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A hero is just a man who knows he's free.
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Hyakuji 2.0 Template
Character Name: Kimera Gender: Male Age: 17 Height: 5' 7" Weight: 135 Description or Image of Character Appearance: "Caucasian/Asian male in his late teens, approximately 5' 7", lean athletic figure, green eyes, waist length white hair, Abnormally pale." Clothing Kimera, Unarmored: Mostly gray and white with a little rich maroon, Kimera’s street clothes consist of baggy pants, elbow length fingerless gloves, and a matching sleeveless trench coat. He wears a rich maroon T-Shirt. His sneakers are gray with a rich maroon strip over the laces. Clothing Kimera, Armored: The helmet of the suit has a dark purple visor with rich maroon armor surrounding it. The suit itself is black and gray in a camouflage pattern with rich maroon plates (covering the groin, outer thighs, knees, shins, chest, shoulders/upper arms, and forearms) attached to the suit. The boots and gloves are also rich maroon. There are a total of six pouches on the waist, with four smaller pouches on the chest and two holster-style pouches on each side of the hip; the one on his right hip is almost always occupied by his Type-52 Spike Pistol. The back has four magnetic grip panels that allow him to store both the Kotetsu and his BR70 Sniper Rifle (crossed; think Halo 3 large weapon & Katana) with ease. Below the magnetic panels, there is a sheath that holds the Grandleon.
Occupation: Hitman/Soldier/Wanted Criminal/Potential Hero Alignment: Neutral Powers/ Abilities:
Net Navi, iX.EXE Net NaviName: iX.EXE Gender: Male Alignment: Dark Description:
- Appearance
As an Arcadian, iX can manipulate his own appearance,though it takes a significant amount of time. He holds the appearance of a man in his mid-to-late teens. He stands at the reasonably average height of about 5'8", with the appearance of a light build but with all the inhuman strength that his Arcadian Frame supports. His weight is average for his height and build. His very pale, greenish-white hair appears roughly cut, with quite a ragged fringe and is long (and messy) enough to almost completely cover his amber colored eyes.
His clothing usually consists of a bulky, short-cut, long-sleeved, green jacket over a silver, long-sleeved white top, green pants and green boots. To top it off he wears an orange, cylindrical bangle round each wrist and has one wrapped around the bottom of each trouser-leg, resting on the top of his boots. The final additions he makes are a pair of mirrored sunglasses.
Spoiler: click to toggle
When activating his combat routines, iX's basic appearance is alarmingly similar to X's appearance, albeit recolored - green helmet with a lighter green panel leading onto an overly large purple gem and orange frame; green short-cut armored jacket, albeit long-sleeved and with an orange collar; pink bangles; armored green waistband with inset purple gems and leg armor; green lower-leg armor following down to the bangles then armored boots. Unlike X, the under suit is white. The iX-Buster also has an almost identical appearance, with pale green panels, a silver barrel end and plasma-focusing barrel, gently glowing purple, save the presence of the visually modified orange bangle.
Spoiler: click to toggle
- Personality
iX's profile must be taken in three portions. His status as a darksoul, his loyalty to X, and his free spirit. As a DarkSoul, iX is prone to arrogance, mental instability, and bouts of rage. The instability and rage most frequently manifest when he is in combat and being matched or beaten, which frequently causes him to slip into a less graceful style of combat that is more aggressive. The change in style has frequently caused him to win. Above all else loyal to X, iX would throw his life away for his liege lord and better half. He places X's new status as puppet master and 'dark lord' as the most important article, and is willing to champion X if anyone dares dispute it. He does not believe that the guardian's are at their best, and tests them constantly. Happy go lucky and carefree otherwise, he often will help someone in need simply because he can.
Background History: In the interest of not complicating things, iX is a darksoul of someone really strong. That is all. The Tier System: iX wears rather powerful limiters. These typically keep him 'locked' at Tier 1, but because they were willingly added, he DOES know how to bypass most of them. However, this takes time, and each one takes even longer to release. This isn't a set time frame, but I'll make it one if needed. ----------------------------------------- Tier 1 This is iX's 'default' form. ----------------------------------------- Spoiler: click to toggle Abilities: Ability: Incorruptible Effects that would boost iX's DCC have half the effect (fractions are allowed); at the end of every battle the Dark Chip Counter is reduced by 1/3rd, to the nearest integer below it. iX does not suffer Dark Chip withdrawal symptoms when he does not use Dark Chips for a whole battle, and does not take Fair per turn for not using Dark Chips. His DarkChip Counter cannot fall below 5. Unlike most built in programs, this is completely compatible with other programs. However, it is incompatible with StyleChanges.
Ability: Flight iX can fly.
Attacks/Weapons: Weapon: iX-Buster The iX buster is based on the X Buster Mk 17, but was designed differently. It possesses charging capabilities. All of its shots knock opponents back and away roughly 1 meter. Uncharged: When uncharged the iX buster fires in a three round burst for approximately the same damage as a low caliber bullet each. It can shoot multiple bursts in a turn but only one per target. Each shot can travel approximately 25 meters before losing coherency. Level 1 (1 turn) Half Charge: A single 'bolt' of energy roughly 50 centimeters in diameter, it inflicts damage equivalent to about a high caliber round and can 'infect' a target with a health drain that isn't very damaging in the long run, inflicting minor damage over a long period of time. Cannot be infected multiple times. Takes about 16 'posts' to run full course. This shot can travel 25 meters before dissipating. Level 2 (2 Turn) Full Charge: An energy bolt roughly one meter wide, it inflicts dmage equivalent to an impact grenade, inflicts the same health bug as before, and increases the opponents susceptibility to damage; the next two attacks (including stage attacks, but not poison/health drain) are boosted by one damage level AFTER all considerations for damage reduction has already been made; this bug remains until the health bug vanishes or two attacks hit. Bugs do not stack.This shot can travel roughly 50 meters before dissipating. --------------------------------------- Tier 2 To enter this form, iX needs to be channeling dark energy. Ie, have the special program DarkLicense equipped, or absorb the darkness of someone else (must have at LEAST Lvl: 1 Dark, and give up access to said abilities. Must be willing.) Either way, he must ALSO sacrifice 5 chips and then wait until he can slot chips again (8 turns). --------------------------------------- Spoiler: click to toggle Changes to Tier 2: At Tier 2, iX's limiter starts to come off, and thus gains access to DarkPower. In addition, he gains access to the iX-Sobou precursor, the iX-Saber.
Abilities: Ability: Incorruptible Effects that would boost iX's DCC have half the effect (fractions are allowed); at the end of every battle the Dark Chip Counter is reduced by 1/3rd, to the nearest integer below it. iX does not suffer Dark Chip withdrawal symptoms when he does not use Dark Chips for a whole battle, and does not take Fair per turn for not using Dark Chips. His DarkChip Counter cannot fall below 5. Unlike most built in programs, this is completely compatible with other programs. However, it is incompatible with StyleChanges.
Ability: Flight iX can fly.
Attacks/Weapons: Weapon: iX-Blasters The iX Blasters are effectively two pistols that each operate as an iX-Buster. They charge simultaneous,y but hold charge separately, meaning that he can fire one and retain any charge levels in the other. Uncharged: When uncharged the iX buster fires in a three round burst for approximately the same damage as a low caliber bullet each. It can shoot multiple bursts in a turn but only one per target. Each shot can travel approximately 25 meters before losing coherency. Level 2 (1 Turn) Full Charge: An energy bolt roughly one meter wide, it inflicts dmage equivalent to an impact grenade, inflicts the same health bug as before, and increases the opponents susceptibility to damage; the next two attacks (including stage attacks, but not poison/health drain) are boosted by one damage level AFTER all considerations for damage reduction has already been made; this bug remains until the health bug vanishes or two attacks hit. Bugs do not stack. This shot can travel roughly 50 meters before dissipating.
Weapon: iX-Saber Effectively appearing as a sword hilt, the iX-Saber generates an energy blade. The iX-Saber has no weight apart from the hilt itself, and can perform a three hit combo by slashing three times. The blade is pretty damaging, cutting as though it's you know, a solid blade. Additionally, the iX-Saber can unleash an energy wave, in place of the standard slash combo if charged for a turn in advance (charging means he did not attack the turn before). The above energy wave is a cutty version of a rocket, inflicting focused damage.
Attack: DarkPower iX is surrounded by an extremely weak DarkAura (it prevents lower levels of damage from even harming him, and is guaranteed to block at least the first hit of stronger ones); this aura's dark energy can be released in the form of a darkchip attack; doing so dispels the aura for 5 turns. The aura must return before DarkPower can be used again. The DarkChip attack adds .25 to iX's dark Chip meter, and only deals 50% of the normal damage; additionally, it cannot be DarkAura, DarkGuardian, DarkStage, DarkRecovery, or DarkInvis utilizing this move.
NOTE: DarkChip descriptions will be put somewhere. I promise. --------------------------------------- Tier 3 To enter this form, not only must Tier 2 be accessed, but iX must sacrifice two consecutive customs worth the chips. He must ALSO have Dark License equipped; to bypass this, he can absorb the Dark energy of TWO people. (Or one, if he initially absorbed the energy of one person.) --------------------------------------- Spoiler: click to toggle Changes to Tier 3: AT this point, iX's limiters are gone entirely and his very presence is... not good... for everyone around him. He gains access to all of his abilities and is effectively 'maxed out'... hypothetically anyhow. His DarkPower ability is enhanced further.
Abilities: Ability: Incorruptible Effects that would boost iX's DCC have half the effect (fractions are allowed); at the end of every battle the Dark Chip Counter is reduced by 1/3rd, to the nearest integer below it. iX does not suffer Dark Chip withdrawal symptoms when he does not use Dark Chips for a whole battle, and does not take Fair per turn for not using Dark Chips. His DarkChip Counter cannot fall below 5. Unlike most built in programs, this is completely compatible with other programs. However, it is incompatible with StyleChanges.
Ability: Flight iX can fly.
Attacks/Weapons: Weapon: iX-Blasters (Unleash) The iX blasters have been overcharged, making them extremely powerful. The enhancement to charging is enhanced further, and now the stats are as follows. All of its shots knock opponents back and away roughly 1 meter. Uncharged: Due to the rapid charging of the weapon, the iX-buster now fires a half charged shot as its default shot. A single 'bolt' of energy roughly 50 centimeters in diameter, it inflicts damage equivalent to about a high caliber round and can 'infect' a target with a health drain that isn't very damaging in the long run, inflicting minor damage over a long period of time. Cannot be infected multiple times. Takes about 16 'posts' to run full course. This shot can travel roughly 25 meters before dissipating Level 2 (1 Turn) Full Charge: An energy bolt roughly one meter wide, it inflicts damage equivalent to an impact grenade, inflicts the same health bug as before, and increases the opponents susceptibility to damage; the next two attacks (including stage attacks, but not poison/health drain) are boosted by one damage level AFTER all considerations for damage reduction has already been made; this bug remains until the health bug vanishes or two attacks hit. Bugs do not stack. This shot can travel roughly 50 meters before dissipating.
Weapon: iX-Sobou The iX-Sobou is a sword hilt that possess the ability to generate two energy blades, literally right next to one another with barely 3 centimeters between the blades. The iX-Sobou has no weight apart from the hilt itself, and can perform a three hit combo by slashing three times. Despite two blades, it's damage output is not increased. Each of the blades one the Sobou is actually based on one of the two Legendary Blades, Muramasa and Masamune; this only truly manifests when using the iX-Sobou Unleash. Additionally, the iX sobou can unleash an energy wave, in place of the standard slash combo if charged for a turn in advance (charging means he did not attack the turn before). The above energy wave is a cutty version of a rocket, inflicting focused damage.
Attack: Dark Power (Unleash) iX is surrounded by a weakened DarkAura (it prevents lower levels of damage from even harming him, and is guaranteed to block at least the first hit of stronger ones; obviously, this is stronger than the above version) this aura's dark energy can be released in the form of a darkchip attack; doing so dispels the aura for 5 turns. The aura must return before DarkPower can be used again. The DarkChip attack adds .25 to iX's dark Chip meter, and only deals normal damage; additionally, it cannot be DarkAura, DarkGuardian, DarkStage, DarkRecovery, or DarkInvis utilizing this move.
Attack: iX-Sobou (Unleash) The iX-Sobou has the ability to deal additional damage equal to one half of the total damage received and one half of the total recovered HP (excess HP recovered is still considered recovered, for this effect). To access this ability requires a rather showy 'charge up' that takes 2 posts or so and the energy lasts 5 turns, and manifests as each blade glowing with its respective 'aura'. It applies only to a single hit, however. --------------------------------------- Tier 4 Accessing Tier 4 should be impossible under ordinary circumstances, but he can access it by sacrificing 3 consecutive customs worth the chips. He must have entered Tier 3 as well, and he requires a total of THREE willing individuals channeling their Dark Energy into him, if he is not using Dark License. --------------------------------------- Spoiler: click to toggle Changes to Tier 4: At this point, iX is on level with the most powerful navi in existence, and is quite possibly the single most powerful 'Dark' entity in existence. (Not related to the 'Dark' of the MetaRPG, but rather to just the EXE world's 'Darkloids')
Abilities: Ability: Incorruptible Effects that would boost iX's DCC have half the effect (fractions are allowed); at the end of every battle the Dark Chip Counter is reduced by 1/3rd, to the nearest integer below it. iX does not suffer Dark Chip withdrawal symptoms when he does not use Dark Chips for a whole battle, and does not take Fair per turn for not using Dark Chips. His DarkChip Counter cannot fall below 5. Unlike most built in programs, this is completely compatible with other programs. However, it is incompatible with StyleChanges.
Ability: Flight iX can fly.
Ability: AntiChip Aura Any individual within a 30 meter radius of iX suffers the following effects: All of that individual’s Non-Chip attacks are boosted one level (note that this doesn't affect attacks dealing Very High or greater), They take Pathetic Damage when they try to use a chip, with the following exceptions: Anti-Chips, Program Advances, Stone/Iron/MetalBody, Shadow, Auras. This does not affect iX.
Ability: Power Ally iX can sacrifice 3 of his chip slots to boost all of his 'allies'. Allies’ chips deal one additional level of damage, and allies receive one level of damage lower. The max for the increase is Very High (Very High+ is unaffected), the max for reduction is Fair and the minimum is Pathetic (Very High+ is unaffected). The defensive boost affects all attacks hitting an ally, and the offensive boost affects all the battle chips used by an ally. iX is affected oppositely from his allies, and takes one level of damage higher than normal.
Attacks/Weapons:
Weapon: iX-Blasters (Unleash) The iX blasters have been overcharged, making them extremely powerful. The enhancement to charging is enhanced further, and now the stats are as follows. All of its shots knock opponents back and away roughly 1 meter. Uncharged: Due to the rapid charging of the weapon, the iX-buster now fires a half charged shot as its default shot. A single 'bolt' of energy roughly 50 centimeters in diameter, it inflicts damage equivalent to about a high caliber round and can 'infect' a target with a health drain that isn't very damaging in the long run, inflicting minor damage over a long period of time. Cannot be infected multiple times. Takes about 16 'posts' to run full course. This shot can travel roughly 25 meters before dissipating Level 2 (1 Turn) Full Charge: An energy bolt roughly one meter wide, it inflicts damage equivalent to an impact grenade, inflicts the same health bug as before, and increases the opponents susceptibility to damage; the next two attacks (including stage attacks, but not poison/health drain) are boosted by one damage level AFTER all considerations for damage reduction has already been made; this bug remains until the health bug vanishes or two attacks hit. Bugs do not stack. This shot can travel roughly 50 meters before dissipating.
Weapon: iX-Sobou The iX-Sobou is a sword hilt that possess the ability to generate two energy blades, literally right next to one another with barely 3 centimeters between the blades. The iX-Sobou has no weight apart from the hilt itself, and can perform a three hit combo by slashing three times. Despite two blades, it's damage output is not increased. Each of the blades one the Sobou is actually based on one of the two Legendary Blades, Muramasa and Masamune; this only truly manifests when using the iX-Sobou Unleash. Additionally, the iX sobou can unleash an energy wave, in place of the standard slash combo if charged for a turn in advance (charging means he did not attack the turn before). The above energy wave is a cutty version of a rocket, inflicting focused damage.
Attack: Dark Power (Unleash) iX is surrounded by a weakened DarkAura (it prevents lower levels of damage from even harming him, and is guaranteed to block at least the first hit of stronger ones; obviously, this is stronger than the above version) this aura's dark energy can be released in the form of a darkchip attack; doing so dispels the aura for 5 turns. The aura must return before DarkPower can be used again. The DarkChip attack adds .25 to iX's dark Chip meter, and only deals normal damage; additionally, it cannot be DarkAura, DarkGuardian, DarkStage, DarkRecovery, or DarkInvis utilizing this move.
Attack: iX-Sobou (Unleash) The iX-Sobou has the ability to deal additional damage equal to one half of the total damage received and one half of the total recovered HP (excess HP recovered is still considered recovered, for this effect). To access this ability requires a rather showy 'charge up' that takes 2 posts or so and the energy lasts 5 turns, and manifests as each blade glowing with its respective 'aura'. It applies only to a single hit, however.
Attack: Destruction Wave A massive spherical energy blast that extends outward 250 meters, and inflicts damage you'd expect to see from a train crashing into something. The blast wave of the attack effects things as far as a kilometer, tossing lose items away, and inflicting secondary damage based on what was hurled. Wind speeds are approximately 70 MPH. Kimera has also been significantly augmented biochemically, making him into a rather dangerous person to deal with.
Spoiler: click to toggle Superconductance of myelinated fibers: Kimera was infused with a solubilized form of silver hexapotassium aurophosphate, a conjugated anti-myelin silver salt that selectively perfused myelinated nerve fibers in the central and peripheral nervous systems, an improved version of a previous the nervous augmentation done to increase reflex times by superconducting nervous fibers, although this silver salt had the added benefit of being able to infuse into CNS myelinated tracks, and the phenotype effects of the non-specific targeting of higher cognitive functions was unexamined. Transplant of pancreatic islets: Purified human pancreatic islets were isolated and transplanted into Kimera's pancreas, allowing for increased glucose tolerance and enhanced metabolism to allow for increased growth and basal energy. Encapsulation and cellular augmentation of skeletal muscle: Certain major skeletal muscles were encapsulated in an electrically-sensitive distensive membrane that contracted upon electrical stimulation; that is, nervous activation of muscles, effectively increasing contractive strength upon stimulation by bioengineering enhancement of contraction power. Skeletal muscle peripherals were also infused with FACS-purified skeletal muscle precursors (SMP), that were formerly shown to mediate muscle growth in mice, thus effectively increasing gross muscular growth in Kimera. Muscles were also latently infused with (±)-Bay K 8644, a small molecule L-type Ca+2 channel agonist, inducing latent involuntary muscular contraction and subsequent growth. Cardiac expansion and perfusion: Kimera's heart was surgically dilated and expanded, allowing for increased space for cardiac musculature growth. The heart was also infused with a small-molecule analog of FGF8, a cytokine shown to be necessary for cardiac muscle expansion and regeneration in zebrafish. This led to increased cardiac capacity (end-diastolic volume) and contractile force, more efficiently perfusing the body with oxygen. Pulmonary biological and mechanical expansion: Kimera's lungs were locally infused with soluble Wnt5a and Wnt7b small-molecule analogs, cytokines shown to regulate lung size and epithelial / mesenchymal proliferation and branching in the developing lung. Wnt analog application led to hyperplastic lungs, increasing net lung size by distal expansion and also aveolar branching, increasing total lung capacity and forced vital capacity and also increasing the O2 / CO2 diffusion coefficient by increasing aveolar branching and mean blood interface surface area. The possible expansion size was increased by dilation of the pleural cavity. Hematopoietic expansion: Kimera's long bone marrow were infused with small-molecule analogs of erythropoietin and interleukin-3, inducing hematopoetic stem cell and myeloid stem cell self-renewal and resevoir increase, and also targeted expansion of megakaryoctes, erthryoblasts, and granulocyte colony-forming units (CFU), leading to vastly increased erythryocyte (red blood cell), platelet, and granulocyte production, increasing oxygen-carrying blood capacity, wound coagulation, and also non-specific immunity. Pain tolerance: Kimera's nociceptors were chemically ablated with titrated concentrations of diphtheria toxin A (DTA) conjugated to purified recombinant nociceptin, inducing irreversible apoptosis and of many peripheral nociceptors (pain receptors) and greatly increased pain tolerance. Synaptic plasticity and spatial memory: Activity-dependent long-term potentiation (LTP) in the CA1-CA3 Schaeffer collateral circuit in the hypothalamus has been shown to be integral in spatial memory, plausibly through a Ca+2-dependent mediated by the NMDA receptor (NMDAR) and possibly voltage-depnedent calcium channels (VDCC). The NMDAR agonist (1S,2S)-1-(4-hydroxyphenyl)-2-(4-hydroxy-4-phenylpiperidin-1-yl)-1-propanol and Mg+2 celator EGTA were locally applied to the hippocampus, potentiating E-LTP and spatial memory. Auditory Augmentation: Kimera exhibits enhanced and sensitized hearing, although not an expansion in the frequency of audible sounds that can be heard, because of an artificially-maintained hyperkalemic environment that alters the inward anionic current into cochlear hair cells, increasing the amplitude of all sounds heard, and also by microsurgical infusion of neurotrophin-3 (NT3) and brain-derived neurotrophic factor (BDNF) small-molecule analogs into the cochlear basilar membrane, encouraging the proliferation and expansion of hair cells as well as strengthening the innervation and excitable electrophysiological characteristics of spiral ganglia neurons.
Equipment You Have:
The Lucifer D77H-TCI VTOL Drop Ship The D77H-TCI is a remodel of Nation Z's primary tactical support aircraft, fulfilling the role of tactical transport and gunship for the last three years. The D77H-TCI's crew compartments can be sealed and the craft made suitable for limited space flight. They are mainly responsible for flying in the heaviest equipment and troops, as well as rescuing from hot LZ's. They also deliver vehicles and troops where required on the battlefield. This tactical advantage means that commanders can quickly influence an engagement by supplying his/her forces with reinforcements and/or equipment, or evacuate them in the face of being overpowered. The D77H-TCI is able and capable of carrying passengers and cargo using a combination of internal and external methods. Specifically, the main compartment of the D77H-TCI, has seats for ten people, with additional space for 5 standing. The internal bay amidships is the simplest way of transporting supplies and personnel and up to two M274s (above), though if M274 are being transported it is fairly well impossible to have standing passengers. The large aft overhang gives an attachment point for additional, (and possibly oversized) cargo and ordnance. Possible payloads include an M12 (below), or eight Resupply Canister Type-B Capsules. The maximum payload of a D77H-TCI is 70 tons. The main engines are mounted in pairs in four nacelles, one on each wing and two at the rear. The nacelles can articulate independently, thus altering (ie, Vectoring) the direction of thrust and improving the dropship's low altitude maneuverability. Six ventral thrusters, two on each wing nacelle and one on each aft nacelle, allow the D77H-TCI to land and take off vertically. These engines are capable of both space and atmospheric operation. The wings mounted on a D77H-TCI are extremely small, too small to support the weight of dropship and payload alone. It incorporates a fair amount Lifting Body principles, its own hull providing most of the lift necessary.
Technical specifications Length = 30.5 meters (100.3 feet) Width = 23.4 meters (76.8 feet) Height/depth = 10.0 meters (35.9 feet) (10.5 meters with landing gear) Navigation system = Motion trackers, GPS Locator Complement = 1 M12 or 2 M274s (externally) AND 2 M274s (internally) Crew = 1 Pilot, 1 co-Pilot, 1 crew chief Minimum crew = 1 pilot Passengers = 10 seats in internal bay amidship, and (if not transporting internal M274s) 5 standing up Cargo capacity = 70 tonnes of hoist. (anything over 35 tonnes slows speed considerably)
M6S Magnum Pistol Type: Light Ammunition: 12.6mm Semi-Armor-Piercing High-Explosive .50 Magnum Rounds Capacity: 12 round clip; 7 clips max Function: The M6S Magnum Sidearm is a semi-automatic, recoil-operated, magazine-fed handgun. It has a double-action only trigger. It fires the 12.6mmx40mm SAP-HP round (Semi-Armor Piercing, High Penetration) from a 12 round magazine. It has a considerably high rate of fire (6 rounds/sec or 360 rounds/min). The M6S is semi-automatic and fires using the short recoil principle. This means that the trigger needs to be pulled after every shot for the next round to be fired. Because it is semi-automatic, the gun will cock itself after every shot due to recoil and will continue to do so until the magazine is empty. The recoil comes from the gases of the rounds fired. The gases force the slide, located on the top of the gun, backward. The slide not only absorbs the force of the gases but it also uses the force to eject spent casings out of the ejection port and load new rounds into the chamber. It also re-cocks the gun. Of course, before the first round can be fired, the round must be chambered. This is done by first, inserting a magazine with ammunition into the grip of the weapon and second by pulling the slide back completely and letting it launch forward, chambering a round on the way. There is a small, red rectangular box on the flat back of the slide that protrudes out slightly when the weapon is cocked. Once this is done, the safety, located at the back of the slide on both sides, must be switched off or the weapon will not fire. Once all the rounds have been spent, the slide catch, a rectangular lever located above the trigger, is forced upward and “catches” the slide by a little notch. To reload, the empty magazine must be removed and this is done by using the magazine release button which is located on the grip. Once the empty mag is out, a fresh one can be inserted. Once the fresh mag is inserted, the slide catch is pressed downward and the slide chambers a round. The M6S has an integrated sound suppressor, muzzle brake, and Laser Aiming Module underneath the extended barrel. Its rate of fire is similar to the original M6C, though appears to have an increased damage over its counterpart due to its utilization of the Semi-Armor-Piercing High-Explosive.
BESKARD Power Armor Helmet * A Variable electronically controlled non-reflective visor with protective and concealing sun shade. * Range finder * Nightvision projection system, allowing the HUD to be rendered in night vision. * A holographic HUD projected by a AC5 Heads Up Display. This displays weapon interfaces, including crosshairs and ammo, targets, marked with red markers, team mates, marked with green markers, objectives, marked with yellow markers, biometric response from user and squad mates, and camera links from weapon mounted cameras, or team mates. * Satellite communications system, capable of direct communication with other suits within 2,800 km. They can also operate at a slower speed and make contact with individuals up to 35,000 km away. This system is also capable of getting an AI onto the Net. * Two helmet mounted flash lights, consisting of a high power 'white' halogen lamp, 'red' halogen lamp, a onboard full colour camera and a Night Vision Camera for HUD projection. * Air filtration system, giving protection against airborne chemical and biological agents. * Modified communications systems, including heavier encryption and emissions control (EMCOM) to reduce its chances of being detected. * An Electronic Warfare suite utilising a 7GB electronic warfare computer, capable of jamming SIGINT ELNIT FISINT and COMINT systems.
Armour * Heavy duty armour, using a five layer AEGIS ceramic composite, with a outer coating of titanium, providing ballistic defence and ablative energy defence with its refractive coating. Under that, it is resin bonded to a AEGIS layer, which shatters incoming projectiles and deforms to absorb the impact. This layer is made up of multiple tiles, to improve protection and multiple hit ability. Under this is another layer titanium, which adds to the protection and provides most of the structural rigidity and support. Under this is a energy absorbing graphite composite layer and then a thick Liquid Crystal layer, which provides up to three times the protection of Kevlar without the same bulk. * A refractive coating is added over the top of the standard plating, granting ablative energy defense is with its refractive coating. Additional components as noted in the described. * Maintenance free stealth coating, which is resistant to RADAR, LIDAR and even motion detectors through unique sonic absorbtion paint materials along with texture buffers that reduce the RADAR play back and radar resistant shape which further reduces its cross section, a reduction to IR Signatures which reduces its signature, even during extreme activity, to a black body, further Cherenkov radiation disguising, meaning it makes no visible radiation signature
Sensors * Two stage motion scanner using pyroelectric infrared and microwave sensors. This scanner is resistant to direct jamming. * ARGUS: a micro laser spectrometers designed to 'sniff out' chemicals used in explosives in the air and to alert the wearer of these dangerous explosives if found. * Micro Active Electronically Scanned Array. This is used for terrain and target mapping and is highly resistant to jamming.
Other Systems # Thermo-reactive dispersion system: reduces the amount of heat generated by the user's own body temperature variations exponentially. # The Waste Disposal filters gases and waste and removes unnessecary waste and recycles what is available for the internal water resevoir. # Chemical Injection Ports are present and can be custom loaded. The usual load is bio foam reserves supplemented with Creatinine Phosphate injectors, small doses injected when body enters anaerobic respiration, though the armour has a 'cut off point' of how much can be injected. # The armour has 90 minutes of air with a pressure controlled mixture intake. # Thermal Regulation systems are provided by water borne ancilliaries from a internal water resevoir. These are warmed or cooled by alternating cryogenic and radiator heaters, to provide internal comfort. # Pressure Suit for internal vacumn sealing and pressure control. # Magnetic Induction plate in boots for space walks on metallic surfaces # Just want it to be clear, Kimera's armor doubles as a PET
CrossDimensionChip CrossDimensional Chip Dimensional Chips allow navis to be summoned near their PET (within 10 feet of the PET when the chip is slotted in). Dimensional chips do not allow the navis to be farther away than half a mile (1 Km) from their operator's PET.
Once every 10 turns, the user's human can combine with his or her navi much like CrossFusion. The Navi warps to the human's location instantly when this is done. After 10 turns, the navi and operator must separate, and cannot rejoin for another 10 turns. When they separate, the navi remains in the same location as the operator after separation.
Every time the human and navi fuse, the navi's health is healed by a Moderate amount, and they are given a barrier with that can block and neutralize one attack, reguardless of damage. Breaking attacks destroy the barrier, however, and do full damage. When a navi and operator are NOT fused, the navi's weapons are increased by one damage level.
Personality Description: Possessing a cold and efficient exterior when on the job, Kimera loosens up around a select few 'friends' to be a fairly nice and kindhearted person. While he tries to ignore the morals of actions as a whole he does still possess a conscience, which nags him a fair amount. While he personally prefers peace, he's willing to fight for it. All that said, he tends to be a loner he is not at all adverse to working with others. So, really, I have no idea how to fill the rest of this space. Have a nice day.
Personal History: Ken and Erika Chimasu were politicians; they weren't high influence in the national arena, let alone the international, but they were very liberal and, while fairly quiet, their views were being considered by the much more influential politicians. In fact, their marriage was made only after they had met politically.
When Wisp Chimasu was born both he and his twin brother were diagnosed with an extremely rare disease, which was mutating rapidly within their bodies, making it impossible for it to be treated effectively. However, the disease in Wisp stabilized... and became far far worse for his brother, Dusan. His brother was placed in cryogenic freezing until such time as a cure to be found, and their parents (though rich) were hard pressed to find a way to pay for it all. However, when they were both assassinated Wisp was taken in by his grandfather.
He lived with his grandfather until he was 14, after having graduated from high school; he wasn't and isn't hyper intelligent, but determination is something he has tons of. He was still dependant on his grand father, but had his own life, and began working part time to try to become fully independant.
That's when, during a rather routine data delivery for his employer, his Navi was attacked by a program that corrupted it heavily. When it was restabilized (a very annoying process that takes days) the Navi had been altered into an unstable, though powerful new navi who demanded to be called Chimeraman.
Life moved on for a while, Wisp and Chimeraman learning to get along, until the day that the Sci-Labs PET Development Division's network fell under attack by the Underking and his Second. Chimeraman, there because of a data delivery, attempted to assist the rather feeble navi who were attacking the criminals, only to be convinced to go criminal. Going to Wisp to discuss it, the pair decided to place their rather lack luster capabilities at the disposal of the Crecent Devil... Sephiroth Ashura. They needed the employment because their grandfather had died and his estate was to be spent over time.
While he was working with Sephiroth, he was also recruited into the criminal organization called Occassus. Working alongside Armadox, Kain, and a young anthromorph named Mechiko, Wisp learned a lot of the skills he uses to survive even today, and assisted in the creation of the SUNSTAR, a full military grade satellite, though it was never launched.
Over time the duo of X and Chimeraman became nigh inseperable, but eventually, Chimeraman noticed that his instabilities were becoming more pronounced. After a long consideration, Chimeraman opted to seperate from Wisp, leaving behind another navi: the first iX.EXE.
With Chimeraman gone, Sephiroth reforming, Kaien almost dying and having to be placed in Cryostasis, and Armadox and Mechiko vanishing, Wisp himself reformed. It was during his examination of samples of the other Occassus members' blood that he realized that it might actually be possible for Dusan to be cured: blood in hand, he went to the facility where Dusan was being kept.
A few weeks later, he was a B-Liscense ONB, his little brother was awake, and he had never been happier. Then tragedy struck and Wisp was stabbed through the chest by a future version of his own brother (who had gone into the past to try and save Wisp... ironic, that) and left for dead.
After his apparent death, Wisp's cadaver was recovered by Nation Z Special Operations forces and revived. With his memories of his previous life forcibly erased by the Nation Z Military, Wisp was given the designation S3-G214 and placed into the Myrmidon program. Despite his knowledge of his memories being forcibly erased, S3-G214 threw himself into his training, being given training in every conceivable art of combat, from martial arts and sword play to marksmanship and assassination. Given those skills his already impressive stealth skills were selected for dramatic enhancement, along with his maneuverability. Given an increased depth to the various arts of concealment, including Ninjutsu, that he already knew, and then trained in the usage of Active Optical Camouflage, S3-G214 became an even more skilled infiltrator. He was also trained in skills to open up tactical options, such as acrobatics, gymnastics, and Parkour; these skills made him an extremely agile infiltrator who was difficult to predict.
Following his 'graduation' assignment, in which S3-G214 (along with te other members of Fireteam Omega) assassinated a corrupt Nation Z official, S3-G214 was slated for temporary cold storage. Before this could occur though he was contacted by a benefactor going by the name Iyashii. The benefactor promised S3-G214 freedom, and provided him with a D. Chip, iX, and a getaway vehicle.
Since then he has been pretty damn difficult man to hunt down, assisting the ONB offhandedly while working hard to fulfill contracts. He's taken part in the absolute destruction of the Stargazer Bahamut, resulting in the death of Sephiroth, and a few other last dramatic events.
With the appearance of Heartless on the net and a subsequent accidental shift from his world to Traverse town, Kimera is more confused than anything else... iX on the other hand...
Mashed Potatoes? The proof is in the pudding?
Edited by Ichi, Sep 29 2009, 04:06 PM.
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