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    Aqueous Bunnies 

Main Characters

Tropes all/most characters have in common:

  • Deflector Shields: The armor generates kinetic barriers, though that means non-physical projectiles can bypass them to some degree.
  • Genius Bruiser: Practically a requirement. All of them have at least above-average intellect and are knowledgeable in their respective fields.
  • Hyperspace Arsenal: Their suits contain pockets that reduce the mass & size of designated objects, allowing them to store a lot more than they can normally carry. The limit is approximately the size of a large room.
  • Magic Knight: Everyone with the exception of Izzie uses organic psionics both in daily life and in combat, and all of them use psionic-enhanced equipment.
  • Mildly Military: This is already standard for high-caliber Hestian soldiers, but the paramilitary nature of the cell and the small size makes this particularly prominent.
  • Minovsky Physics: In brief, their psionic powers work by temporarily altering natural laws, allowing numerous feats not possible with normal physics.
  • Superhero Packing Heat: Played straight for Izzie, Mitch, Val and Peter. Downplayed for Mike and Dominic, who carries them mostly as backup weapons.
  • Supernatural Martial Arts: Dominic, Mike and Mitch use this in full force. Peter and Val downplay this, the former due to having less training and the latter due to mixing it with other, more straightforward combat methods.
  • Super Strength: To varying extents. Peter, Mitch and Izzie ‘merely’ have a noticeably higher output than their appearances would suggest, due to having higher muscle densities.

Percival "Peter" Tobias Blackwell-Brandt

Race: Promethean Human
Homeworld: Knossos, Hestia

  • Absurd Cutting Power: When enhanced with force projection, his swords can slice through most materials.
  • Absurdly Sharp Blade: Zigzagged. They don't cleanly cut through things so much as hack at them really, really hard. However, the end result is mostly the same.
  • Black Mage: His abilities mainly revolve around debilitating enemies, and his few support skills increase his allies’ offensive capabilities.
  • Blood Knight: While not as apparent as Mitch, he enjoys fighting.
  • Blow You Away: His fluid control allows him to manipulate air and gases in addition to liquids, though it’s not as powerful.
  • Parental Substitute: Tatyana, who is the leader of the ‘gang’ Peter was taken in, and later Dominic. Mitch acts more like the ‘cool uncle’.
  • Super Reflexes: A newly obtained ability thanks to Savato, his brain is able to process information at much faster speeds for short periods of time, resulting in faster movements as well.

Mitchell Fifield Blackwell

Race: Promethean Alotos
Homeworld: Hestia

  • Afraid of Their Own Strength: He hasn't used his full power since due to fear of killing his allies again.
  • Anything That Moves: Has slept with every other member of the team who isn't Peter or his boyfriends, and sometimes hits on other crew members regardless of gender.
  • Awesome, but Impractical: Manages to avert this with lava manipulation; he has both enough control and practice to use it quickly and without potentially endangering himself.
  • Bad Powers, Good People: He arguably has the most directly destructive skillset in his team, easily capable of causing widespread damage. He's also a fun-loving sweetheart.
  • The Berserker: Much to his own chagrin, his battle rush can devolve into full-blown bloodlust if he doesn’t control himself. A spectacularly bad fit resulted in his greatest regret.
  • Blood Knight: He loves fighting, and outside of combat is generally a fun-loving guy.
  • Clear My Name: He was charged and convicted of manslaughter after unwittingly killing his own allies, and is currently working under Dominic both as an alternative to his house arrest sentence and for personal redemption.
  • Dishing Out Dirt: Having studied geology and metallurgy, a large part of his skillset involves minerals and metals.
  • Healing Factor: Thanks to the Pempti cells in his body, he's able to regenerate very quickly even for a Promethean.
  • My Greatest Failure: Killing his allies in a fit of bloodlust. Particularly painful for him because he’s had it under control for over a decade.
  • Playing with Fire: He has excellent thermal control, which means he’s able to use both heat and cold.
  • Stuff Blowing Up: Uses rockets and other explosives in combat, and can psionically create them from raw components and increase their yield.
  • Telepathy: He's actually an accomplished telepath, but he hasn't used it in a long time due to fear of overloading his allies with his bloodlust or bad memories.
  • Transgender: He was born as a biological female, but transitioned during and after adolescence.
  • Wolf Man: His base form is reminiscent of this, albeit with horns and a pair of retractable wing-like jets on his back.

Dominic Navarro

Race: Epimethean Human
Homeworld: Hestia

  • Barrier Warrior: An adapted usage of his telekinesis; he’s adept at using force fields.
  • Deadpan Snarker: When he’s keeping up his stoic personality, this is his main form of humor.
  • Intangible Man: His signature ability, by temporarily converting the atoms in his own body and/or objects he’s touching to partially mimic dark matter.
  • Jack-of-All-Stats: He’s quite fast and has both good offense and defense.
  • Latino Is Brown: Averted. His skin is rather light, and he has mixed heritage.
  • Light 'em Up: One of his main abilities, and also uses laser gauntlets.
  • Luke, I Am Your Father: To Peter by proxy, since Mike is his biological father.
  • Martial Pacifist: He prefers diplomatic solutions, and failing that, nonlethal force, but has no qualms against killing or worse if he deems it necessary.
  • Mind over Matter: One of his specialties is telekinesis.
  • Not So Stoic: Occasionally turns to this, usually when cracking a joke or during social events.
  • The Stoic: Usually displays few emotions.

Valdes Ranekhi

Race: Echirean-Palavian fusion
Homeworld: Echirina/Kira, Iriden

  • Beneath the Mask: Though he’s no longer immediately enraged when it’s brought up, he’s still rather resentful and bitter of the Kirina for the war.
  • Beware the Nice Ones: He’s one of the kindest members of the team and least inclined to violence. He’s also a sniper with centuries of experience and can control or even kill people with his mind.
  • Child Soldier: His Palavian half was raised as one until their Fusion Dance.
  • Combat Medic: He’s a qualified doctor, with a license in trauma surgery to boot.
  • Dark and Troubled Past: His family and friends were killed during the Echirean-Kirina war, and he became a ruthless vigilante as a result. This lasted for over a decade until his Echirean and Palavian selves fused together.
  • Extra-ore-dinary: He’s able to interface and control machines, though his metal and software manipulation isn’t as advanced as Mitch and Izzie, respectively.
  • Friendly Sniper: The team’s primary sniper as well as one of the most pleasant members, though in the past he used to be a Cold Sniper.
  • Fusion Dance: Between an Echirean and a Palavian. He has a singular personality, both of their memories, and refers to them when talking about his past as part of himself.
  • Good Is Not Soft: While he’s generally calm and pleasant, he’s not afraid to force or express his anger. He’s scolded Izzie to keep her in line more than once.
  • Hard Light: One of the powers granted by his Echirean half, he’s able to manifest them for a variety of uses.
  • Nice Guy: Generally the friendliest person of the team.
  • Telepathy: Special mention goes to Val for being the strongest telepath of the team.

Isofer ‘Izzie’ Keruves

Race: Palavian
Homeworld: Iriden

  • Action Girl: Quite obviously, being a female soldier.
  • Amazonian Beauty: She has an athletic and moderately muscular build, though it usually doesn't show very much from her outfits. Mitch is attracted to her physique partly because of it.
  • Artificial Humans: She’s a synthetic Palavian who has a mostly organic body, but her nervous system was replaced with cybernetic equivalents during fetal development.
  • Boisterous Bruiser: Of a slightly different flavor from Mitch, being more subdued but friendly to people in general.
  • Drone Deployer: She controls a large collection of drones with her mind.
  • Emotional Bruiser: She’s quite straightforward about expressing her feelings, occasionally resulting in friction with others when they offend her.
  • The Engineer: Along with Val, she has the most training in engineering, and usually takes on this role while Val acts as a sniper or medic.
  • Plucky Girl: She’s usually quite cheerful and determined.
  • Power Nullifier: She carries around both EMP and anti-psionic grenades that can shut down machines and psionics respectively.
  • Sliding Scale of Robot Intelligence: Usually between 3 to 3.5, having great intelligence but otherwise acting like a normal person. She can temporarily jump to 4 when devoting her brainpower to a specific task, at the cost of being unable to do some things like walk, smell, taste, etc.
  • Super Intelligence: Being a sapient AI, she has several 'genius' traits like photographic memory and heightened math skills. 'Walking calculator' is not an inaccurate description of half her job in the team.
  • Technopath: While she rarely uses it, she’s able to mentally control computers and software. While she’s unable to physically assemble or take apart electronics, she has far more computing power and fewer range restrictions compared to Val.
  • Tomboy with a Girly Streak: She has a generally masculine personality, but has no problems with ‘girly’ things either.

Mikhael Andriy Blackwell

Race: Promethean Venkrat
Homeworld: Hestia

  • Flight: While several other people can fly as well, he's the specialist in this department, able to outspeed race cars and pull off complex manoeuvres in the air.
  • Insufferable Genius: He’s quite proud of his power, intellect and achievements, and isn't afraid to show them off. Also somewhat downplayed, however, since he's not above complimenting others when he's genuinely impressed or even admitting someone's better than him at something.
  • Luke, I Am Your Father: To Peter, being his biological father.
  • Power Floats: Heck, he doesn't even bother to walk a lot of the time, preferring to hover when travelling with others.
  • Sixth Ranger: Due to joining the ship’s crew much later, and not being part of Dominic’s original team.
  • Token Evil Teammate: ‘Evil’ is a stretch, but he’s certainly the least moral member of the team, and is quick to resort to brutal methods.
  • Weak, but Skilled: Relatively speaking, at least. He has less raw power than Mitch and Dominic, but makes up for it with his insane range, flying speed, precision, and large arsenal of abilities.
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    Baron Green 

Main Characters

Gregory Blackwell-Brandt

Race: Human/Alphyxi
Homeworld: Remus

A young hacker turned would be ship captain, who still has a lot to learn about what it truly means to be a leader.


  • Dark-Skinned Redhead: Though the red hair came later, thanks to his Alphyxi lineage.
  • Family of Choice: As an orphan, and not having any idea about any relatives, Peter, Chris, and his crew are the only family he feels he needs.
  • The Leader: Being captain of the ship, naturally. Though, he still has a lot to learn.
  • Parental Abandonment: As an orphan, his parents obviously aren't around. All he knows for certain one was an human and the other an Alphyxi.
  • Real Men Wear Pink: Keeps a large bear plush in his quarters which he calls "Ted-man".
  • Unskilled, but Strong: While he still lacks a good amount of control over his abilities, his fire powers are quite potent.
  • Whip It Good: His favorite way of weaponizing his fire is in the form of whips.
  • Wreathed in Flames: How his powers manifested during his awakening. Also doubled as a sort of Censor Steam, as he had burnt his clothing off at the time.

Rakirdyn "Rakiri" Ayers

Race: Echirean
Homeworld: Kira previously known as Echirina

A veteran and survivor from the centuries long Kirina-Echirean War. Not having much direction after the conclusion of the war, he became a bounty hunter, solely dedicated to pooling funds for a certain purpose.


  • Berserk Button: Being misinformed, misled, or deceived. GRAHAM has become a high number on his shit list because of this.
  • Child Soldier: Bred specifically for war, he went through decades of training before he was put out on the front lines.
  • Drowning My Sorrows: After developing a taste for liquor, he's developed a bad habit of turning to it when he can't deal with his emotions.
  • Elemental Shapeshifter: Can turn his body into pure, electrical energy.
  • Jack-of-All-Stats: Rakiri is decent at a lot of things, but lacks any real specialization.
  • Meaningful Name: In the Echirean language, rakir means hunter. Given his current profession, it fits rather well.
  • No Social Skills: Great at fighting. Not so great at talking.
  • One-Gender Race: Echireans as a whole, being monosexual and appearing physically male by default.

Elliamos "Amos'' Asimov

Race: Mehkari/Human
Homeworld: Kelvar

A young engineer rescued by the Troperia crew from the former space pirate ship, the A.R.R. Beluga. Left with more bad memories than good, he's struggling to find himself a place in the world where he can be useful.


  • Big Eater: Because his cybernetics are effected by metabolic processes, he needs to eat a lot to run at max efficiency. That, and after losing out on the last four months, he wants to make up for lost time.
  • Hard Light: His Holo-Screens have this quality. He can also create holo...Hard Light-grams out of it.
  • Hates Being Touched: Understandably given some of his experiences on the Beluga, but is growing out of this thanks to Michael.
  • Mission Control: Prefers to play this role alongside Michael instead of being in the field.
  • Mr Fix It: As an engineer, naturally.
  • Power Echoes: His voice gains a digitized overlay when using his Technosynthesis.
  • Precision F-Strike: Has to be really, really mad in order to do this.
  • Shrinking Violet: Rather shy and timid in general.
  • Super Strength: Has augmented strength thanks to his cybernetic arm and cybernetic implants that bolster his muscular and skeletal systems.
  • Swiss Army Weapon: His cybernetic arm, which contains a number of weapons and implements.
  • Technopath: Can hack and manipulate computers and tech with his mind.

Dr. Toraq Corax

Race: Beastkin
Homeworld: Marental

A skilled doctor and practitioner of Techno-Alchemy who can wield a unique energy source known as Essence. He joined the Troperia to help him travel and help further his research.


  • Dark and Troubled Past: Was born into indentured servitude back on Marental. Beastkin tended to get less than stellar treatment and rights in general on top of it.
  • Extremity Extremist: Fights with his Essence-enhanced body.
  • Gentle Giant: Is rather large, but rather friendly as well.
  • Healing Hands: Does most of his healing this way, through use of his Essence.
  • Little Bit Beastly: Natually. He bears a tiger-like tail, stripe markings on his face, and the standard fangs and claws.

    Dark Destiny Soul 

Main Characters

Michael Sitona

"All language is a product of thought. Even that which our computers use at some point required a entity of thought to design it. Applying this carefully and working backwards there is no such thing as a language barrier."

Nervous, scared, out of his depth yet compulsively helpful. Michael by external appearances is a rather normal teenager, weakly built and with incredibly pale silver-blond hair with a talent for music and performance, though much hints at a uniqueness behind his under-confident personality. Between both his abilities and unusual tech oriented traits detected by certain members of the crew.

Skilled in what is known to be at-least sixty languages and skilled with a number of instruments as if he had years of experience; yet this teenager only has a few months worth of memory and experience behind him. He has no answer for who he was before except anything he had is proberbly long gone considering they found him aboard a escape pod from a station that exploded a week before hand.

After spending a lot of time aboard the Amarda Spaceport busking for money and helping enforcers translate to aliens who didn't understand the common tongue; barely getting by day to day. Simone finally accepted the fourteen year old to have a position even without a guardian to vouch for him. Now serving on the Troperia as a primary operator on the bridge handling primarily comms but also some logistics and piloting, especially while the others are in sickbay or on away missions.

Of-course eventually the truth of his uniqueness will one day come to light and this regular seeming teenager will have to face his true origin and source of his abilities. Brunting or folding under that pressure.


  • Amnesiacs Are Innocent: He has only four to five months of memories.
  • Blown Across the Room: He got blown across the room when Matthew freaked out and woke up in a panic in the medbay. Also hurt his arm but that was the least of his concerns.
  • Bridge Bunnies: He serves as mission control and does indeed take up the role of managing the bridge, with his most common scene being up there.
  • Communications Officer: Courtesy of his main ability, he's both been assigned this role and has unintentionally assumed it.
  • Family of Choice: This is how Michael views the crew now. He doesn't remember any family and has bonded with many members of the crew in place.
  • Friendless Background: He has only been conscious for four months and he was a vagrant for all of it. Lack of friends make sense.
  • Healing Factor: Which is unaware he has but it has shown itself with injuries healing faster than they should have.
  • I Always Wanted to Say That: Michael had always wanted to make a "over the system" notice. When presented with the chance, he did not fail to deliver.
  • Living Lie Detector: He was able to hear even the slightest change in tone and speech patterns in Matthew's false introduction to the OT3.
  • Neutral Good: Michael is definitely a "good" character- or he tries to be at least- but doesn't mind bending the rules, doing some trickery or lying every now and again if it is needed to help people, especially the crew.
  • Nice Guy: Michael fits it pretty well, even working as a good motivator for other people if in danger.
  • Omniglot: Michael has in-game confirmed over sixty known languages which he has a habit of accidentally slipping into. Even if he's never seen a language before, he is able to learn it with just a few moments of exposure or a few sentences of text.
  • Performance Anxiety: Zig-Zagged. He has huge anxiety talking and presenting information face to face in a crowd, even one he is used to. However, when not face to face or when he is actually performing his music, he becomes very confident.
  • The Reliable One: Michael has shown himself to always be on call to help, even while super tired. Then he restocked the ship while it landed instead of enjoying himself. Yeah he is pretty reliable.
  • Shrinking Violet: While not the quiet one, he does fit this trope, mostly because of the intimidation factor of every other main character, a lot of which are quite large and powerful.
  • Street Musician: Michael's opening post was him performing for tips on the street for money, being stuck as a homeless kid on a space station.
  • Surveillance as the Plot Demands: Guilty as charged. He does this all over the ship, such as happening to have a camera in the correct place to view documents in the medbay or see the captain in the VR room.
  • Survival Mantra: He has a few of these. He does try and keep it all together when he is scared or nervous.
    Just follow the beat Michael, just follow the beat and let it flow.
  • Tagalong Kid: He came to the crew as this, being the youngest at fourteen. He certainly thinks of himself as this.
  • The Team Normal: Subverted. He looks normal and acts like a normal teenager, yet his skills say he isn't and his origin certainly makes him not normal, despite how he seems.
  • Training Montage: Michael did this in the VR room. It actually failed at teaching him to shoot, but he did succeed at learning to fly (but not land) the ship.
  • Voice with an Internet Connection: Michael does this a lot, messaging people over both the intercoms and personal communicators.

Matthew Miers, A.K.A ''Rylan Banes'' or ''Little Haven''

"Leave me alone! I don't need your help, I don't need anyone's help! I can handle it on my own. So move out of my way before me and my blades make you..."

Callous, uncaring, deceitful, bloodthirsty and a loner. Matthew by all accounts is not what you would define as a good person even if he seems pretty normal, not looking particularly strong or even having much about him that is off except his vibrant gold tinted eyes. Yet there is so much more to him than meets the eyCallous, uncaring, deceitful, bloodthirsty and a loner. Matthew by all accounts is not what you would define as a good person even if he seems pretty normal, not looking particularly strong or even having much about him that is off except his vibrant gold tinted eyes. Yet there is so much more to him than meets the eye.

When in the presence of his brother he seems like a entirely different person. Calmer and more mellow, even a hint of caring and emotionally dependent. Even showing cracks beneath of cold and confident demeanor at the level of pain and stress he finds himself in.

Genetically designed at birth with modifications and additions from a huge number of alien species to maximize his psionic potential. (Which worked greater than any expectations with a casual output able to maintain a extra-dimensional space known as Haven.) He is a part of PRISMs Ascension Project. Brutally trained since birth to maximize his strength both physically and psionically, field testing him with active and rather, criminal tasks including assassination.

He is both one of PRISMs top and at the same time most feared single agents. Without his mental dampeners and the control chip in his brain he would either go rogue on them. Or his exceptional power would be unmanageable and he would potentially melt down.

Currently his mission is to observe a runaway from G.R.A.H.A.M called Jiko who he might have gotten a little too close to.


  • Absurdly Sharp Blade: Rin and Ren, Matthew's swords. Especially when he is angry and the blades heat up hot enough to melt and cut through "Titanium-Zirconium Alloys".
  • Acquired Poison Immunity: A single Akraline-DiOxeCyanide pill should knock a average adult near comatose, or a teen completely out like a light. Yet Matthew can ingest two, three, four in a day and not be killed or KO'ed. Though there are side effects after having three or more.
  • Apology Gift: Does this after causing a lot of trouble with his meltdown. Though mostly because he can't bring himself to say sorry to most people.
  • Bad Dreams: Kinda triggered Matthew's breakdown after he woke up from Lex, Dom, and Jiko's first embankment to Haven. Though also his dreaming of the future would apply as well.
  • Blood from the Mouth: Matthew is prone to this, not so much because he is pushing his powers limits more than his body can't handle it.
  • Blood Knight: Yeah, he is definitely this. Fighting when he feels the most relaxed since he doesn't feel weak and very few would think of him as such after seeing him fight.
  • Child Soldiers: Pretty much a summary of what Matthew is. Though, as it has been revealed, this was not the primary purpose of his creation and raising.
  • Clean Cut: Matthew did this to a thug threatening Arif on GLX, slicing him clean in half.
  • Cool Sword: Rin and Ren, Matthew's custom-built, psycho-actively enhanced, psionic, plasma-edged swords. Say that five times fast.
  • Cute Bruiser: Not intended as this, but once people broke his outer shell, players at least found some of his reactions like buying gifts for people to say sorry when he couldn't adorable. While still he is a very scary badass kid.
  • Dark and Troubled Past: Killing, stealing, smuggling, sabotage, and that’s only what he's done. The training and experimentation on him on top certainly means he qualifies.
  • Defeat Means Friendship: He does this with Blake a lot. They have wrecked the bridge through this, and they did this when first meeting up after months of separation on Nos Lycarin.
  • Don't You Dare Pity Me!: Really, just don’t. He hates being pitied or being comforted by anyone other than his brother. Not wanting to appear weak, being weak the reason his brother got hurt so much at PRISM.
  • Dreaming of Things to Come: Matthew has done this once, but it is also known as something that happens outside his control. Usually when his powers are really going haywire at night.
  • Dual Wielding: Because why should Matthew be content with only one sword or one pistol? Doubles up on both during the fight on GLX.
  • Genetic Engineering Is the New Nuke: His entire life story. Having dozens of aliens DNA infused with his own and almost all his remaining human is artificial. All in the search for making his psionics as powerful as feasibly possible.
  • Hair-Trigger Temper: He has shown it a few times, where he'll just snap from calm to pissed and give his mind on something.
  • Hammerspace: Nicknamed Haven, it is one of his most developed psionic abilities and it is incredibly useful, even if the maximum item size is limited.
  • Heroic Willpower: He is fueled by this a lot. And if you consider how much has happened to him? The amount of will power it takes to keep fighting is remarkable.
  • Hypocrite: He can really be quite a hypocrite sometimes, calling other people uncaring liars when that is what he does constantly.
  • Instant Costume Change: Does this a lot, being too lazy to change outfits and thus using his Haven to do so instead. Has saved him in the past, doing this at the last moment in response to fireball during the Captain's Alphyxi awakening.
  • Just Following Orders: His justification for killing, assassinating, stealing, and all his other mission he was given by PRISM. With the shock collar he was outfitted with? That is quite understandable.
  • Living Emotional Crutch: Matthew has a huge emotional dependence on Blake, his older brother. So much so that being separated and together he has almost polar personalities.
  • Neutral Evil: He can be both cunning and spontaneous, but most certainly he can be evil. Oddly adorable but evil.
  • Phlebotinum Pills: Matthew's Akraline-DiOxeCyanide pills that keep his powers and headaches suppressed.
  • Power Incontinence: Matthew on several occasions, between unexpected Psionic Dreams and Levitation while sleeping. Then them overloading during the salvage mission leading to his near-meltdown.
  • Power Limiter: The control chip implanted at the base of his Corpus Colosseum. Shocking him for even thinking about trying to betray PRISM and creating cognitive interference to prevent him from focusing his power, making him significantly weaker.
  • Primal Fear: As someone who is absolutely fearless in the face of near impossible odds, fire is certainly a crack in his armor. He was terrified in response to Greg's Alphyxi awakening.
  • Psychic Children: This technically applies, being a kid with a remarkable amount of psychic powers.
  • Psychic Powers: He doesn't only have psychic powers but is one of the most powerful out of over a thousand candidates.
  • Quit Your Whining: Matthew did this to Gregs when he started doubting himself to be captain after his Alphyxi awakening.
  • Rescue Introduction: For the other characters, his introduction was him rescuing Arif from a small army of thugs without any kind of plan.
  • Scannable Man: Matthew has a ID code printed onto the back of his neck. The method of application is rather... Well, it's best you didn't know.
  • The Sociopath: He shows a lot of traits of a sociopath, except towards his brother.
  • Supernatural Gold Eyes: His eyes are a vivid and uncanny golden colour, which amplifies and glows as he uses his powers.
  • Super-Power Meltdown: He almost had this happen after people accidentally infiltrated his mental fortress, Haven. Both revealing how much he was holding in but also sending him into a panic attack which Lex, Jiko, and Dominic aided him with.
  • Telepathy: Not exclusive to Matthew by any means, but he certainly takes use of this quite a bit, as does PRISM.
  • Token Evil Teammate: He is morally dark and there are very few lines he is not willing to cross. Murder, stealing, breaking someone's arm for even making a threat. He doesn't really have ethics. Yet he is part of the team and can be oddly easy to get along with... Sometimes.
  • Training "Accident": There were several of these, most of them ending very badly for the guards and scientists on duty.
  • Training from Hell: His training with PRISM was literally life or death, day to day. Akin to torture more than anything else, making him break or break his instructors. You can guess which.
  • Troubling Unchildlike Behavior: Albeit he is 15, not a little kid, his reaction and willingness to kill, especially shown during the GLX fight. Plus his lack of reaction to seeing mangled splattered corpses on Irrynas-004

Blake Banes, A.K.A ''Gatecrasher''

https://static.tvtropes.org/pmwiki/pub/images/d40f1e_df1ee93f14e2e329489fef8c4ec15e42.png
"Life is not a fair mistress, cruel even on the two of us but she can be combated. A dose of skill, drop of luck, a couple of strong drinks and a well placed grenade are all I need. I'll bring them down and atone for my mistakes. I won't let him suffer for them anymore..."

Blake is jovial, caring, patient, well planned and careful... Which is proberbly a good thing since he can also be a bit of a womanzing drinker and has a fondness for pyrotechnics, explosives and weaponry! This pretty casually if a bit low dressed young adult is the genetic and adoptive older brother of Matthew Miers, though they are not truly siblings both being tank born. Always armed with some kind of gun and usually a grenade or two he is someone who shows himself to be ready for action, a burning feeling matched by his red hair and crimson eyes.

The genetic predecessor to Matthew and the "failed" version of the genome. Stable enough to survive the onslaught of genetic, chemical, hormonal and surgical treatments but his psionic abilities developing far too slowly for the Ascension programs liking. His genome then being taken onto the next generation leaving him in the dust if it wasn't for the child born of his updated genetics. Imposing himself as a protector, older brother and stabilizing agent for the kid who PRISM did everything in their power to break, torment and corrupt. Highly defensive and guilty about him.

Blake after being offered a mission from the Chairwoman of Nos Lycarin, Illysa Renole as well as other unspecified business he contacted his younger brother in hoping to get a opportunity to be near him. One being very worried for him but secondly Blake Banes, while officially working for PRISM is constantly undermining their efforts and continually searching in a war against them for a way to escape with his younger brother. So far, no dice... Though he was more than forthcoming to explain the station to several members aboard who had started to learn about it, despite how much it wounded him to talk about it.

A incredible engineer and pilot, even if his psionics are weak and quickly exhausting his martial skill more than makes up for it. Hand him a beer, a few hours and some materials and he could build you almost any weapon you can fathom. Assuming he didn't get distracted comforting his younger brother but what can you do. Its family right?


  • Ace Pilot: When he really gets into a serious situation he is one hell of a pilot in his own ship. Less able in others though.
  • The Alcoholic: He really is, partially as stress relief, partly to manage his own side effects- his genetic engineering comes at costs.
  • Anti-Hero: This might depend on perspective. Blake is a legitimately nice guy whose intent is to just free his brother and himself from the lifelong torture they have endured. If that means working for pirates to bomb a moon with a gigaton fusion bomb, well… These things happen.
  • Big Brother Instinct: Blake has this for Matthew in bucket-loads, willing to start a war with a assassin, mercenary group, pirate legion, mega corporation, or planet if it means saving him.
  • The Charmer: He has ''business' with the Chairwoman of Nos Lycarin. He also called Ana a lady, while not actually interested in her. She is as old as his little brother, he just naturally does it.
  • Child Soldiers: He was designed to be this though failed to meet expectations.
  • Cooldown Hug: Gives these to Matthew occasionally, for example after they have finished brawling or when he freaks out.
  • Demolitions Expert: He has a fascination for explosives and always has at least one grenade on him. The first thing he did properly on the Troperia was build a Cryo Explosive charge.
  • Determinator: Most certainly he meets this in respect to his goals. Nothing will get in his way, he will find some way to succeed no matter what.
  • Dodge the Bullet: Blake can pull this one off, but that is due to precognition of aiming, not speed.
  • Gadgeteer Genius: Give him a beer, some time, and some effort, and he can build nearly anything he puts his mind to. Such as an Ink powered net cannon and shotgun.
  • Genetic Engineering Is the New Nuke: His entire life story. Having dozens of aliens DNA infused with his own and almost all his remaining human is artificial. All in the search for making his psionics as powerful as feasibly possible... Which failed.
  • Pressure Point: Does this against Matthew when he nearly overhears something that would put them both in danger. No surprise he was pissed.
  • Promotion to Parent: He is the parental figure for Matthew as well as a older brother figure. It is a confusing yet heartwarming relationship.
  • Psychic Powers: While a lot weaker than Matthew, and actually a lot of the cast members who possess it, he does have some psionics.
  • Rogue Agent: He is a rogue agent to PRISM some of the time, and they know it. The issue is that just offing him might make Matthew go berserk and start indiscriminately slaughtering.
  • Scannable Man: Blake has a ID code, his printed on the right side of his chest. The method of application is still better not mentioned.
  • Screw the Rules, I Have Connections!: Does this a little bit. He has a lot of criminal and governmental connections he has fostered over the years.
  • Sibling Rivalry: Blake has this with Matthew, notably constantly one upping him in hand-to-hand combat, though he is doing this more to try and find ways to channel his aggression away from others.
  • Transferable Memory: He can pull this off with Matthew to a degree using the fact their genetic code is near identical and piggy backing of his suppressed psionics.

    Izshta 

Zevai kes-Izvaizovyn Mezsh-iv-Kaas Izva Mezai Duvoztazsh an-Izshdan

Race: Azshtani
Homeworld: Raas

  • Casual Interplanetary Travel: Averted for the Azshtani. While the Azshtani and their ships can withstand much higher G forces than a human can, a star system is still damn huge.
  • Casual Interstellar Travel: Ironically, within the Azshtani’s network of wormholes, yes. Which does, indeed, mean that travelling between stars is easier than travelling between planets. Outside of that, heavily averted. Star systems are damn huge? Yeah, that’s a drop in the bucket compared to interstellar space.
  • Crazy-Prepared: Par for the course for a first-in scout. You never know what you’ll find when you finish your deceleration burn.
  • Cyborg: Certainly counts as one, with a number of cybernetic implants/limb replacements.
  • Genius Bruiser: Stands at 2.4m (7’10”), has a sword and is not afraid to use it, and is rather intelligent.
  • Hand Cannon: The PZR coil/gyrojet pistol. It chambers a 20mm round.
  • Kinetic Weapons Are Just Better: Azshtani have significantly better coilgun tech than laser tech. Not to say the latter don’t exist, but they’re usually relegated to a niche market.
  • Latex Space Suit: The standard kind in Azshtani space that isn’t powered armor, so of course she has one.
  • Mind over Matter: Vector Control Technology. Pushes whatever it is affecting against the background of space to impart force. Yes, per Newton’s Third Law, this does mean that the fabric of space moves slightly. It… really won’t notice.
  • Mundane Utility: The aforementioned Vector Control Technology is often used for things like, say, turning on the lights from across the room.
  • Power Armor: Her space suit consists of afore-mentioned Latex Space Suit, an armored Hazmat suit, and a powered exoskeleton. And it’s a civilian model.
  • Precursors: Of both the neglectful and abusive variety. The Precursors uplifted the Azshtani, used them as cannon fodder in their wars, and then disappeared.
  • Ring World Planet: Specifically, Raas is a Niven/Dyson ring around its primary star, spun for gravity.
  • The Sleepless: Due to aforementioned cybernetic implants, is this to a point. While she does need sleep, only half of her brain sleeps at a time, and even then, for a shorter period of time than normal.
  • Technopathy: Due to what amounts to an implanted Wi-fi router.

    Paradoxial Stratagem 

Main Character(s)

Spc. Torvahk Grevom Aho Behken RehlStrevhk (Skystrike Forward Mark of Clan Steelfeather)

Race: Kahmandra/Kahmanshaw
Homeworld: Presk

A heavy weapons specialist from the micro-nation of Mehketar, Specialist Torvahk Grevom is a veteran from the Mehketan Army who was hired with a small team of soldiers to function as part of a private security operation that never happened thanks to getting flown off course and crash-landing on a desert moon far from the group's destination. After barely surviving a seemingly endless firefight against aggressive alien raiders, Torvahk ended up getting rescued and taken to Nos Lycarin as the only survivor of a raid that shot down his team, and ended up on Shard Station and later joining the crew in search of a new adventure that will hopefully one day bring him back home...but not without some new equipment and experiences to show for it.

Likes: courage, acting honorably, well-planned action,Dislikes: cowardice, overly selfish actions, harming the innocent


  • Aliens Speaking English: Subverted. He has no actual understanding of the English language, and relies on a standard-grade translator in his helmet to speak in English. Even with the translator program, his actual speech is simple at best and broken at worst.
  • BFG: Wields an FTX-45 "Devastator" Fusion Cannon that's rated for anti-vehicle and anti-air applications. It's terrible against single infantry though due to charge delays, relying on precision, and just being plain overkill.
  • Bi the Way: So far it's only been confirmed due to his player deciding to throw it in, but it's still true.
  • The Big Guy: While he might not have the height, Torvahk wears a powerful suit of armor, wields a fusion cannon that can blow up transport ships, and is described as having "a rather muscular build for an avian creature..."
  • Bird People: His kind are described as a mix of raptors and flightless avians.
  • First Contact: Ever since he was rescued by Nos Lycarin authorities and later the Troperia Crew, Torvahk has served as the unofficial representative of the Kahmandra species among the crew.
  • In a Single Bound: A downplayed example, but Torvahk can easily jump higher than the average alien. Justified considering that the Kahmandra species adapted to their loss of flight with improved leg muscles, with the average Kahmandra able to jump up to ten feet. Jumpjets in their powered armor can allow them to double their jump height to 20 feet, which they use to pin down and harm, if not outright kill their targets.
  • The Lost Lenore: A nightmare sequence revealed that Torvahk used to have a girlfriend by the name of Lekosheh (Farsight) who died in a fire while he was on duty. The fact that The Entity managed to bring emotional pain to Torvahk by using a false memory of her as a puppet shows that he still hasn't fully gotten over losing her.
  • Poisoned Weapons: While it hasn't been shown yet, Torvahk's character sheet includes "Poison Craftsman" as one of his abilities due to a bizarre tradition in Kahmandra/Kahmanshaw culture that expects all chefs/cooks to know how to make harmful substances. Oddly enough, this practice is the main reason Torvahk hates vegetables and fruit because many toxins and harmful substances used by the Kahmandra are derived from plants.
  • Powered Armor: His PCAS 85 “Vanguard” Power Armor qualifies, although it's mainly just an armored spacesuit that offers moderate protection against projectiles and excellent melee defense. It has no shields or special abilities in its current state.
  • Proud Warrior Race Guy: Of the Proud Soldier Race variety. In all Mehketaran cultures on Presk, everyone is a soldier. There is no such thing as a civilian, only active or support roles, and the balance of discipline and strength is enforced. The Crimson Imperium however was a pure example of this trope before becoming defunct.
  • Sole Survivor: Seemingly subverted when he and his teammate Tekk Drezgill make it off the desert moon with the help of a search and rescue team, only to be double subverted when Tekk succumbs to fatal injuries.
  • Vestigial Empire: Is part of the third generation of Kahmandra living in the micro-nation of Mehketar, which used to belong to a xenophobic, war-mongering empire known as "The Crimson Imperium" that stretched across a good portion of the Sagittarius Arm of the galaxy. They ended up picking a fight they couldn't win against "The Protectors" and were almost completely eradicated. Unlike most examples of these tropes, the people of Mehketar are generally martial pacifists trying to build themselves through expansion and alliances.

    Sergey Smirnov 

Main Characters

Sha'Koro

Race: Ga'Zssa
Homeworld: None
Character Song: Lisa Komine - PROUD

  • Jump Jet Pack: There are rocket thrusters in his back. He can use them to manoeuvre in 0G environments and float with them.
  • Ridiculously Human Robots: Well, he acts like a living being, sans things like eating; also his companion Aicha.
  • Robot Antennae: He has two insecoid antennaes around as long as his head.
  • Rocket-Powered Weapon: There are rocket thrusters in his ankles. He can use them for rocket powered kicks.
  • Rocket Punch: There are rocket thrusters in his elbows so he can do rocket assisted punches.
  • Shoulder Teammate: Aicha mostly travels on his shoulder. There's a makeshift platform with railing and everything on his right one.
  • The Unpronounceable: His name is pretty hissed and not really prounounceable by non-Ga'Zssa's.
  • Used Future: The Ultimo is a Northwind-class deep space freighter around one century old and behaves exactly like you would expect.

Aicha

Race: Artificial Inteligence
Homeworld: None

  • Berserk Button: You do not want to call Aicha 'Pet' within her earshot.

Mireille Lavigne

Race: Cenne
Homeworld: Dablillon VII-C
Character Song: Van Canto - Neuer Wind

  • Immortality Begins at 20: Mireille will likely stop growing older physically at some point... but until then she grows up just normal.
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    SolipSchism 

Silas "Sy" Kristensen

Race: Human
Homeworld: N/A, grew up on a Generation Ship

A former accountant who grew up on a Generation Ship, Sy came into a massive inheritance after a wealthy relative died and has been adventuring around the galaxy ever since.


  • Dark and Troubled Past: He hides it well for the most part by being a Stepford Snarker, but his drug problem is a more serious symptom. He used to be romantically involved with Andris, but when ve left him, he didn't take it very well.
  • Dark Secret: Sy's stock of medical nanomachines can be easily reconfigured into a hallucination-inducing designer drug that causes the user to relive happy memories. Godsgift and Whistler know about it, but it's an uncomfortable topic so they haven't brought it up much.
  • Emotional Maturity Is Physical Maturity: Not only does Sy look like he's in his twenties despite actually being 51, he also acts like a much younger man. No explicit explanation is given for this, although it's possible that this is at least partially justified by him being stuck in the past, constantly reliving his relationship with Andris, when he was closer to his twenties.
  • Fisher King: Naturally, when a handful of characters use Dominic's Psychic Powers to venture inside Silas's mind, they find themselves in a landscape that reflects his state of mind, right down to alternate versions of real people skewed by Silas's perception of them. They initially find themselves in a creepy museum totally dedicated to Sy's obsessive memories of Andris, and things only go downhill from there, because Silas is not mentally stable by this point.
  • Gollum Made Me Do It: The sinister other personality in Sy's mind (character sheet below, currently labeled "The Thing in Silas's Soul") is capable of taking over his body when he is emotionally unstable. Considering that it seems to be something like a Prime, it borders on a Superpowered Evil Side with its super intelligence and reflexes—although Badass Normal Evil Side might be a more appropriate descriptor.
  • Longevity Treatment: Sy is 51, but appears much younger due to the advanced medical technology available in Beyonder society. His natural lifespan will reach into the thousands and potentially beyond.
  • Loss of Identity: Sy seems to be suffering from one as a result of his Assessment. Normally, the test just causes the subject to feel physical sensations which they describe to the person administering the test, but for Sy, it made him feel like "my thoughts are becoming wispy and meaningless, smoke created to hide something more important". Since finishing the test, he's been in a daze, claiming that the test made him feel "like I'm not a real person".
  • The One That Got Away: Sy was so distraught by the end of his relationship with Andris in the backstory that he now regularly uses designer drugs (that he designed himself) to revisit memories of ver.
  • Stepford Snarker: A mild example, as he isn't really snide or mean, but he uses wry quips and sarcasm to project some semblance of a good mood when, apparently, he actually crossed the Despair Event Horizon years ago.

Whistler "Eddie" Eddirastfinar

Race: Tinish Pack
Homeworld: Tines World

A competent but inexperienced Tinish programmer and pilot.


  • A God Am I: Parodied. Whistler's unique biology allows him to do some interesting tricks with sound; at one point, he modulates his voice so that it sounds like it's coming from everywhere at once, and declares himself to be "The Beast God Eddirastfinar".

Godsgift

Race: N/A (AI)
Homeworld: Tines World
Leitmotif: "Space Wax America" by Anamanaguchi (and everything else by Anamanaguchi)

A slightly glitchy AI designed in a joint human/Tinish project.


  • A.I. Is a Crapshoot: Subverted and Played With. When he gains sentience, his first action is to go berserk and try to kill Whistler, and he almost succeeds. As it turns out, the only reason he went haywire was because the programmers who created him screwed up, and he fixed himself to prevent another episode.
  • Electronic Speech Impediment: His Repetitive Audio Glitch is one of the indicators of the errors caused by his sudden awakening, but according to him, it's temporary. He's also fixing his other problems and gradually getting saner and more stable.
  • Funny Robot: Sy is quiet and terminally wry; Whistler is acerbic and prone to panicking. If it weren't for Godsgift, nobody in this crew would ever laugh.
  • Heroic Comedic Sociopath: Downplayed; supposedly, he's no longer unstable and/or crazy, but he is apparently a big fan of Black Comedy, to the point where some characters wonder how many of his jokes are actually jokes.
    Godsgift: And in a pinch, [the collar is] also a self-contained tac-ac-ac-actical nuclear weapon!
    Sy: Please stop telling jokes.
    Godsgift: ...Fine. But I do-do-do-don't know why it didn't occur to anybody to equip me with nukes. They're fun and educational!
  • Repetitive Audio Glitch: After he goes haywire and starts to repair himself, he has frequent verbal glitches, the most common of which is the rapid repetition of a syllable. He claims that this should clear up once he finishes fixing himself in a few days.
    "Please excu-cu-cuse any irregularit-t-t-ties in my speech. I am reboot-oot-oot-ooting from a previously saved state, but at my current rate of progress, it will ta-ta-ta-ta-ta-ta-take approximately point-seven megasec-ec-ec-econds before I am fully operational."
  • Robo Speak: Godsgift does not usually indulge in Robo Speak, with some deliberate exceptions for comedy.
    "Analyzing printed labels. Beep boop beep. Press that button."
  • Robot Buddy: He serves this function for Whistler and Sy. His advanced intelligence makes him the go-to guy for calculations in a pinch, and he tends to serve as an all-purpose techno-wizard when the organic characters need to interface with unfamiliar technology.
  • Sapient Ship: When installed on the Godsgift (or, hypothetically, any ship or machine with sufficient onboard computing power), he's capable of operating the entire thing autonomously, becoming an example of this trope. On the other hand, though, he's not an inextricable part of the ship.
  • Talking Lightbulb:
    • Godsgift typically doesn't have one of these, and is usually just a disembodied voice. At one point Whistler wonders if he should tell Godsgift to invoke the trope just so that he'll have something to look at when he's talking to the AI. In this case, his idea is a computer-generated face on a screen, but ultimately he decides against it, because Godsgift has a weird sense of humor, and he doesn't want to know what kind of face Godsgift would decide to display.
    • Later, Godsgift briefly takes up residence in a monitor on the bridge of the Troperia, and opts to display himself as an ant's head. He later switches to a teddy bear, and claims that the ant's head was an accident.

Bexahn

Race: Humannote 
Homeworld: Unknown

A Prime—a highly-proficient secret Space Cop/Super-spy—with a professional interest in Alexander Station and a personal interest in Silas Kristensen.


  • Expy: Bexahn is not an Expy of a single specific character, but she—and Primes in general—are essentially Dûnyain Justicars.
  • Gratuitous Latin: The Primes appear to be fond of this trope.
    • The mod that allows Primes to be instantly killed by Warden Prime is called the "Caesura", a Latin word that refers to a brief, silent pause in a musical passage, and translates to "cessation" or "cutting".
    • Currently, the activation code for Bexahn's Caesura is "Non nobis solum nati sumus," a Latin phrase that translates roughly to "Not for ourselves alone are we born."
    • Bexahn's ship is named the Certum, a Latin word that means "Certainty". This is a Shout-Out to the Second Apocalypse series, in which Anasûrimbor Kellhus (on whom Bexahn is partially based) wields a sword named "Certainty".
    • The box-like device Bexahn used to conduct Silas's Assessment is called an "Aestimia", which means "Assessment" or "Census" in Latin.
  • Hyper-Awareness: Part of a Prime's Conditioning is extensive training in following multiple trains of thought. They miss very little, and have very keen senses.
  • Longevity Treatment: Taken Up to Eleven. Bexahn is virtually immune to aging and most natural diseases, though she can still bleed or be killed like any human. It's implied that she's at least a few thousand years old, but her exact age is unknown.
  • Moral Sociopathy: Despite their almost total lack of emotions, Primes are bound to serve the greater good. Many of them, including Bexahn, also accept a modification they call the Geas, which renders them physically incapable of acting against their own moral judgment.
  • Photographic Memory: Thanks to her Conditioning, Bexahn misses very little, and can easily review previous situations and memories to find details that she might have missed the first time.
  • Sociopathic Hero: One of the defining traits of a Prime is the Conditioning which divorces them from the immediate experience of emotions; they still feel vestigial emotions, but are highly adept at suppressing, concealing, and/or ignoring them to act logically. On the other hand, they are all bound to act in the interests of their missions, which are almost always in the service of preventing war, genocide, or other serious, large-scale crimes.
  • Space Police: The Primes are a self-appointed force whose members operate individually and have sweeping discretion in what missions they choose to undertake, and how they conduct their operations. They're generally recognized as a legitimate police entity in most places, but they do not interact directly as an organization with any other organization, and they answer only to Warden Prime, an isolated entity somewhere near the Top of the Beyond.
  • Super Intelligence: She'll be quick to point out that true Super Intelligence is impossible—or at least exceedingly rare—but her Conditioning does make her uncannily good at taking in, analyzing, and applying information. One of the most notable manifestations of this is in what Primes call the Probability Trance, a meditative state in which Bexahn can thoroughly analyze all the information at her disposal, even information she may not consciously realize is relevant. The Trance allows her to effectively predict the future, including accounting for various courses of action she could take and what consequences would result. For the probability Trance to be effective, of course, she needs to have as much information as possible. Missing key details can result in faulty conclusions, as with any analysis of data.
  • Trigger Phrase: Bexahn's Caesura, the mod that allows her to be killed instantly by Warden Prime, can also be activated by speaking a key phrase. Apparently the phrase can be changed, but if Bexahn and Grivux are any indication, they tend to be Latin proverbs or idioms.

Andris

Race: Human(?)note 
Homeworld: Unknown
Leitmotif: Go to Pandora and create a station based on Parov Stelar. Literally anything that plays on this station is appropriate.

A Prime—a highly-proficient secret Space Cop/Super-spy—who has a romantic past with Silas.


  • Brain Uploading: In addition to creating vis custom bodies, Andris is, necessarily, also able to transfer visself from one to another. This is the key component of vis Master of Disguise ability.
  • Expy: Andris is not an Expy of a single specific character, but ve—and Primes in general—are essentially Dûnyain Justicars.
  • Gratuitous Latin: The Primes appear to be fond of this trope.
    • Andris's ship is called the Ardor, Latin for "Love", "Passion", or "Ardor".
    • The mod that allows Primes to be instantly killed by Warden Prime is called the "Caesura", a Latin word that refers to a brief, silent pause in a musical passage, and translates to "cessation" or "cutting".
    • Currently, the activation code for Andris's Caesura is "Amare et sapere vix deo conceditur," a Latin phrase that translates roughly to "Even God finds it hard to love and be wise at the same time."
  • Hyper-Awareness: Part of a Prime's Conditioning is extensive training in following multiple trains of thought. They miss very little, and have very keen senses.
  • Master Actor: Going hand-in-hand with vis ability to switch bodies, Andris is highly adept at adopting mannerisms to portray virtually any character ve wants to pose as.
  • Master of Disguise: Andris uses technology that allows ver to create custom bodies from scratch—almost perfect reproductions of actual biological flesh—and switch between them, so it goes without saying that at least visually, ve can be literally whoever ve wants to be. Ve also happens to be a Master Actor. During vis introduction to the story, ve was posing as a mysterious old man.
  • Moral Sociopathy: Despite their almost total lack of emotions, Primes are bound to serve the greater good. Many of them also accept a modification they call the Geas, which renders them physically incapable of acting against their own moral judgment. It is unknown whether Andris has this mod, but like all Primes, ve can be expected to abide by vis moral code regardless. Case in point, Andris's In Medias Res introduction featured ver calmly murdering fourteen people—in order to prevent a war that, according to vis analysis, would have resulted in the extinction of human life on that planet.
  • No Biological Sex: Technically, Andris has the biological sex of whatever body ve has created for visself, but when not on a mission, ve has no real reason to pose as anything in particular. At least one of vis preferred "off-duty" bodies has no genitalia at all and is androgynous. In fact, ve is genderfluid, and usually identifies as agender, going by ve (subjective), ver (objective), and vis (possessive) pronouns. Notably, being a Master Actor, ve seems to be able to actually adopt the gender identity of whoever ve happens to be portraying at the moment. So when pretending to be the sly old man Ejra Demoris, he did in fact identify as a man. It's unknown what biological sex, if any, Andris's original body had.
  • Photographic Memory: Thanks to vis Conditioning, Andris misses very little, and can easily review previous situations and memories to find details that ve might have missed the first time.
  • Pronoun Trouble: Vis unusual gender-neutral pronouns aside, the ease with which Andris changes gender can also cause confusion.
  • Shout-Out:
    • Andris's gender-neutral pronounsnote  are taken directly from Greg Egan's novels, several of which use them for agender people or people of unknown gender.
    • Vis spaceship is essentially an N-1 Naboo Starfighter from Star Wars.
    • Ve carries a variable sword, an Absurdly Sharp Blade made from a monomolecular wire of variable length suspended in a stasis field.
  • Sociopathic Hero: One of the defining traits of a Prime is the Conditioning which divorces them from the immediate experience of emotions; they still feel vestigial emotions, but are highly adept at suppressing, concealing, and/or ignoring them to act logically. On the other hand, they are all bound to act in the interests of their missions, which are almost always in the service of preventing war, genocide, or other serious, large-scale crimes. Case in point, Andris's In Medias Res introduction featured ver calmly murdering fourteen people—in order to prevent a war that, according to vis analysis, would have resulted in the extinction of human life on that planet.
  • Space Police: The Primes are a self-appointed force whose members operate individually and have sweeping discretion in what missions they choose to undertake, and how they conduct their operations. They're generally recognized as a legitimate police entity in most places, but they do not interact directly as an organization with any other organization, and they answer only to Warden Prime, an isolated entity somewhere near the Top of the Beyond.
  • Super Intelligence: Ve'll be quick to point out that true Super Intelligence is impossible—or at least exceedingly rare—but vis Conditioning does make ver uncannily good at taking in, analyzing, and applying information. One of the most notable manifestations of this is in what Primes call the Probability Trance, a meditative state in which Andris can thoroughly analyze all the information at vis disposal, even information ve may not consciously realize is relevant. The Trance allows ver to effectively predict the future, including accounting for various courses of action ve could take and what consequences would result. For the probability Trance to be effective, of course, ve needs to have as much information as possible. Missing key details can result in faulty conclusions, as with any analysis of data.
  • Wave Motion Gun: Andris's ship is equipped with a big'un: The TFFP, or Targeted Fission Field Projector, projects a cone-shaped field which destabilizes the molecular structure of any matter inside it, triggering a runaway fission reaction that, at a minimum, obliterates anything inside the field. The resulting explosion can also damage objects outside the field if they're close enough. The maximum range of the weapon has not been specified, but at one point, Andris programs vis computer to fire it if "the [target] comes within one kilometer", so it can fire at least that far.

The Thing in Silas's Soul

Race: Currently human, original race unknown
Homeworld: Unknown, possibly N/A
A dangerous personality that has awoken inside Silas's mind.
Leitmotif: "This is Heaven to Me" by Madeleine Peyroux (although the Billie Holiday version is a close second and could also be used)

  • Badass Boast: When a couple of the Troperia's crewmembers corner it, it's quick to resort to threats.
    "You think I'm contained by this body? By this little ship? This galaxy is already saturated with me. Even now, I'm on my way to galaxies billions of lightyears away. I slumber in the shadows of every star system, and I am a very light sleeper. You destroy this body, all you'll do is delay. Eventually I'll wake up somewhere else. And I will remember you, sophont. I will remember you, and if you still live, I will find you. I can hold grudges longer than a star can burn, and much hotter."
  • Gollum Made Me Do It: The thing is an alternate personality inside Sy's mind, capable of taking over his body if he is sufficiently emotionally unstable. It borders on being a Superpowered Evil Side, although Badass Normal Evil Side might be a more appropriate descriptor.
  • No Name Given: So far it has simply been referred to either ironically as "Silas" or less ironically as "the thing in Silas's soul/body". Part of the reason for this is that nobody yet knows what the hell it is.
  • Really 700 Years Old: It's implied to be much older than Silas—when it awakens, it uses the configuration of the stars to estimate how long it has been dormant, and it muses to itself that it has been a long time.
  • Sealed Evil in a Can: Appears to be some sort of Sealed Evil in a Silas. The personality was dormant until Bexahn's Assessment of Silas woke it up. Within an hour of it waking up, it committed two murders and one attempted murder. Its ultimate goals are unknown.
  • Split-Personality Takeover: It is capable of subjugating Silas entirely and, as it put it, "driving". It's implied that this is easier when Silas is emotionally unstable. Fortunately/unfortunately, it's also capable of manipulating his thoughts and emotions to make him emotionally unstable.
  • Superpowered Evil Side: Downplayed; the thing seems to be something like a Prime, and thus has the heightened intelligence and reflexes to match, though it doesn't actually have any true superpowers. Badass Normal Evil Side might be a more appropriate descriptor.

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