Named by Yuri Xero, the Knights of the Dark Moon is the title under which Ranma Saotome's gang of pirates race across the galaxy in the light frigate Wild Horse, robbing, pillaging, rescuing, and most of all, causing unbelievable levels of damage. Ranma's pirate gang is among the most feared criminals in the galaxy, possessing skills and technology of unbelievable destructive potency. Among these is the fabled "Apocalypse Cannon", a high-yield tachyon projector that easily outperforms the infamous Death Star laser for damage relative to its size and energy output.
Age: 20
Hair: Black
Eyes: Blue
Planet of Origin: Corellia
Combat Abilities: Extremely adept at both hand-to-hand and ranged combat, Ranma is an accomplished melee fighter and a precision marksman. His unusually sharp senses and reflexes seem to hint toward some sort of genetic or cybernetic manipulation, or perhaps an affinity for the Force that lays dormant, but if either of these hypothesis hold any truth, then Ranma is unaware of it.
Technical/Other Abilities: Well-educated in the use and maintanence of common high-level technologies, and a very skilled fighter pilot and strategist.
Ranma is the official leader of the Knights of the Dark Moon, a position that he's more than well suited for. Having a cool head, and even temper, and a sharp mind (when it comes to combat, anyway), Ranma is often a pillar of strength and calm when all else has erupted into chaos. In fact, the only time that Ranma loses his cool is when dealing with women, which, ironically, happens quite often, as his confident and somewhat caring personality quickly draw them to him. Ranma has a troubled past, which he has trouble even sharing with his crew and is heavily linked to his descension into a life of crime.
Age: 14 (Physically +20)
Hair: Black
Eyes: Gray
Planet of Origin: Gavielle IV
Combat Abilities: Extremely durable and strong combat soldier. Genetically enhanced with the constitution to shrug off small-arms blaster bolts, Rayden can plunge into any fight and will usually be the last one standing. Though he doesn't need to rely on them, he always carries and uses a good number of guns and explosives.
Technical/Other Abilities: Rayden is a good pilot, but surprisingly, his skill really shines as a mechanic. Though he's really not bright enough to know many of the fundamentals of the technologies he often repairs, he has an amazing knack for putting things together or fixing them.
Born in a laboratory as subject X-371, a prototype genetic super soldier, Rayden has lived the first 12 years of his accelerated life being tested and experimented on endlessly. After escaping his life of captivity, he easily latched onto Ranma as the only one to truly sympathize with his plight. Since then, he has proven to be a crucial part of the team, keeping the Wild Horse in top shape battle after battle. Besides that, he's also invaluable in combat situations, where his zeal for destroying everything in sight can quickly turn the odds around in Ranma's favor.
Age: 32
Hair: Brown
Eyes: Brown
Planet of Origin: Coruscant
Combat Abilities: Although a fair shot with a rifle, Arak gets nervous too easily to be of any use in direct combat, and is most useful behind a computer monitor.
Technical/Other Abilities: Arak is the team scientist. A genius in every sense of the world, Arak is responsible for just about all the technological innovations that have made the Knights of the Dark Moon so feared. He alone created RAC and the legendary Apocalypse Cannon, and continues to experiment and create new weapons as quickly as he gather new materials and innovations.
The senior member of the gang (not that it ever gets him any respect), Arak maintains the Wild Horse's systems and usually stays behind during battles to analyze the situation from a safe distance. Though first impressions may lead one to believe that he's quite useless, it is mostly his technology that has made Ranma and Rayden so lethal in combat, and makes the Wild Horse superior to all other starships of its size and class. Prone to flights of imagination and egotism, he makes up for what he lacks in charisma with sheer intellect.
Age: 1 1/2
Hair: N/A
Eyes: N/A
Planet of Origin: Daviorn Space Station
Combat Abilities: Has direct command over the Wild Horse's numerous weapons systems, as well as units 01 and 02, making the computer unofficially the most powerful of the team.
Technical/Other Abilities: Able to interface with computers of any technological construction, hack databases in seconds, and cut through encryptions, data codes, and firewalls with ease. Holds a wealth of data so vast as to be inconcievable to biological minds.
Perhaps the most vital component to Ranma's team, Rac is the sentient super-computer that allows full operation of the Wild Horse with a three-man crew (one-man, usually). While sentience and even emotions aren't anything particularly new for robots, RAC's unbelievably complex construction allows it to function on a level not even dreamed of by creators striving to create better and faster computers. Rac is Arak's finest creation, and not even HE knows exactly how the cybertronic brain functions to such a capacity. Treated more like a teammate than just an overpowered droid, Rac genuinely likes his operators and cares deeply for them (even if him and Rayden occasionally have their little spats).
Age: 18
Hair: Green
Eyes: Green
Planet of Origin: Morcan III
Combat Abilities: Not particularly adept at any combat skills.
Technical/Other Abilities: Educated and experienced in the art of diplomacy, Yuri is trained in perhaps the one function that the Knights of the Dark Moon don't use at all. While she can cook, a skill that's been highly appreciated among the crew, her skills still lie within befriending people and gleaning information.
The adopted daughter of an interstellar diplomat, Yuri was on Keeryu when it was assaulted by Shade forces. Without thinking of the consequences, Yuri boarded Ranma's ship after he saved her from a raging fire, only to learn later that they were pirates. Since then she's seen her homeworld assaulted by aliens and abandoned by its inhabitants, and now has nowhere else to go. Though she possesses little in the way of piracy skills, she's a quick learner, and without a home or family to return to, she seems willing to join Ranma despite her moral inclinations.
Age: 24
Hair: Silver-blue
Eyes: Blue
Planet of Origin: Bespin
Combat Abilities: Excellent. Trained in low-level Jedi combat techniques and moderately skilled with a lightsaber, Katrina possesses speed and reflexes difficult to match.
Technical/Other Abilities: Nothing in particular, with the possible exception of seduction.
A skilled bounty hunter that's been on the trail of the top bounties in the sector, Katrina has searched long and hard to confront Ranma Saotome and bring him to justice for the sake of her wallet. A former student of Luke Skywalker's Jedi training school, she was ejected before completion due to her inability to control her emotions. So, taking what skills she had already gained, and free of the constraints that come with being a Jedi, she took up the life of a bounty hunter. Unfortunately, after failing (miserably) to defeat Ranma, she now finds herself stuck on his ship. quite ironically, her target is the only one willing to trust her in this new complication.