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| 'Yarto'; Deadly, Relentless, Elite Merc/Assassin | |
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| Tweet Topic Started: Mar 29 2012, 04:13:24 PM (167 Views) | |
| The Revolutionary | Mar 29 2012, 04:13:24 PM Post #1 |
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TAKE OFF EVERY ZIIIIIIIIG
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![]() ’SOLID SNAKE’ by deviantART user ’NachoMolina’ Name: ‘Yarto’ Homeworld: n/a. Nickname/Alias: ‘Black-Mane’, ‘The Viper’, ‘YT-2’, ‘01010-348-666-2’ Date of Birth: 28 ABY Age: 36 standard-years old Langauges: Basic (Dominant), Binary/Droidspeak, Huttesse, Faction: Independent. Rank: n/a Role: Free-lance Infiltrator/Assassin/’War Fighter’ Species: Human (Cloned). Height: 6’ 2” Weight: 268 Pounds. Hair Color: Blonde (natural), Black (dyed). Skin Color: Caucasian. Appearance: Intimidating, Professional and Intensive; the individual known by few as ‘Yarto’ holds a certain anonymous-but-dread-inducing aesthetic. He holds a balanced physical stance at all times; ensuring that he is able to react with minimum wasted energy and maximum capability. Across his limbs and torso are honed, lean muscles that not only provide greater strength, but also physical endurance beyond that of a normal soldier – due to the manipulation of his genes – and it is clear that he takes good care of himself in terms of exercise and nutrition. His frame is broad-shouldered but refined; with only the necessary amount of body fat held to subsist out on a mission. He has several scars that are mainly placed across his chest and abdominal area – consisting of a number of knife wounds and remnants of ballistic impacts – and some minor scars and small marks adorn his hands, feet, arms and face, usually they are too subtle and well-healed now to be noticed unless closely scrutinized. Facially; Yarto may seem to have a face worn beyond its years. The folds and troughs around his eye sockets and mouth display a face that seems gaunt or pallid, only distinguished by flecks of facial stubble that comes through every now-and-again. His eyes are of a green-shade of colour, his ears are pinned back and his nose is prominent above a drawn mouth and solid jaw-line. Some would say he has subjectively handsome features for a man of his age, but no-one would interact with him to purvey this opinion. Overall; Yarto is a being created for one purpose alone – the elimination of an enemy. Whether he has to cross deserts, jungles, climb buildings or fight with nothing but his physical abilities he has the conditioning and strength of body to do so. Personality: Cold, Mirthless and Calculating; Yarto has become the embodiment of an professional killer. There is very little reasoning as to why he exists or does what he does, by neither him nor others. He is a gifted assassin, infiltrator and soldier; but he only knows that he has garnered these skills. He has no recollection of where he was born, or of whom he is drawn from. He is an A-typical individual who lacks distinguishing characteristics in personality other than his endless resolve to complete his mission. There is no morality to life-and-death for him, no intangible worth to the lives he takes, and be they man or woman of good or ill reputation doesn’t matter to him. Humanity is absent from this man; his mind only works in solid, utilitarian reasoning. He has come to recognize the galaxy as an endless war of territory, so he merely falls into the procession as a tool to that end. There is nothing else to him other than the next mission, the next kill and the next assignment afterward. He works for those who can pay; and loyalty is only intrinsic to what they can provide him with and what task they assign him – once done serving them, he can just as easily come for them as he has their enemies. Yarto only interacts with others on an impersonal level usually, and even then he is very mentally closed-off from them. He is so shielded that his intentions usually cannot be read; because there is no-sense of cruelty or pleasure in killing for him. He simply does it. Due to his practical, almost analytical thought-process, Yarto is a natural savant at learning about things, be they locations, names, plans, specifications for weapons and equipment or anything else. His mind works on a level above the average mans. This allows him the quick-wit and reactions necessary to dice with death as a profession. Strengths & Weaknesses: -Strengths
-Weaknesses
Attire, Equipment & Property Fibremesh Combat & Sneaking body-suit: – Designed originally by an R&D wing of a paramilitary group working in service with the Imperial Remnant; the suit is actually a prototype specifically created for the program Yarto was raised within. Optimised as the perfect protection and perfect aid to an infiltrator operative in situations good and bad; it holds several distinctions over the normal fare of lightweight Fibremesh body-suits. Primarily is the material; a frictionless and hermetically-sealed combination of intricately orchestrated contact points and seams that have been specifically tooled to not only affix naturally to the wearers contours, but also allow projected body heat within to be naturally expended through-out the bodysuits microscopic ‘pores’, minimalizing signature. Conversely the suit recycles and disperses body heat around the body in low-temperatures; ensuring optimal temperature within key muscle groups. Some would equate the material to a steel fibre-rubber by-proxy hybrid, but there are no officially released blueprints recorded. Constituently are the components that make the suit both utterly protective whilst absolutely complimenting in an infiltrator role. Both gloves and foot-soles are chemically de-stimulating; meaning that they incur no chemical reaction with surfaces they come into contact with and leave no moisture or oil residue upon touch (unless entering from an exterior exposed to weather such as snow or rain). Both are part of the same frictionless material as the suit so are also composed of complex inter-weaves and adaptive contact points, the foot-soles in particular utilising neoro-electrical webbing that is reactive to the subtle-or-conversely sudden movement of the lower leg. Breaking into a rapid movement will send an electrical impulse through the webbing and instantaneously hardens the various hold-points on the sole to grant more grip. The same is true of the gloves if balled into a fist; granting a more robust surface and harder-hitting blow. Entering the suit effectively completes a neoro-electrical circuit, so there is no-outside power source for these functions; they are as naturally reflexive as muscles are. The central component, however, is the protective torso guard. Resistant to knives, blasters, projectile rounds and – to some-degree – explosions; the reflexive Phrikk-panelled plates allow for flexibility and protection. Combat-Hardened Helmet & Respirator w/Air supply: – An item that completes the protective shell around the operative; the ‘HTS-C’ – or ‘Holistic Tactical Suite – Combat’ – not only provides additional safety in action but also further accentuates the wearers tactical awareness and capabilities. The first major boon is the enhancement of senses. Sight clarity is both enhanced and expanded; the helmets eye ‘bulbs’ being able to zoom into a maximum of x8 magnification, and plus it holds the modes of Infra-red, Night-vision, X-ray and Pheromone sensory views. Smell is also enhanced and reinforced; not only can the helmet protect from chemical agents and hostile atmospheres but it can also allow ‘sample’ traces of the surrounding air in to allow the wearer to get a wider sense of his surroundings and location. Secondary strengths of this helmet also help complete protection and utility for the wearer. Specially set ceramic surfacing and an underlay of Phrik-duraplast alloy allow the absorption of major impacts or severe pressures of weight. The helmet can sustain the weight of 270-pounds for two-minutes before suffering complete failure. The helmet is also attributed to its full application an air-supply that can last forty-minutes, and an incorporating suite for covert communications. The only – and major – downside of this item is that it requires a large power-cell supply to operate; otherwise its uses are made null-void, rendering the helmet of no aid being worn. ’Bandanna’ and Smock: –The climes of certain terrestrial worlds can vary from tropical sauna’s to barren desert wastes and freezing tundra and all of these are environments that Yarto was trained to subsist within in order to fight his opposition to the death. These two items work in all of these environments. The Bandanna itself is of a perspiration precluding material that effectively dissipates the liquid through multi-layered pocketing that absorbs all excretions and oxidises the salt due to the dermatologically stable treated interweaves. The smock is similarly treated, but its defining characteristic is that it uses a chameleon-like retention of natural colours it is placed against for more than five seconds. The key is a clear micro-tubed webbing of a liquid that absorbs pigmentation colour and transfers itself to the material. The retention can be deactivated so as to maintain its current camouflage. Mer-Sonn Munitions IR-5 “Intimidator” Blaster pistol – A able compromise between the range of a full blaster rifle and manoeuvrability of a blaster pistol; the ‘Intimidator’ is a great personal defence weapon that Yarto utilizes in operations where he is the aggressor and needs to fight toe-to-toe with opposing forces. Although it lacks stopping power within its shots; it is holds the ability of a Repeating blaster in-term of weight-of-fire, and an integrated targeting computer compensates for any imbalances and ensures accuracy with each shot fired. The weapons clip holds one-hundred rounds, and has the potential to accept after-market modifications. ‘Leistung’ Variable Vector Firearm: (DATA SHEET) Optimized Material Combat Knife w/survival aids: – For a professional such as him, Yarto has ensured that he owns a back-up weapon that will never, ever, fail him as long as he has it upon his person and at his disposal. Designed for wilderness survival as much as one-on-one combat; the blade is sturdy and is made of hyper compressed, layered durasteel. Tensile Fibre-Wire Garrotte: – Whilst the normal soldier relies on firepower and teamwork to overcome the defences stacked against them, it is an infiltrator who knows how to forgo ‘going-loud’ and get among his enemy alone to deal the deadliest of blows. When there’s a troublesome guard or patrolling sentry; out comes the Garrotte. Made with pressure-replacement material in the grips that puts maximum force onto the highly refined Fibre-Wire – of 250 psi across its total length of 24 inches in length – the weapon can smother even the choking gargles of a victim when applied correctly; usually just below the Adams apple of the throat to crush the wind-pipe closed. Foes usually die of asphyxiation after a full minute of straggling; but the Garotte can also be used non-lethally to gain tactical leverage to dispose of someone without a fatality. Yarto has a preference for utilize this weapon when infiltrating compounds guarded by human, near-human and humanoid opposition. Covert Communicator & Comm. Interdictor: – When without his usual array of high-tech tactical equipment, Yarto ensures he has with him these two items. The first is a visually minor item – two circular contact points concealed behind the left ear’s upper-and-lower portions, connected two a neck-worn choker that contains both an electronically-hardened CPU and memory cache of inputted contacts. Reading vibration, intonation and transferring aural output in a heavily compressed and coded format, the Covert Communicator holds a relatively simple purpose; to ensure even the faintest whisper is received by a recipient. Covert Bandoleer: – Integral to the chest-piece of sneaking suit, the bandoleer acts as any bandoleer, allowing for the convenient body carried storage space needed for equipment, ammunition and items. The only difference is that the array is stream-lined so that it does not create friction noise or obstruction to the wearer. Lethal Grenades: – Holding carrying capacity for six grenades in total; two are lethal. Tactical Grenades: – The remaining four grenades are for more tactical and defensive necessity. The first is a pretty mundane smoke grenade that projects a veil of near impenetrable smoke; the chemically produced vapour providing limited interference for infra-red sighting and heat vision tracking. The second is a trip-activated stun ‘betty’; a mine that projects a non-lethal neural-electrical burst at eye-level to its victim which not only renders them unconscious for up-to twenty minutes but also ensures that they are far from combat-efficient for a good while afterwards. This effect can effectively stun a number of unshielded individuals within a four meter periphery range. The last two are especially-tooled flash-bang grenades; used in room clearance and for the disorientation of hunkered down assailants in an interior space. Utilising a powerful burst of blinding light and deafening sound the grenade can leave base-line humanoids dazed for up-to thirty seconds without any conscious sense of where they are. Force-Sensitivity?: Yes. *Unutilized*
Edited by The Revolutionary, Jun 20 2012, 08:07:54 PM.
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1:14 PM Jul 11