Essential Details◆Full Name: DZ214-119-03, O’ Three or the ‘Hands’
◆Place of Origin: Dymea
◆Age: 52
◆Gender:Male
◆Appearance: Augmented human with longer than usual arms and opposable feet. His finger are also abnormally long with three joints each and capable of independent motion. Well-muscled and has large chest cavity filled with augmented organs. Completely bald with purple tinged skin and large golden eyes.
Height/Weight:6’4, 220 lbs
CapabilitiesO’ Three is a part of an gestalt consciousness comprised of four others. Designed and trained since birth connecting to the others, he has very little individuality and functions as a part of a greater whole.
His thoughts are transmitted to the others via a bionic node attached to the base of his skill that relays all thoughts and sensory information along to the others in real time. His mind is heavily augmented and aided by cybernetics in order to handle the strain this pose his brain.
Designated as the ‘hands’ of the group, he handles most of the day-to-day tasks required to be carried out by the group. The others in the quintet are likewise specialized in being the ‘face’, ’mind’, ‘thoughts’ and ‘sword’ of the group.
Being a part of gestalt increases the intellect of every participant individual in a positive feedback loop, elevating their already heavily augmented minds to new heights whose capabilities match even those of the machine minds of the sentient AIs.
◆Role: SRG
◆Skills: O’ Three is extremely dexterous and agile, capable of getting into and functioning in environments that none augmented humans simply cannot. He has encyclopedic knowledge of most machine and computer systems and is able to fix or take them apart at will.
O’ Three is especially adapt in hacking into and overcoming security systems. When combined with the minds of the others, he is able to breach high end firewall in a matter of minutes and even overpower and take control of AI systems when given enough time.
◆Abilities: He possess the standard bionic and cybernetic augmentations of keener senses, increased lung capacity, increased strength and speed. Nano machines course through his veins fighting infection, transport nutrients and increase rate of healing, all controlled by his bionic cyber brain implant.
His main strengths lie as a conduit of the others. What his sees, they see, what he knows, they know and vice versa. He has the collective knowledge and experience of the group at his fingertips and is capable of doing anything his brothers are also capable of. His specialty lie in practical applications however so he is best suited to tasks that require physical interactions. Social engagements are designated to the ‘face’ while more physically demanding or dangerous tasks are allotted to the ‘sword’.
◆Weaknesses: The quintet must stay in close proximity to one another, the closer the better. At greater distances, the constant stream of communication between the nodes begin to suffer lag, greatly diminishing their effectiveness. Specially designed jammers are also capable of cutting off the flow of information entirely, cutting off the individual from the group.
Any individual of the quintet is able to still think and function but to someone who had 5 pairs of eyes and ears all their life, being cut off is akin to being blinded as well becoming retarded in all aspects of body and mind. A cut off individual will seek to reunite with the others as soon as possible with a desire more intense than a junkie seeking his next hit.
O’ Three relies heavily upon the social ques provided by the ‘face’ as well as the foresight and direction of the ‘mind’. Without them he acts like someone with aspergers who cannot make up his mind.
Character◆Personality: Everyone within the group have their personal tics. These tics become more and more apparent when they are under stress or else removed from the influence of the group. Without the leveling influence of the group, O’ Three becomes overly obsessed with details, emphasizing perfection over functionality. Without the ‘face’ he also becomes extremely antisocial and will talk to others only if pressed.
◆Background: O’ Three is a part of the ‘Eleven Nine’ gestalt group and was gestated from an artificial womb along with hundreds of others within his crèche. They were designed, born and raised as weapons of the Confederate Government to further the goals of the CSIO. They don’t even officially exist as the technology and procedure of their creation is highly classified.
Designed from birth with a clear purpose and task, O’ Three never had much of a childhood, slotted into accelerated training and then completing specialized education at age five. By then he was already fully grown and well integrated into the group. With the ‘face’ and ‘mind’ becoming the dominant personalities within the quintet, O’ Three became more of conduit for them rather than acting form himself. To him, there were no personal interests, only the interest of the group.
The capabilities of the quintet were sharpened through decades of mostly metaphorical but sometimes literal back ally knife fights with terrorist cells and corporate agents of Dymea. Over time, the group became distinctly adapt in information manipulation and political engineering.
As their skills and capabilities matured, they were then tasked with more and more critical missions. Their most successful missions to date was the engineering of the peace agreement that ended the Tyrant’s War on Charbel and the fall of the Zen-Yutan megacorporation.
◆ Character Alignment:True Neutral, with group as a whole being Lawful Evil
Motivation: On personal bases O’ Three truly enjoys his job. To him there is no greater pleasure than doing the thing he was made to do and doing it well. The complex nature of their missions and intricacies of their tasks are like interesting puzzles that only they can solve. He enjoys breaching into the restricted firewalls and testing his mental capabilities against the illegal sentient AI that guard them. He likes fiddling with the latest classified technology that is only supposed to exit in theory and gleaming the thought processes of those who made them. He is not troubled by the consequences of his actions and exist in the solely in the now.
The rest of the gestalt share similar views with only the ‘mind’ being the significant deviant. The ‘mind’ is tasked with long term planning and is troubled by their current trajectory. The ‘mind’ fully knows that at their essence, they are a weapon, welded by the Confederacy to solve problems too difficult for normal agents. And like any weapon, there comes a date when they become obsolete. He knows that they are far too dangerous to be let loose into the general population and thus have few fates, none of which is good. This is why the ‘mind’ chafes at the leash of their masters and is constantly seeking an out for the group that doesn’t involve death or ‘retirement’.
OOC◆RP Example: viewtopic.php?f=31&t=461342◆Post Frequency 1-2 times a week IC