Post by Mhirr on Sept 18, 2006 14:39:47 GMT 10
Name: Mhirr "Whisperpaw"
Race: Togorian
Profession: Bounty Hunter / Hunt Sabotoge Consultant
Age: 27 standard years
Weight: 97 kg
Height: 2.1 m
Build: Fairly typically for a Togorian of either gender, Mhirr is built with a high degree of proportional muscle mass, with just enough fat to keep her body sleek. While a human female of her build would doubtless be considered very heavily-built, Mhirr is only slightly more muscled than an average Togorian female.
Eye Color: Golden yellow, slitted pupil
Fur Color: Primarily white brindled with lighter and darker grey. The brindle markings are more prevalent across her back, less so across her belly.
Personality: Generally, Mhirr is laid-back and even somewhat approachable (if one disregards her eight-centimeter canines), which is a bit unusual for her chosen profession. Mhirr does not see this as the case at all, citing that a bounty hunter or assassin who dresses in black and always sits at the back of the bar is more likely to be noticed... and more likely to be the target of New Republic / Imperial police searches. Mhirr views bounty hunting as a diversion as much as a way of earning income, taking great pleasure in the tracking and incapacitation of clever enemies. In fact, her thirst for ever more difficult hunts has led her to take occasional contracts in hunt sabotoge -- picking off or misdirecting bounty hunters who would otherwise be collecting. Droids, however, get on Mhirr's nerves to a considerable degree. She is willing to cut one and only one exception (at least for now) in her feelings about "artificial life".
Appearence: Mhirr is covered completely in a coat of fur that insulates her and does a reasonable job of keeping her dry. Her features and build are very similar to those of a bipedal tiger, including her reverse-jointed legs. Her ears and face are very expressive, capable of representing a wide range of emotions and messages without the need for spoken word. Her paws / fingers have soft pads that aid her with fine grip and control, while tucked in each of her digits is a retractable claw of a very dense bone type useful for any number of applications... including opening dehydrated food pouches. Bloody things... Often, Mhirr will be dressed in a flowing robelike garment that is cut to offer very little hindrance to her movement while concealing a suit of mesh armor that protects her vital areas. Alternately, Mhirr is partial to jumpsuits of the kind favored by pilots when off-duty, mostly for the excessive number of pockets that they have.
Faction: Nominally with the New Republic, as she's registered with the Guild. She is vaguely in support of them but is a far cry from the most patriotic citizen.
Weapon: Mhirr's favored weapon is a modified Variable Disruptor Carbine, a custom commission from a Mandalorian weaponsmith based on the infamous Tenloss weapon. Taking advantage of the expiration of the New Republic's ban on disruptor weapons, the base form of this gun is a short-barrel carbine with modified stock and trigger assembly designed for use by Togorians. It fires a slightly dispersed blast for a "shotgun" effect, making it exceptionally difficult to completely dodge or block. The second module of the weapon is a barrel extension that forms a much tighter containment field, allowing for excellent long-range reach. The primary downside of this weapon is the excessive amount of power drain... and due to Mhirr's dislike of being weighed down, she will often carry only a few power cells. Although it can be powered down to injure as opposed to kill, Mhirr usually carries a lightly-modified BlasTech blaster carbine set to stun.
Her other weapon of note is a two-handed, curved Togorian blade known in the native tongue as a "sc'rath". This weapon originally belonged to her mate. It is a work of art as much as it is a weapon, measuring a meter and a half from the tip of the pommel to the point of the blade. This particular weapon has a long and varied history, and legend has it that it was wielded by a Togorian chief in the Sith Wars of long, long ago. While this is probably exaggeration, the presence of cortosis weave in the blade -- a technique since abandoned by most armorers -- gives the rumor some weight. As of now, Mhirr can barely use it proficiently. Only when she is interfaced with the personality profile of Vrrang is she able to use this blade to full effect.
History
Born in the traditional manner on a Togorian beginning to slip out from under the Empire's oppression, Mhirr grew up in one of the females' cities, learning the mysteries of technology and the subtle arts of commerce as the males on the plains learned to hunt and fend for themselves. Like many of her kind, Mhirr lusted after the opportunity to leave her world and explore the galaxy, but more unusually she was determined to first find a mate who could not only hunt well, but could match her wit.
She found him in Vrrang, a "runt" of sorts who had always been distanced from the others by an almost female-like desire to learn things beyond hunting and survival. While he might normally have been ridiculed for this, his keen wit and cleverness made him one of the best hunters despite his lesser mass and strength. As was the way of the felinoids, Mhirr and Vrrang married and slipped off into the mountains for some 'together time'... but discovered that neither one of them had the desire to diverge in their paths. Vrrang, too, wanted to travel among the stars -- and more significantly, did not want to leave Mhirr for the traditional majority of a year. The elders in the city warned both of them that only pain would come from such disregard for traditional ways, but neither one would listen... and so, with reluctance, permission was granted and the two of them travelled abroad.
In the year or so that they were together before the coming of the Vong, Mhirr and Vrrang quickly discovered a talent that they had for hunts -- specifically, hunts for bounties. Their first bounty came when an infamous Corellian burglar chose the wrong hotel room to pick over. The credits in his accounts and pockets, combined with the live bounty on his head, was enough to front a down payment on a slick new Corellian CRF-156T fast courier, which was then used as collateral for weapons, armor and other necessary equipment. In less than a standard month, the income was rolling in and both Togorians took bounties at a more slack pace to allow them to savor each hunt.
The coming of the Yuhtzan Vong heralded a personal disaster for Mhirr. IG-72, the rogue assassin droid from Holowan Laboratories, kidnapped Vrrang from a crowded bar for no immediately apparent reason. Furious and heartbroken, Mhirr pursued the droid relentlessly as it eliminated seemingly random targets, coming close to disabling its ship several times and meeting it in a firefight once. For all of her tenacity, though, Mhirr could not stop the droid from reaching its eventual goal: the remains of the Holowan complex where the IG-88 series was built. With the equipment there, IG-72 began his plan to create other sentient units to aid him, stripping the mental pathways of Vrrang's brain (and biologically killing him in the process) while translating them into code that was transferred into high-density memory crystal. IG-72 reasoned that although his code was unstable and would suffer in replication, if he could encode the thought processes of a sentient that was especially skilled and resilient -- which Vrrang certainly was -- then that code could form the base for any number of effective droid personalities. Whether the droid's plans would have ever proven fruitful remains unknown, for as the transfer completed Mhirr entered the lab and exhausted her disruptor's entire power supply in eradicating the droid from existence.
From there, Mhirr faced a very personal challenge. She, like most Togorians, considered droids and other similar things to be dead -- soulless. However, the program within the memory crystal was undeniably her mate... his mental processes had been captured with exacting precision. Was the stiffening corpse on the table the Vrrang she had loved, or the collection of bianary in the machine? With a heavy heart she concluded that the personality in the crystal had no right to exist. She destroyed the facility completely with lasers and concussion missiles as Vrrang's funeral pyre... but later, as she undressed, she found that she had pocketed the crystal without ever realizing that she had done so. Unable to bring herself to destroy it, she locked it away and threw herself into the struggle to save the New Republic.
Mhirr and the Mosgoth participated in several battles before a cockpit hit injured Mhirr seriously enough that she was unable to pilot for a good month -- bacta was in extremely short supply, after all, and as a freelancer she had lower priority. In the time to recover, however, Mhirr spent many lonely hours wishing for someone... anyone... to be her companion as Vrrang had been. Eventually, she came to the conclusion that even if Vrrang wasn't truly alive in the computer, it was the best that she could do. A third-party cybernetics agency created an uplink that fed directly into her brain, allowing her to interface nearly completely with Vrrang's personality in a manner not entirely dissimilar to the Attani used by some cultures. Together, Mhirr found that their combined skill and experience made her an extremely formidable foe in combats of all sorts... as long as they agreed which path to take. Conflicting commands to limbs were no fun at all.
With the gradual restoration of order to the shattered galaxy, Mhirr went back into the bounty hunting trade full time, occasionally commissioning her services as a hunt saboteur. She is still conflicted about whether to finally put Vrrang to rest... and he is no help, often oscillating between a desire to continue living through her and a strong wish to finally rest in death. Even so, business is good and the hunts are as challenging as ever...
[Details of the cybernetic interface, as well as shipstats and other minutae to follow in another post, if this is okay.]
Race: Togorian
Profession: Bounty Hunter / Hunt Sabotoge Consultant
Age: 27 standard years
Weight: 97 kg
Height: 2.1 m
Build: Fairly typically for a Togorian of either gender, Mhirr is built with a high degree of proportional muscle mass, with just enough fat to keep her body sleek. While a human female of her build would doubtless be considered very heavily-built, Mhirr is only slightly more muscled than an average Togorian female.
Eye Color: Golden yellow, slitted pupil
Fur Color: Primarily white brindled with lighter and darker grey. The brindle markings are more prevalent across her back, less so across her belly.
Personality: Generally, Mhirr is laid-back and even somewhat approachable (if one disregards her eight-centimeter canines), which is a bit unusual for her chosen profession. Mhirr does not see this as the case at all, citing that a bounty hunter or assassin who dresses in black and always sits at the back of the bar is more likely to be noticed... and more likely to be the target of New Republic / Imperial police searches. Mhirr views bounty hunting as a diversion as much as a way of earning income, taking great pleasure in the tracking and incapacitation of clever enemies. In fact, her thirst for ever more difficult hunts has led her to take occasional contracts in hunt sabotoge -- picking off or misdirecting bounty hunters who would otherwise be collecting. Droids, however, get on Mhirr's nerves to a considerable degree. She is willing to cut one and only one exception (at least for now) in her feelings about "artificial life".
Appearence: Mhirr is covered completely in a coat of fur that insulates her and does a reasonable job of keeping her dry. Her features and build are very similar to those of a bipedal tiger, including her reverse-jointed legs. Her ears and face are very expressive, capable of representing a wide range of emotions and messages without the need for spoken word. Her paws / fingers have soft pads that aid her with fine grip and control, while tucked in each of her digits is a retractable claw of a very dense bone type useful for any number of applications... including opening dehydrated food pouches. Bloody things... Often, Mhirr will be dressed in a flowing robelike garment that is cut to offer very little hindrance to her movement while concealing a suit of mesh armor that protects her vital areas. Alternately, Mhirr is partial to jumpsuits of the kind favored by pilots when off-duty, mostly for the excessive number of pockets that they have.
Faction: Nominally with the New Republic, as she's registered with the Guild. She is vaguely in support of them but is a far cry from the most patriotic citizen.
Weapon: Mhirr's favored weapon is a modified Variable Disruptor Carbine, a custom commission from a Mandalorian weaponsmith based on the infamous Tenloss weapon. Taking advantage of the expiration of the New Republic's ban on disruptor weapons, the base form of this gun is a short-barrel carbine with modified stock and trigger assembly designed for use by Togorians. It fires a slightly dispersed blast for a "shotgun" effect, making it exceptionally difficult to completely dodge or block. The second module of the weapon is a barrel extension that forms a much tighter containment field, allowing for excellent long-range reach. The primary downside of this weapon is the excessive amount of power drain... and due to Mhirr's dislike of being weighed down, she will often carry only a few power cells. Although it can be powered down to injure as opposed to kill, Mhirr usually carries a lightly-modified BlasTech blaster carbine set to stun.
Her other weapon of note is a two-handed, curved Togorian blade known in the native tongue as a "sc'rath". This weapon originally belonged to her mate. It is a work of art as much as it is a weapon, measuring a meter and a half from the tip of the pommel to the point of the blade. This particular weapon has a long and varied history, and legend has it that it was wielded by a Togorian chief in the Sith Wars of long, long ago. While this is probably exaggeration, the presence of cortosis weave in the blade -- a technique since abandoned by most armorers -- gives the rumor some weight. As of now, Mhirr can barely use it proficiently. Only when she is interfaced with the personality profile of Vrrang is she able to use this blade to full effect.
History
Born in the traditional manner on a Togorian beginning to slip out from under the Empire's oppression, Mhirr grew up in one of the females' cities, learning the mysteries of technology and the subtle arts of commerce as the males on the plains learned to hunt and fend for themselves. Like many of her kind, Mhirr lusted after the opportunity to leave her world and explore the galaxy, but more unusually she was determined to first find a mate who could not only hunt well, but could match her wit.
She found him in Vrrang, a "runt" of sorts who had always been distanced from the others by an almost female-like desire to learn things beyond hunting and survival. While he might normally have been ridiculed for this, his keen wit and cleverness made him one of the best hunters despite his lesser mass and strength. As was the way of the felinoids, Mhirr and Vrrang married and slipped off into the mountains for some 'together time'... but discovered that neither one of them had the desire to diverge in their paths. Vrrang, too, wanted to travel among the stars -- and more significantly, did not want to leave Mhirr for the traditional majority of a year. The elders in the city warned both of them that only pain would come from such disregard for traditional ways, but neither one would listen... and so, with reluctance, permission was granted and the two of them travelled abroad.
In the year or so that they were together before the coming of the Vong, Mhirr and Vrrang quickly discovered a talent that they had for hunts -- specifically, hunts for bounties. Their first bounty came when an infamous Corellian burglar chose the wrong hotel room to pick over. The credits in his accounts and pockets, combined with the live bounty on his head, was enough to front a down payment on a slick new Corellian CRF-156T fast courier, which was then used as collateral for weapons, armor and other necessary equipment. In less than a standard month, the income was rolling in and both Togorians took bounties at a more slack pace to allow them to savor each hunt.
The coming of the Yuhtzan Vong heralded a personal disaster for Mhirr. IG-72, the rogue assassin droid from Holowan Laboratories, kidnapped Vrrang from a crowded bar for no immediately apparent reason. Furious and heartbroken, Mhirr pursued the droid relentlessly as it eliminated seemingly random targets, coming close to disabling its ship several times and meeting it in a firefight once. For all of her tenacity, though, Mhirr could not stop the droid from reaching its eventual goal: the remains of the Holowan complex where the IG-88 series was built. With the equipment there, IG-72 began his plan to create other sentient units to aid him, stripping the mental pathways of Vrrang's brain (and biologically killing him in the process) while translating them into code that was transferred into high-density memory crystal. IG-72 reasoned that although his code was unstable and would suffer in replication, if he could encode the thought processes of a sentient that was especially skilled and resilient -- which Vrrang certainly was -- then that code could form the base for any number of effective droid personalities. Whether the droid's plans would have ever proven fruitful remains unknown, for as the transfer completed Mhirr entered the lab and exhausted her disruptor's entire power supply in eradicating the droid from existence.
From there, Mhirr faced a very personal challenge. She, like most Togorians, considered droids and other similar things to be dead -- soulless. However, the program within the memory crystal was undeniably her mate... his mental processes had been captured with exacting precision. Was the stiffening corpse on the table the Vrrang she had loved, or the collection of bianary in the machine? With a heavy heart she concluded that the personality in the crystal had no right to exist. She destroyed the facility completely with lasers and concussion missiles as Vrrang's funeral pyre... but later, as she undressed, she found that she had pocketed the crystal without ever realizing that she had done so. Unable to bring herself to destroy it, she locked it away and threw herself into the struggle to save the New Republic.
Mhirr and the Mosgoth participated in several battles before a cockpit hit injured Mhirr seriously enough that she was unable to pilot for a good month -- bacta was in extremely short supply, after all, and as a freelancer she had lower priority. In the time to recover, however, Mhirr spent many lonely hours wishing for someone... anyone... to be her companion as Vrrang had been. Eventually, she came to the conclusion that even if Vrrang wasn't truly alive in the computer, it was the best that she could do. A third-party cybernetics agency created an uplink that fed directly into her brain, allowing her to interface nearly completely with Vrrang's personality in a manner not entirely dissimilar to the Attani used by some cultures. Together, Mhirr found that their combined skill and experience made her an extremely formidable foe in combats of all sorts... as long as they agreed which path to take. Conflicting commands to limbs were no fun at all.
With the gradual restoration of order to the shattered galaxy, Mhirr went back into the bounty hunting trade full time, occasionally commissioning her services as a hunt saboteur. She is still conflicted about whether to finally put Vrrang to rest... and he is no help, often oscillating between a desire to continue living through her and a strong wish to finally rest in death. Even so, business is good and the hunts are as challenging as ever...
[Details of the cybernetic interface, as well as shipstats and other minutae to follow in another post, if this is okay.]