the captain of the Amnesiac his life, at least, she'd be okay.
Sinra has only recently arrived at the station, and found the colorful population of lowlives and pirates quite quaint, having little difficulty navigating it by using her looks and her funds to her advantage, and when it failed, spells or weapons. Still, there was much to be seen and much to be done and the station was but a speck in a sea of possibilities. Making her way to the Inn, Sinra intends to buy passage out of The Forgotten Hammer, and if it fails, hiring herself to a crew for a short period of time.
Strengths:
- Not just a pretty face... : Sin's looks work often in her advantage, but the Drow is intelligent and resourceful, possesses quite a business-like thinking and a sharp mind for technological matters.
- Deep Pockets: When in a bind, Sinra seems to always have a credstick or a useful and/or valuable item.
- Lucky: Not a constant, and not a trait she abuses, but Sin often finds herself coming conveniently on the top of the trickiest situations with which she's confronted.
Weaknesses:
- Dark Secret!
- Cold as Ice: Sinra is a rather callous, pragmatic woman and due to the extents she's willing to go to ensure her own survival, allies do not come easily.
- Hated: Drow are not exactly loved around the system, and elves often go out of their way to take a shot at Sin. Social interactions as a whole tend to be challenging to approach by conventional means.
- Alienated: Outside of some specific things, Sinra knows little about the places and the people outside of Apostae.
Name: Kaschii
Race: Shirren
Class: Mystic
Appearance: Kaschii is a lanky shirren about 1.9 meters tall with a notable slouch as if in a constant attempt to shrink her presence. Her exoskeleton is a dusty green. Her face, like many a shirren’s, is locust-like with large dark unblinking compound eyes and long sweeping antennae. When it comes to attire, she prefers concealing but comfortable clothes with her mating arms typically tucked under a loose top.
Background: All Kaschii knows of her biological parents was that at least one of them was a space faring envoy who, for whatever reason they had deemed necessary, had brought their larval child with them on their journeys. When one of their journeys was intercepted by a pirate attack the ship, the parent had passed the container carrying a larval Kaschii to a trusted crewmate– a human medic by the name of Morris. The parent tried to negotiate.
Morris, carrying the young shirren, managed to escape to a nearby populated planetoid. Said planetoid was part of the multitude of scattered fragments that make up the diaspora. Years passed, Kaschii grew up raised by Morris who had managed to start up a makeshift clinic on a planetoid not far away from The Forgotten Hammer.
Kaschii’s upbringing was, of course, less than ideal. She had no access to proper education nor did she ever have anybody to call a friend. Sure, she could call a rock her friend but that wasn’t the same as a person as a friend. Most of her late childhood was spent helping her foster father around the clinic. Because she might as well make herself useful to the man who had taken care of her (even if he only did so out of obligation). The only other shirrens she'd ever interacted with were patients and clients. And being raised by a human, she was out of touch with the culture of her own race. This only served to alienate herself further from almost everyone she had met.
It was in her early teenage years that her innate connection to biological systems became apparent – the young shirren had potential as a mystic. Ever since then, Kaschii had yearned for more. While part of her believed that she had no room for neither dreams nor choices, there was a larger part of her that wanted to believe. Because despite what she kept telling herself, she felt like she could't keep living like this.
Morris eventually found himself a place on a ship looking for a doctor. But just one doctor. They had no place for a shirren who had never even been to medical school. And so Kaschii continued her life as a back-alley doctor of the diaspora, treating criminals and honest men alike. Mostly criminals though. She had never really gotten to develop her social skills and she had never been the assertive type. Needless to say, she often got pushed around and roped into jobs she would rather not take.
And yet after all those years, she still wanted to dream of a brighter future. She had had enough of having to walk a narrow path decided by her surroundings. It was suffocating. She needed more options. But first she needed to leave. Holing up in a little back-alley clinic wasn't going to lead her anywhere.
After much consideration, the shirren finally stowed away on a ship that had stopped by on its way to the Forgotten Hammer, taking along with her whatever few possessions she had. The plan had been to either land herself a job on a ship or to simply set up a clinic there. At least it's considerably safer and held more opportunities than where she was.
Strengths:
- Looks before leaping
- Watchful and alert to their surroundings
- Passive perseverance, she may not be assertive but she will hold on
- Understanding of biological systems
Weaknesses:
- Insect-like facial features make emotions hard to convey to other species
- Prone to overthinking her options
- Anxiety prone
- Lack of proper education
Race: Shirren
Class: Mystic
Appearance: Kaschii is a lanky shirren about 1.9 meters tall with a notable slouch as if in a constant attempt to shrink her presence. Her exoskeleton is a dusty green. Her face, like many a shirren’s, is locust-like with large dark unblinking compound eyes and long sweeping antennae. When it comes to attire, she prefers concealing but comfortable clothes with her mating arms typically tucked under a loose top.

Background: All Kaschii knows of her biological parents was that at least one of them was a space faring envoy who, for whatever reason they had deemed necessary, had brought their larval child with them on their journeys. When one of their journeys was intercepted by a pirate attack the ship, the parent had passed the container carrying a larval Kaschii to a trusted crewmate– a human medic by the name of Morris. The parent tried to negotiate.
Morris, carrying the young shirren, managed to escape to a nearby populated planetoid. Said planetoid was part of the multitude of scattered fragments that make up the diaspora. Years passed, Kaschii grew up raised by Morris who had managed to start up a makeshift clinic on a planetoid not far away from The Forgotten Hammer.
Kaschii’s upbringing was, of course, less than ideal. She had no access to proper education nor did she ever have anybody to call a friend. Sure, she could call a rock her friend but that wasn’t the same as a person as a friend. Most of her late childhood was spent helping her foster father around the clinic. Because she might as well make herself useful to the man who had taken care of her (even if he only did so out of obligation). The only other shirrens she'd ever interacted with were patients and clients. And being raised by a human, she was out of touch with the culture of her own race. This only served to alienate herself further from almost everyone she had met.
It was in her early teenage years that her innate connection to biological systems became apparent – the young shirren had potential as a mystic. Ever since then, Kaschii had yearned for more. While part of her believed that she had no room for neither dreams nor choices, there was a larger part of her that wanted to believe. Because despite what she kept telling herself, she felt like she could't keep living like this.
Morris eventually found himself a place on a ship looking for a doctor. But just one doctor. They had no place for a shirren who had never even been to medical school. And so Kaschii continued her life as a back-alley doctor of the diaspora, treating criminals and honest men alike. Mostly criminals though. She had never really gotten to develop her social skills and she had never been the assertive type. Needless to say, she often got pushed around and roped into jobs she would rather not take.
And yet after all those years, she still wanted to dream of a brighter future. She had had enough of having to walk a narrow path decided by her surroundings. It was suffocating. She needed more options. But first she needed to leave. Holing up in a little back-alley clinic wasn't going to lead her anywhere.
After much consideration, the shirren finally stowed away on a ship that had stopped by on its way to the Forgotten Hammer, taking along with her whatever few possessions she had. The plan had been to either land herself a job on a ship or to simply set up a clinic there. At least it's considerably safer and held more opportunities than where she was.
Strengths:
- Looks before leaping
- Watchful and alert to their surroundings
- Passive perseverance, she may not be assertive but she will hold on
- Understanding of biological systems
Weaknesses:
- Insect-like facial features make emotions hard to convey to other species
- Prone to overthinking her options
- Anxiety prone
- Lack of proper education

Name: Clara (unknown last name)
Race: Human
Class: Mechanic, (minor operative skills)
Appearance:
Clara is a young human of medium build and shorter than average height. She has shoulder length red hair and silver blue ocular implants. She has obvious and ill matching implants scattered over her body along with scarring from the various insertions and changes. She looks unorthodox from the usual cybernetic augmentations seen. She is a patchwork quilt of cybernetics, mechanics and human parts. Clara is often seen in clothing that will hide as much of the scarring and enhancements as possible, such as hoodies/jackets/scarfs and long loose pants. She takes no passion in what she wears, preferring to not to be seen at all. Her arms do not match as they are made with different parts; slightly different lengths and thickness.
Clara prefers not to be seen and thus holds herself in a way that reflects this. Her exact age is not known to her but she looks to be late teens or early 20s.
Background:
For as long as Clara can remember she had been on the streets, fending for herself, and learning the art of thievery to survive. Not knowing what happened to her family, Clara tends not to believe in the importance and loyalty of family.
When she was around 11, a man took her in off the streets, with the promise of food, shelter and a future. In return the Clara was to be his lab rat, to test his experiments and new technologies on. Thus, began her life with her constantly changing body. The man, known only as Mr Sebali to her, was the only real adult figure Clara would have, and she came to see him as a father like figure despite the lack of care he showed for her.
With her artificial intelligence she learned mechanic skills from Mr Sebali to accompany her more stealth based skill set. Keen to impress the man she worked hard to learn all she could about mechanics. Although Mr Sebali kept his promise of food and shelter, Clara found no real happiness in his care. Treated more like machine or pet than person, as she grew older she also grew more and more disenchanted with him.
The day all respect for this man was broken was the day Pirates visited their residence. Mr Sebali had being buying parts from them for years but more recently his payments had not been met. They had come to collect. To save his own neck he offered Clara's service as payment. She was shipped off as if she was his property, for a new life on the wrong side of intergalactic law.
Strengths:
- Intelligent – brain implants
- Augmentation allows for inhuman strength
- Resourceful
Weaknesses:
- Mechanical Parts may sometimes malfunction
- A loner
- Inexperienced
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