Jump to content

Synchro Frame: Identity [OOC/PG-16+/Started/Accepting]


Recommended Posts

Opening Theme: Blazing- GARNiDELiA

 

Ending Theme- Blue Skies- Hiroshi Okubo, Stephanie Cooke

 

~IC Thread~

 

~Tactical Roleplay Arsenal Productions presents~

 

~A Zai Mecha Anime Roleplay~

 

 

jt28pw5.png

Act II: Identity

 

 

~Hosted by: Zai, Nai~

 

~Original Characters created by: Zai, Nai, Ketodama, Chaos Sonic, Dad, Mako, Toyo, Neph, Aix~

 

~Mechanical Designs by: Zai, Ketodama, Nai~

 

~Logo by: Aix~

 

 

[spoiler= Terms, Information, and Rules]

[spoiler=What is Synchro Frame?]Synchro Frame, or SF for short, is a military science fiction roleplay. Inspired by the mecha anime of the 1980's, 90's, and 00's, Synchro Frame takes place on an alternate, future Earth. With the planet ravished by warfare and pollution, much of the human race has migrated to the skies, living in massive floating habitats called Shells. Left to fend for themselves on the surface and oppressed by the Shells' government, those left behind have begun to wage war upon those living in the skies. Both sides of the war make use of advanced humanoid weapons known as Combat Frames in battle. Equipped with the revolutionary new Allegorical Manipulation System and armed with cutting edge weapons, the most powerful Combat Frames are known as Synchro Frames. The story of Synchro Frame focuses on TRAP: a team of the Shells' best Synchro Frame pilots, who routinely take on high risk, critical missions.

 

[spoiler=What Can You Expect?]SF is an animesque rp. Specifically one modeled after and paying homage to real robot mecha anime of the 1980's, 1990's, and 00's such as Gundam, Macross, VOTOMS, and L. Gaim. As such, you can expect tropes and themes present in those shows to be present and accounted for here. As you may have already guessed by the PG-16+ rating, this means that the RP's content can and will include adult themes and imagery.  As well, both the characters and the giant robots here should be presented as relatively realistic, in keeping with the kind of story that SF is trying to tell. As a result, Nai and myself are going to be looking for certain things when judging applications in regards to both characters and mecha. As a general guideline, staying away from using a large amount of modern anime stereotypes (moe, unrealistically young characters, supernatural abilities, etc) is best, since the RP is geared toward more realistic characters. Though obviously done on a case-by-case basis, Mecha should also follow the same guidelines. Mecha in SF are realistic and miliatristic, but still humanoid, and as such those traits should work as a general guideline for what we want in mecha designs (reading over the established mecha profiles helps too!). For more specific examples, google image search armored core or frame arms for the types of machines that tend to appear in the setting. Do be prepared to edit your applications several times, as Nai and I are going to be very exacting with what we want from applicants.

 

[spoiler=Rules & Info]First and foremost, all YCM and RP section rules apply. Other than the obvious, the hosts' word is law here. What we say goes, be it a permanent application denial or edits we may want you to make, and that is final. SF is structured similarly to a television anime series. The plot will unfold episodically, with each "episode" being denoted by a title card and a link to the RP's current OP. As well, story arcs (refereed to in the OP as Acts) are denoted by a subtitle in the OP and thread title. Each act has its own independent episode count, and can be considered roughly analogous to a season of a TV series. Before applying, it is strongly recommended that you read the OOC's Opening Post in its entirety, as it contains pertinent information about the setting, plot, mecha, and technology of the RP. Like many of my other RPs, I will be running a skype chat for participants of SF. Anyone wishing to join the RP is strongly advised to also join the skype chat. If myself or another participant in the RP has your contact info, you will be added. If not, please PM your Skype contact information to me on YCM. Other than that, be sure to have fun!

 

 

 

 

[spoiler=The Setting]

[spoiler=Overview]Synchro Frame takes place on an alternate, but similar Earth to our own. Landmasses and Nationalities/Ethnicities are, with a few minor exceptions, the same as the real world, and history is, up until the 20th century, identical. Due to the numerous destructive wars and radical politcal shifts in the SF universe, the world has for the most part lacked a consistent enough period of stability to achieve a rate of technological and cultural advancement as rapid as our own, and as such the world of Sychro Frame much more closely resembles the more cynical, modernist universes depicted in 80's and 90's mecha anime than its 2220 date would otherwise indicate. Of particular note is the lack of space exploration (Despite more than sufficient advances in rocketry to attempt it) as well as the absence of nuclear weaponry. Instead, radical advances in robotics and alternative energy have been made, allowing for a semi-effective solution to the energy crisis, as well as the development of mecha and limited cybernetics.

 

[spoiler=Alternate History]Due to the lack of atomic weaponry, the second world war was won by purely conventional means, causing a much greater loss of life for both the Allies, as well as Japan & the Axis Powers. Subsequently, without the deterrent provided by nuclear weapons, the Cold War between the United States and the Soviet Union quickly grew into a third world war in the year 1979, causing global devastation and millions of deaths as the communist and capitalist power blocs vied for control. Like the first world war, the third ultimately ended in a stalemate, with both superpowers’ economies in shambles and armed forces depleted thanks to 10 years of continuous fighting. China rose to prominence in the final decade of the twentieth century as the USSR and the US struggled to recover following the third world war. By 2030, the three nations had become roughly equal in military and economic power, and the world settled into a 50 year period of relative stability as the three superpowers entered into a second cold war. However, it was not to last as a combination of overpopulation, scarcity of natural resources, and over a century of oppressive government at last caused the USSR to collapse in bloody civil war between China-backed pro- and US-backed anti-communist forces in the year 2082. Soon both superpowers dropped the pretense and the most destructive war in human history began, costing over a billion lives as both superpowers and their respective allied nations fought each other on all 7 continents over a period of over 20 years, with all sides making use of horrifying biological and chemical weaponry and scorched earth tactics. Those few nations that remained neutral consolidated under the banner of the United Nations, defending their neutrality with whatever force they could. The fourth world war saw the utter ruin of the Earth’s ecosystem due to both widespread combat and pollution caused by the massive buildup of wartime industries. It came to an end in 2102 with the overthrow of the hardline Chinese government and the subsequent ceasefire called by a battered and nearly defeated United States. In the aftermath, the world was left a blasted desert ruin, with most nations collapsing entirely due to the worldwide environmental disaster and the collapse of the worldwide war economy in the wake of the ceasefire.The following decades were a time of chaos and struggle as borders eroded and refugees flooded the more stable UN-controlled territories. During this era, the first Siedrich-Tesla (ST) drive was created. Using a malleable magnetic field known as a Siedrich field to manipulate an internal supply of charged plasma, the ST drive creates power through the perpetual motion of its plasma supply. Requiring nothing but a tesla coil, magnetized, heat-resistant chamber, and a fixed amount of an easily ionizable gas, the ST drive was quickly mass-produced by the UN. With a viable energy source, the UN was able to stabilize and gain enough power to bring the world population under its control in the proceeding decades.

 

[spoiler=The Shells]By 2137, the UN had brought much of the world under its direct military control. Despite bringing much of the world under one banner, however, overpopulation and the desertification of the planet were a constant threat to stability. In order to ease the burden, the Shell System was devised. Consisting of 27 supermassive floating habitats, the Shells were to become a new home for the human race. With their completion, the UN reorganized itself, becoming the Shell Federation, and formally declaring its sovereign dominion over the planet.

 

Unfortunately, all was not well with the new system. Roughly half of the human population was forced to remain behind on the surface while the wealthy and powerful ascended to a new home in the skies, taking up the limited space on the Shells. While some of those left behind were given food and shelter in exchange for operating the resource plants and atmospheric elevators that fed the Shells, most were left to fend for themselves amidst the decaying ruins of terrestrial civilization. Without support, many of those abandoned died of starvation or disease, while those that survived were forced to eke out a living from a dead world.

[spoiler=SAF]This situation persisted for decades. While the population living in the Shell system enjoyed an idyllic, cosmopolitan lifestyle,  those  who remained on the ground suffered terribly in the harsh conditions. Naturally, tensions began to rise as the increasingly malcontent surface population began to chafe under The Shell Federation's rule. Eventually, rioting broke out on the surface, threatening to disrupt the supply of raw material to the Shells. In order to maintain order and ensure the stability of the Shell System, the Shell Federation upgraded and reorganized the world's military forces, eventually forming The Shell Armed Forces (Otherwise known as SAF).SAF's first goal was to quell the unrest on the surface by any means necessary. In order to accomplish this, SAF developed Combat Frames: Humanoid mecha that excel at both aerial and land-based combat. With the advent of the Combat Frame, SAF was able to exert a much greater degree of control over the populace on the ground, bringing many regions completely under SAF hegemony and forcing dissident factions into hiding in the wastes. For a time, this method of control worked. However, conditions in SAF-controlled areas were often harsh, with SAF forcing the inhabitants to work in resource plants and herding them into collective settlements where they were more easily controlled. Those who could escape SAF's control fled to independent settlements and reestablished cities, most of which SAF was either unable to bring completely under its influence or ignored entirely due to a lack of resource interests. These independent areas quickly became hotbeds for anti-SAF sentiment, oftentimes acting as home bases for small armed rebel groups that struck back against SAF interests on the ground. Styling themselves freedom fighters, these rebels began building up a cohesive network of allied but independent paramilitary organizations, stealing war materials from SAF and eventually fabricating their own weapons and combat frames in order to combat SAF's military forces and attempt to free their oppressed compatriots. As the years wore on, these gurellia movements became more commonplace, and their actions more overt, with skirmishes between SAF military units and comparably armed rebel forces becoming increasingly common. Eventually, the insurgents grew bold enough to sabotage and launch strikes against the Shells directly. Naturally, this caused conditions on the ground to further deteriorate. With SAF having to commit more resources to rooting out the insurgents, their control of the ground began to weaken, and the situation became increasingly violent and unstable.

[spoiler=War]

Ultimately, SAF responded to the growing threat by declaring martial law on the surface, and deploying its numerically superior forces en masse. While in theory this police action would both both to root out the conspirators behind the increasing number of attacks and bring the situation as a whole under control, it ultimately backfired, as the insurgent forces gained even more support. The zeal of their attacks increased, which in turn caused a further escalation of SAF's military presence, and so on until events came to a head.

 

At the time, the city of San Loma was one of the largest and most prosperous settlements on the surface, having been able to remain relatively independent and self sufficient. In the wake of SAF's police action, SAn Loma had become a hotbed of anti-SAF sentiment. In order to defuse the situation, SAF deployed additional troops to the city. No one is quite sure who fired first, but the relatively calm arrival of SAF forces quickly gave way to rioting and full scale combat as insurgent Combat Frames entered the area.The conflict in San Loma quickly spiraled out of control, and SAF was forced to bomb the city in its entirety to quell the violence, killing hundreds of thousands of civilians and rebels alike in the process.

 

This was the last straw for those on the surface. Using San Loma as a rallying cry, one of the most radical and overt insurgent groups, Terra Firma, brought the entirety of the anti-SAF movement across the globe into its fold. With public opinion on the surface firmly and vehemently against SAF, TErra Firma gained manpower, materiel, and public support at such a rapid rate that the paramilitary organization became the de facto governing body of the surface within months.  The new superpower quickly used its newfound position to formally announce the surface's independence from SAF, and simultaneously declared war against the Shell Federation. Opening with a volley of fire from its new Spirit of Motherwill class fortresses on January 9th 2217, Terra Firma's assault killed millions, and nearly shot down Shell Eden. Armed conflict between the two superpowers quickly spread across the globe, with both factions being roughly equal in strength and manpower.

 

Fast forward to the year 2220. The war between SAF and Terra Firma has been locked in a deadly stalemate, with neither side able to gain a clear advantage. Thousands of lives have been lost on both sides due to SAF’s relentless bombing campaigns, as well as numerous bombardments on the Shells by Terra Firma heavy artillery. As well, advances in mecha technology have led to the creation of the Synchro Frame: Combat Frames that make use of the pilot’s brainwaves to produce lightning-quick reaction times. Though compatibility with the control system limits their numbers, Synchro Frames have proven capable of rapidly changing the tide of battle with their advanced weaponry and high performance, and the new mecha have been quickly adopted by both sides. Trying to gain an edge, SAF has created a secret unit of Frame pilots to execute high-priority operations in all theaters of the war, called the Tactical Response Advance Platoon, or TRAP for short. Stationed in an underground base on the surface, TRAP has quickly proven itself to be frighteningly effective in combat.

 

 

 

 

[spoiler=The Story so Far]On September 28th, SAF's Tactical Response Advance Platoon participated in a large scale engagement with Terra Firma amphibious landing forces in northern Ireland. Though the battle ended with a SAF victory, Lieutenant Lauren Vega went missing in action after being shot down in single combat with Terran ace Drayden Seidrich. Despite the loss of its pilot, LT. Vega's SF, Canis, was recovered mostly intact, and was returned to TRAP after undergoing repairs. Unfortunately, like all Synchro Frames, Canis's AMS was permanently tuned to the brainwaves of its pilot, and would therefore not respond to any individual with a dissimilar brainwave pattern. With no available pilot for the machine and TRAP in need of manpower, it was decided that Lauren's younger brother, Leo, then just 17 years old, would replace his sister in the cockpit, as he was also compatible with the AMS and his brainwaves were similar enough to his sister's that Canis would respond.

 

Despite his unwillingness to become a soldier, Leo was drafted and extremely rapidly rushed through basic combat frame operations training over a two week period. The newly instated Ensign's introduction to TRAP was rocky at best. Not only did he run afoul of unit commander Adleheid Schwartzchild on his first day, but he was also forced to sortie along with the rest of the unit when the SFS-XA1 Drachenrand, another of TRAP's synchro frames, was spotted while out on an unauthorized reconnaissance mission.

 

The following two weeks saw a lull in the fighting, during which TRAP pilots Atellier Hollyfield, Feng Lee, and Akira Jiyuu were transferred to other units fighting on the front lines. Meanwhile, unbeknownst to her former comrades in SAF, Lauren Vega had joined Terra Firma, and was now piloting a new Synchro frame as a member of Drayden Seidrich's "Shark Team" autonomous frame squad. Under orders from Anaheim Avionics CEO and Terra Firma financial backer Miles Grunder, Shark team oversaw the transfer of the prototype remote drone warship trilobite to the flagship of Terra Firma's Atlantic Forward Fleet: The Spirit of Motherwill Class Fortress Dark Tide. Though technical issues with Lauren's SF grounded Shark Team, the Trilobite was successfully deployed against a SAF patrol in the mid-atlantic, but not before the SAF reconnaissance CFs managed to report the location of the Atlantic Forward Fleet to SAF HQ.

 

With the AFF in its sights, SAF mobilized a full scale naval and airborne taskforce to intercept the Terran force before it could reach the Mediterranean Sea and reinforce TF ground troops on the Iberian peninsula and in north Africa. The two battlegroups met each other in the early morning of October 31st, with SAF's forces attempting a pincer maneuver from the east and the south. Unfortunately for SAF, however, the AFF, led by the tactically brilliant Admiral Takeo Yoshino and his ferocious protege Vice Admiral Zalwara Adachi, was more than prepared, and  slowly gained the upper hand as the engagement wore on. 

 

With the battle shifting in Terra Firma's favor it fell to TRAP to turn the tide, and despite being at barely half strength, Lieutenant Commander Gavin Decker led what few active pilots he had available, including Ensigns Leo Vega and Melissa Juniper as well as  Johan and Heinrich von Drackenmoore, the pilots of the Drachenrand, into the fray. TRAP's arrival on the battlefield was enough to even the odds, with Commander Decker even managing to rescue Owen Bell, the pilot of another SAF SF, from enemy naval forces.

 

Despite the initial success, however, the AFF ultimately regained the upper hand by deploying the Trilobite once again, this time escorted by Vice Admiral Adachi as well as PRISM test subject Nisaria Black in their SFs. TRAP regrouped and met the Trilobite and its escorts head on, and though they were successful in destroying the new enemy weapon, both Owen Bell and Melissa Juniper were shot down in the engagement. Ultimately, despite TRAP's intervention, SAF's taskforce sustained crippling casualties, and was forced to retreat from the battle zone. Though Owen Bell and what was left of his SF was recovered, TRAP was unable to locate the remains if Melissa Juniper's unit in time, and she was declared MIA.

 

In the aftermath of the battle in the Atlantic, the AFF was able steam unopposed into the Mediterranean, recovering both the remains of the Trilobite as well as Melissa Juniper and the remains of her SF along the way. TRAP, meanwhile, limped back to their base in the Italian alps to lick their wounds and prepare for the storm that was sure to be gathering over Europe.

 

Three weeks have passed since then. With TRAP still severely understaffed, its been decided that new pilots, frames, and equipment will be transferred in to replace the team's losses. Meanwhile, Melissa Juniper remains a prisoner onboard the Dark Tide as the AFF makes preparations to renew their offensive on SAF territory. 

 

 

 

[spoiler=Database]

As the RP progresses, expect the database to be updated with new and revised entries. You will be notified via the OOC thread if myself or Nai make any changes.

[spoiler=The Shell System]

Shell.jpg

The Shell system is a series of floating habitats made to house roughly half of humanity after the ravaging of the earth by wars and pollution. Governed by the Shell Federation, each of the 27 Shells houses about 149 million people within it. Shells are mobile, able to fly and maneuver thanks to a series of gargantuan, ST Drive-powered thrusters. Each Shell must dock with an atmospheric elevator to take on supplies and materials every three months. While in flight, Shells routinely hold at a stable altitude of 15km, avoiding most weather patterns while still staying within the protection provided by the ozone layer. The interior of a Shell is nearly identical to a typical 21st century cityscape, save for the fact that there is an artificial ceiling and weather patterns within the shell are mechanically controlled. Shells also possess agricultural and production zones that produce food and goods for residents from raw materials taken on at the atmospheric elevators.

 

[spoiler=Atmospheric Elevators]PJvXxhu.jpg

The gargantuan structures that serve as landing pads and lifelines for the Shells, the atmospheric elevators are in some ways more valuable to the Shell Federation then the Shells themselves. Each of the 13 elevators stands roughly 14.8 Km tall, and is capable of supporting the additional weight of a Shell docked on top of it for an indefinite period of time. The elevators, and by extension the resource plants and communities at their bases, are responsible for feeding the Shells the raw materials and base goods they need to stay in flight, feed their manufacturing plants, and grow food for their populaces.  Each Shell routinely docks with an elevator 4 times a year, with the landing and loading schedules staggered so that the 13 elevators can reliably feed all 27 Shells. It takes roughly nine days for a Shell to be completely resupplied, though Shells have landed on the elevators in the past to take on smaller loads of supplies when the need arises. Due to their importance to the Shell Federation's survival, the airspace and territory surrounding the elevators are always heavily guarded by SAF forces, and the communities surrounding them are kept firmly in line by SAF MPs. Since the outbreak of war, 4 of the elevators have fallen into disuse due to their location within dangerous Terra Firma controlled territory, leaving SAF with 9 elevators under its control, including the cluster of 3 pictured above at former UN GHQ in India. The remaining six are scattered throughout SAF's territories in North and South Africa, South America, Australia, Western Europe, and Eastern Europe.  

 

[spoiler=The Shell Federation]

Formed in the year 2137, The Shell Federation (sometimes simply referred to as the Fed') is the governing body of the Shell System. Controlled by a small parliament of popularly elected officials and high ranking military personnel, the Shell Federation's government most closely resembles the oligarchical governments found in mecha anime, such as Gundam's Earth Federation. Its elite control most of the power, and though its rulers are certainly willing to and capable of imposing totalitarian rule on the populace, the people living in the Shells enjoy a westernized cosmopolitan lifestyle, with civil rights for all living with in the Shells and limited self-government on the local level. Though pro-SAF propaganda has a large degree of impact on public opinion, the relative freedom of media in the Shells means that dissenting opinions are, at the very least, tolerated, and though the power of the average citizen is limited, the populace still exercises a degree of control over their leaders. All in all, the Shells' government isn't an ideal system, nor does it try to be. Instead the Shell Federation's focus is on maintaining the panacea of peace, happiness, and order for those in the Shells in order to maintain its control, regardless of the sometimes flagrant infringements in its citizen's civil rights it commits, or the oppression it forces on the surface.

 

[spoiler=SAF]The Shell Armed Forces, more commonly referred to as SAF, is the military arm of the Shell Federation. Though SAF does operate more traditional army and naval units, their primary fighting force consists of Combat Frames, fighter/bomber aircraft, and the airborne fortresses and carriers that house and maintain them while acting as massive weapons platforms. SAF machines tend to focus on more specific combat roles, unlike the more well-rounded machines operated by Terra Firma, and SAF combat doctrine emphasizes combined arms tactics and strength in numbers. SAF combat frames are lighter, faster machines often geared toward quick, decisive strikes, emphasizing speed, precision, and maneuverability over durability and firepower. As well, SAF pilots have more of a preference for melee combat than their Terra Firma counterparts, with SAF being the first of the two factions to develop plasma melee weaponry.

 

[spoiler=Tactical Response Advance Platoon (TRAP)]The Tactical Response Advance Platoon, or TRAP (callsign Raven), is an elite unit of SAF Synchro and Combat Frame pilots formed to execute high priority missions and intervene in any theater of the war. Operating out of a hidden underground facility located in the former Italian Alps and making use of an experimental airborne carrier, TRAP is often called upon to take out important targets or provide rapid reinforcements to SAF units in combat. Due to the massive threat the unit presents to Terra Firma, as well as its ability to deploy at any point across the globe, TRAP's existence is kept secret and information on the unit is sketchy at best. 

 

[spoiler=Terra Firma]Originally a rebel group formed in the city of San Loma, the sheer amount of overwhelming support Terra Firma has received in the wake of San Loma's destruction has morphed the organization into a strange amalgamation of terrorist group, nation state, and army. As a result, Terra Firma has become a superpower in its own right and the de facto governing body of the surface. Unlike the more banal, heavy-handed government of SAF, Terra Firma relies on its radical ideology and populist rhetoric to gain the overwhelming and enthusiastic support of the people on the surface. To the public at large, Terra Firma's men and women are freedom fighters and heroes, waging war for the betterment of mankind and the sovereignty of the oppressed surface. Though Terra Firma takes great pains to maintain this image, the reality is a far harsher one. Terra Firma was  and still is extremely radical, aiming not only to free the surface, but destroy SAF and the Shell System as a whole. Though this stance has been softened by the arrival of more moderate, level-headed minds simply aiming for surface independance, these hardliners remain within all levels of Terra Firma's forces. This combined with the level of zeal Terra Firma's soldiers display has led to acts that could be considered war crimes in combat as well as several morally questionable acts on the part of Terra Firma itself, including the constant threat of bombardment on the Shells themselves with heavy surface artillery, as well as top-secret soldier augmentation programs such as PRISM.

 

Despite its smaller numbers when compared to SAF, Terra Firma has managed to hold its own in the war thanks to a combination of innovative technologies and talented. motivated personnel. Though Terra Firma does operate some traditional army and naval units, the vast majority of its fighting force is composed of Combat Frames and the huge mobile fortresses that both act as their motherships and giant artillery platforms from which Terra Firma has been near-continuously bombarding the Shells and SAF’s airborne units throughout the war. Terra Firma machines tend to focus on versatility, making the most out of each individual piece of equipment. Terra Firma’s combat frames are geared toward prolonged combat with an emphasis on durability, versatility, and raw firepower, in contrast to SAF's more nimble, precise machines.

 

[spoiler=The Siedrich Effect] Named after its discoverer, Anton Seidrich, the Seidrich effect allows for the precise manipulation and shaping of special magnetic fields, known as Seidrich or S-fields, which in turn are used to mold and shape plasma for weapons or energy generating purposes. The most famous application of the Siedrich effect is the Seidrich-Tesla (or ST) drive, a type of generator that is both easy to manufacture and capable of producing energy perpetually. ST drives are used to power (or charge the batteries of) everything from phones to combat frames to the Shells themselves. S-Fields also have numerous theoretical and actualized combat applications, including shaping plasma weaponry and energy shields.

 

[spoiler=Combat Frames]The primary weapon used by both sides of the conflict, Combat Frames (Often shortened to CF or Frame) are 15 meter tall humanoid mecha designed to excel in, and rapidly transition between, both ground and air combat. As a result, all combat frames are equally capable of both flight and maneuvering on all terrain, though some models are more adept at certain roles than others. Battles between combat frames are fast and intricate, resembling a combination of a dogfight between fighter jets and a duel between warriors of ancient history, with frames often alternating between melee and ranged combat as battles move from the sky to the ground and back again.  Though each model of combat frame can differ greatly from another, the weapons carried by all combat frames tend to fall into a few basic categories.

  • Conventional: regular weapons ranging from rifles and bazookas to missile pods and melee weapons like swords and knives. These are the most common weapons found on combat frames and almost every type mounts at least one. Though largely rendered obsolete by more technologically advanced weapons systems, conventional weaponry is still the easiest, cheapest way to arm a combat frame.
  • Arc: The first weapon type to make use of the Siedrich effect for combat purposes, arc weapons use projected, linear S-Fields to fire high-powered bursts of electricity. Though arc weapons can cause a respectable amount of external damage, their real utility lies in their ability to wreak havoc with the target’s internal systems, making the limbs and equipment of opposing frames useless and starting internal fires in opposing carriers. Arc weapons tend to come in two varieties: cannons, which operate at mid-to-short range, and weaker tasers, which are uncommonly used as melee weapons.

  • Railguns: A more advanced type of ranged weapon that makes use of electric current and magnetic rails (or coils, in most rapid-fire designs) to rapidly accelerate projectiles, Railguns tend to take the form of sniper rifles and high-powered cannons when mounted on combat frames, though more recently both sides have begun to mass produce coil driven weapons that can fire at automatic speeds. Though railguns require more power than a conventional weapon, they pack a more powerful punch, and have largely replaced most conventional weapons in combat frames' stock loadouts.

  • Plasma Weapons: The newest and most powerful variety of weapons mounted on combat frames, Plasma weapons make use of the Siedrich effect to weaponize ionized gasses. Plasma weapons are extremely powerful, able to cause extreme levels of damage to a target thanks to the intense heat and energy of the plasma produced. Though rarely mounted on regular combat frames due to the expense of producing such weapons, Plasma weapons commonly see use on commander’s variants, as well as the highly customized Synchro Frames. Plasma weapons tend to come in the form of either rifles, which fire blasts of plasma at mid-to-long range, or blades, which make use of the Seidrich effect to shape the plasma into the form of a blade. Plasma blades can be used to parry other plasma blades, and this often results in spectacular melee duels between the elite frame pilots that tend to wield them.

     

[spoiler= Synchro Frames]Synchro Frames (sometimes referred to as SFs) are special Combat Frames equipped with the Allegorical Manipulation System, or AMS. The AMS is a powerful control system that reads the pilot’s brainwaves and translates them into movement for the Synchro Frame. In other words, a pilot can control their Synchro Frame via their thoughts. As a result, a skilled pilot can make use of a combination of the AMS and traditional controls to produce 1:1 reaction times, meaning that a Synchro Frame can move and react to a pilot’s control inputs just as fast as a pilot’s own body reacts to signals from their brain. This makes Synchro Frames immensely powerful, as this allows them to maneuver and react nearly three times as fast as the average CF. However, the AMS is incredibly expensive to produce, and can only be utilized by individuals with a certain compatible brainwave pattern. As well, each individual AMS must be permanently tuned to read the brainwaves of its pilot. As a result, Synchro Frames are very few in number, and most are heavily customized (or outright unique) extreme high-performance units made to cater to their pilot’s fighting style in order to maximize their effectiveness on the battlefield.

 

[spoiler=Anaheim Avionics]Originally established in the chaotic post-war era prior to the founding of the Shell Federation and the construction of the Shells, Anaheim Avionics is one of the largest corporate entities on the planet. Well known for being a prolific producer of military armaments as well as consumer goods, Anaheim stands out due to both its surface-based location and decentralized infrastructure. This position has given the company a certain degree of autonomy from the otherwise overbearing SAF, as many of their assets are both vital to the war effort as well as the daily upkeep and maintenance of the Shell System. Though uneasy, this arrangement allows Anaheim to turn a larger, more reliable profit in exchange for a better rate and easier access to their services and goods for SAF.

 

Despite the arrangement however, Ananheim is and has been the primary financial backer and arms supplier of Terra Firma since the organization's inception, with Anaheim's engineering division being largely responsible for designing Terra Firma's 101 Myrmidon (and subsequently all derivative designs), as well as modernizing the old US plans for the Spirit of Motherwill class. Thanks to both its massive size and its essential ties with SAF's own armed forces, SAF officials tend to overlook (or be unaware of) Anaheim's support of Terra Firma, allowing the company to implement the rather devious business model of using profits from SAF equipment sales to help fund Terra Firma's own weapons development program.  

 

[spoiler=PRISM]A top-secret soldier augmentation program conducted by Terra Firma before and during its rise to power, the goal of PRISM is to produce extremely capable frame pilots for force multiplication and combat testing purposes. Utilizing orphans taken from San Loma and other similar surface settlements that had been attacked by SAF prior to the outbreak of the war, the PRISM program involves heavy use of psychoactive drugs, rigorous combat training, medical augmentation, and indoctrination. Side effects of the procedures and medications included mental instability (in some cases manifesting as severe anxiety, schitzophrenia, and/or paranoia), mild-to-severe long-term memory loss, increased aggression, and (as was discovered after the program's conclusion) extremely high Allegorical Manipulation System compatibility. Originally beginning with 20 test subjects, all but 1 of the program's first "class" died or was rendered otherwise unfit for duty by complications during training or augmentation. A second "class" of 20 candidates was drafted roughly two years later, producing a more successful crop of seven. Each candidate is designated by a number and color, which also serves as their battlefield callsign (for instance, Rio Blanc, Class 2's 5th "graduate" is officially designated White-13). Since the outbreak of war, the eight remaining PRISM subjects have seen action, with two being killed in action during the war's first year, a third being lost the next, and the remaining active five subsequently receiving Synchro Frames once their compatibility was detected. A third class is planned, but has not yet been recruited by Terra Firma.

 

 

 

[spoiler=Personnel Files][spoiler=SAF][spoiler=Owen Bell]Screen_Shot_2016_08_04_at_12_51_06_AM.pn

Name: Owen Bell

Age: 24

Rank: Lieutenant Junior Grade

Machine: SFS-126 [uNDESIGNATED]

[spoiler=Description]The Tactical Response Advance Platoon's new number 4. Technical and engineering specialist. Callsign Raven-7. A man who at once seems right at home and wholly out of place in TRAP, he's a consummate pilot with an incongruous personality. Eminently reliable both on and off the battlefield, he nonetheless possesses a certain youthful naiveté which can cause him to underestimate his peers and, more alarmingly, his enemies. Despite this, his skills in mechanical engineering, as well as the firepower of his machine, make him an invaluable asset.

 

Full File

[spoiler=Akira Jiyuu]Mqexm4B.jpg

Name: Akira Jiyuu

Age: 20

Rank: Ensign

Machine: SFS-71X-03 Raiju Kai

[spoiler=Description]Tactical Response Advance Platoon number 6. Close combat specialist. Callsign Raven-6. A hothead with a bad attitude and a huge chip on his shoulder. Assigned to TRAP mainly as a way to keep him out of trouble, his exceptional piloting ability nonetheless makes him a valuable asset. Does best operating solo, and often takes point in formation. He's softened up noticeably as of late, and his work ethic seems to be improving. Re-assigned to TRAP after his transfer by request of Thomas Renner.

 

Full File

 

 

[spoiler=Terra Firma]

 

 

 

[spoiler=Application Templates]

[spoiler=Character]Name:

Age:

Gender:

Faction:

Occupation:

[spoiler=Appearance]

(Picture is allowed, but 4 lines of description minimum regardless)

 

[spoiler=Personality]

(Self explanatory. 6 lines minimum)

 

[spoiler=Biography]

(Same as above. 6 lines minimum)

 

Machine: (If applicable)

[spoiler=Skills/Specializations]

 

 

[spoiler=Misc. info](Trivia, theme songs, or other information that doesn’t fit in the other sections of the app.)

 

 

[spoiler=Machine]

Unit Model Number & Name:

Unit type:

Faction(s):

Pilot(s):

Overall Height:

Top Speed: (Both walking/skating and flying)

[spoiler=Image(s)]

 

[spoiler=Description](A summary of your unit’s history, weapons, abilities, combat role, etc. no minimum, but the more detailed, the better.)

 

[spoiler=Armaments & Equipment Information] (Feel free to get creative here, but nothing too ridiculous. Also if your Frame has unique equipment, explain it in detail. Otherwise for more standard stuff, a list is adequate enough. including images of your weapons is encouraged.)

 

[spoiler=Misc. info](Trivia, theme songs, or other information that doesn’t fit in the other sections of the app.)

 

 

 

 

[spoiler=Links]

 

Link to comment
Share on other sites

  • 2 weeks later...

This is just a post for me to dump everything I have that's relevant to this. also zai can steal it if he wants to idk

 

[spoiler=Owen Bell]

 

Screen_Shot_2016_08_04_at_12_51_06_AM.pn

"You know, I'm too young for this. And really, I'm not even all that young. Is 24 generally young? What's the average age of death nowadays?"

 

x393wz.jpg

Personal Information

x393wz.jpg

Name: Owen Bell
Age: 24
Sex: Male

Faction: TRAP

Occupation: Pilot / Engineer

x393wz.jpg

[spoiler=Appearance:]

Screen_Shot_2016_08_04_at_12_50_24_AM.pn

A young lad fitted with short dark grey hair and a slight smile. A very slim build that reflects his active, tinkering nature in the bowels of the Shell, not to mention he doesn’t eat all that much. His face once exuded confidence, with a sort of naivety you would probably expect from a Shell native, but being combat active soon changed his demeanor to a less exaggerated version of what he used to be. Wears a loose and comfy pair of grey slacks and a light grey dress shirt. He always has a holster at his size, loaded with an old Unika Model 8 Revolver, a large pair of work boots, and is never seen without a pair of goggles, a habit from his secondary profession.

 

x393wz.jpg

[spoiler=Personality:]

Owen can generally be defined as a good-natured individual, though not as much as he once was. His old upbeat, joyous persona took a hit over the time of his service, particularly after a certain battle only a few weeks prior to his introduction to trap. Regardless, he's generally pleasant, carrying around a positive demeanor, with a solid work ethic and unending loyalty to his friends and those he respects. He also prefers to not drink socially, saving it for his personal quarters.

 

Though his knowledge of the way the world works still lacks in comparison to his peers, a large portion of his naivety died with his comrades during that fateful battle, though it had been slowly chipped away throughout his career. He gained a sense of self and his position in life, and took a loss to the prideful confidence he once held, instead keeping himself far lower on the totem pole of life. He tends to not interfere in the matters of others anymore, up until a certain threshold, preferring to stick with those he knows well enough to consider friends. However, he is not withdrawn, and will often make small talk with those around him from time to time.

 

A certain cynicism has crept into his mind. While he tries to keep it on the down-low, it occasionally makes itself known, much to his own displeasure.

 

 

x393wz.jpg

[spoiler=Biography:]His early life on the Shell from which he came was nothing short of unimportant. Born into a middle-class family like thousands of others, went to school like thousands of others, graduated and found a job the same. From constant pressuring from teachers and parents who noticed his technical aptitude, Owen ended up under the apprenticeship of one of those who spends their whole life down within the internal structure of the Shells as a mechanical engineer.

 

Life in Shell, though not particularly dangerous, was always dirtying, grimy, and difficult. One might spend hours in dim red lights, banging away at a bent subsystem or trying to replace a burst pipe system. The automated maintenance systems did lighten the load, but it was very difficult work regardless. Occasionally, one might slip on a puddle from a steady drip (of which one was probably there to fix) and hit ones’ head against the wall. Or perhaps a pipe will burst in ones’ face whilst working on it. It was these conditions that tempered Owen; his senses became sharpened, his reflexes modified, and his understanding of mechanics only improved.

 

Within the years, up until he was 20, his experience only increased and was promoted to the top mechanic in his sector. He’d often spend hours, sometimes days down in the bowels, removing any issue he came across. Sometimes, he wouldn’t even go down with any objective in mind; the place was his home, his silent zone, a place where he could think and relax in the utmost peace and privacy, to the point where he had abandoned the standard tag-team system years ago. He had money, he had solace, he enjoyed himself and the relationships he had.

 

Despite all of this, he still felt something was missing. Something… something of which he has no way of knowing, describing, or placing any value on. He knew it’d be a foolhardy attempt to try and ask people about it, since he wouldn’t know what to ask for. He also knew it useless to try and research it, since he wouldn’t know where to start. He had hit a brick wall. What was needed would be somewhere where experience comes fast and brutally, where the world would come to him and share with him its secrets.

 

At the age of 21, with little knowledge of the world outside the Shell, Owen joined the SAF as a prospective engineer. As events would have it, his reflexes and mechanical aptitude landed him a role as a Combat Frame pilot. However, upon the introduction of the Synchro Frame a year later, he immediately was transferred into a training program for such frames, waiting for a certain frame to be modified. As one of those pulled into the SAF's SF recruitment rotation, this was his big chance. With any luck, he’d be able to live up to the expectations of those before him, and find exactly what mysterious part of his life he was missing.

 

Upon losing his entire battalion in a battle against an unknown enemy weapon and subsequently joining the TRAP group, what he found wasn't exactly what he wanted.

 

 

x393wz.jpg

[spoiler=Skills/Specializations]Capable of fair mechanical feats due to his experience within Shell, such as repair work or modifications. An above average pilot able to keep up with those more experienced than him, while lacking the experience to surpass them.

 

x393wz.jpg

 

 

 

[spoiler=126]

 

Unit Model Number & Name: SFS-126

 

Unit type: Fire Support

 

Faction(s): TRAP

 

Pilot(s)/crew: Owen Bell

 

Overall Height: 15m

 

Top Speed: Ground, 185kph. Air, Mach 0.8

 

[spoiler=Image(s)]cc0a7f2261c3758b3b68b57354b45daf.jpg

Standard

 

7d877c74506a7c80563eb3733743bca3.jpg

Deployed

 

 

 

[spoiler=Description:]A generic frame fashioned from specifications received of Owen's old Nakahi, the frame attempts to emulate the style of combat Nakahi specialized in, although it missed the mark by a bit.

 

The frame itself is entirely competent, and an effective combatant, although it has not been tuned to any specific specifications, leaving it lacking in many ways. However, by virtue of being a Synchro Frame, it is not one to be messed with, being capable of doing that which Synchro Frames are expected to do.

 

With its heavy armor, the 126 is a sturdy frame, capable of taking quite a few hits and still functioning afterwards. However, due to this, and due to it lacking any sort of additive thrusters, the 126 is a very slow machine, with its weapon load not helping in any way. However, it does gain a degree of firing stability when on the ground, with deployable stabilizers, but it becomes an easy target in the process.

 

 

[spoiler=Armaments & Equipment Information]

2x 120mm Undershield Snub Gauss Cannons

-Higher power, but slow-firing, these cannons are great for dealing fairly heavy damage to large targets, though its accuracy is lacking.

 

2x 100mm Shoulder-Mounted Sniper Gauss Cannons

-With more juice pumped into it, these lower power cannons have a greater overall velocity and accuracy at longer ranges, being able to plink of slow to medium speed targets from a distance.

 

3x Undershield Micro Missile Pods

-While lacking in power, MMPs are an effective close-range solution should the enemy approach, rapidly and wildly spreading out in front of the user. However, with only 24 missiles in total, they tend to lack longevity in sustained conflicts.

 

2x Shoulder-Mounted Shields

-While typically not capable of blocking direct hits, these shields are very effective at deflecting projectiles, and serve to prevent plasma damage to the majority of the frame should they be hit. Not only that, but they also serve as a “when all else fails” melee solution should the opportunity present itself.

 

 

 

 

[spoiler=Misc. info]N/A

 

 

 

Link to comment
Share on other sites

  • 2 weeks later...

[spoiler= Sarah Shepard]

 

[spoiler= Sarah Shepard]

Name: Sarah Shepard 
Age: 23
Gender: Female
Faction: Terra Firma
Occupation: Frame Pilot
 
Appearance:
[spoiler=Image]
7cb0b498afe918b743e9f69a1bd215f3bed31717

 

Sarah is a decently tall girl at 5' 11" tall with an athletic build accomplished from frequent exercise. Sarah has short, chestnut-brown hair framing a youthful face that straddles a line between "cute" and "tomboy". When not in her flight suit, Sarah normally is seen sporting some form of a cut-off jacket, regular jacket (normally of the leather persuasion), or some occasions a tank-top with denim shorts. Sarah's never been one to really care about dressing "cute" or "pretty", but definitely doesn't want to look like she doesn't put an effort in to look good.
 
Personality:
Sarah is... a lot of things to a lot of different people. Some may say she's loyal and fearless, while others will say she's thick and stupid. Sarah is an incredibly out-going and energetic individual; always looking for some thrill to seek, or generally anything to keep her moving. This has gotten her into a fair amount of trouble in the past, but she's learned to bite her tongue when the superiors are on her case. Sometimes. Among the other TF pilots, Sarah is known to be strong-willed and has never left a man behind; at least not willingly. Considering her sociability, Sarah gets along with a wide variety of people very easily, but can often get on the nerves of those that would rather relax or be left alone.
 
Regarding her... thick-headedness; Sarah can be incredibly stubborn towards what she sees to be right, or towards what she believes in. This can often lead to a wide variety of arguments that can get very heated very quickly; and even in the face of compelling evidence, Sarah would rather cover her ears and forget the situation ever happened. On top of her stubborn nature, and the fact that she can't quite sit still, Sarah's preferred method of problem solving is often incredibly direct and forceful, and this can lead to many problems for a lot of people. While Sarah has learned to bite her tongue in some areas, this is one that the superior officers have learned to work around instead of expect her to change in.
 
Biography:
Sarah Sherpard was born and raised in San Loma as the oldest of three children, where her family lived. Her family was in the middle-class, her father worked a blue-collar job in construction and her mother was a receptionist for the city's administration. Sarah herself was working with aviation, hoping to become a pilot and, eventually, a stunt pilot. On that day, three years ago, she was taking her final exam in a training jet when the fighting broke out. The planes were all called back to the airfield, but stray bullets had hit Sarah's plane. She crashlanded outside city limits, and was only able to watch as the SAF bombed San Loma to the ground.
 
Only a couple days were spent hunting for her family, her search ultimately ending fruitlessly. Terra Firma found her using some of the rubble as shelter, and took her in as a refugee. From there, she worked her way up in the military before ultimately becoming a well-respected frame pilot. Sarah's deployments were limited mostly to reconnassaince as well as leading some strike forces on key targets, such as convoys or enemy outposts. Sarah has yet to see deployment in any major offensives towards the shells or any civilian locations.
 
Machine: TF-045S "Blue Demon"
Skills/Specializations:
  • a stronger-than-average resilience to G-forces and rapid movement changes while piloting a Frame
  • very skilled in kick-boxing
  • also incredibly skilled at volleyball
  • A strong pilot with good AMS compatability; but can often lose some of that synchronization the more heated she gets.
Misc. info:

 

 

 

[spoiler=TF-045S "Blue Demon"]

Unit Model Number & Name: TF-045S "Blue Demon"
Unit type: Assault/Interceptor Rapid Deployment Frame
Faction: Terra Firma
Pilot: Sarah Shepard
 
Overall Height: 15.3 meters
Top Speed: On foot: 270 km/h | With Booster Assist: 320 km/h | In Air: Mach 1.45
[spoiler=Image]
eeqre2z.png?1

 

[spoiler=Description]
The "Blue Demon" started as a sort of pet project; taking an interceptor-class frame and seeking to boost its armor and firepower while sacrificing as little speed as possible. The Blue Demon was scrapped as a project meant to replace common front-line frames and was instead adapted to the more elite frame divisions due to its overall cost and complexity.
 
The most unique feature of this frame is in the swivel-mounted jet boosters located at the hips of the mech. While this boosters are often used for aerial movement, their directional flexibility allows the mech to achieve much faster movement speeds and greater agility while "skating" on land than other mechs. the mech's lower body was also constructed differently to allow for better rough terrain movement, while the structure of the legs was modified to fit the strength of the jet boosters and faster forward movement speeds.
 
However, due to the heavier armor and terrain modifications and despite the strong booster jets, the Blue Demon has always been below-average in air deployment, but has excelled at urban combat.

 

[spoiler=Armaments & Equipment Information]
  • HSTM Booster Jets - These swivel-mounted jets allow for versatile and quick movement on the ground level
  • The Ram's Carriage - The unique leg-structure of the Blue Demon contributes to strong balance and stability on rough and uneven terrain; often at strong angles.
  • Shielded Optics - The thick visor over the Blue Demon's "eyes" protect them from shrapnel and grit, while also providing various filters to see through low-visibility environments.
  • 2 RFMD-7 "Shredder"s - These Frame-sized uzis use a shaver on an internal block of feromagnetic metal to propel roughly pencil-sized bolts (or needles) of metal at targets using an electromagnetic system as a means to propel the bolts. With advanced technology, the RFMD is able to fire these bolts at astounding rates, "shredding" some of the toughest of armor platings and granting it is nickname. Despite the impressive ammo-reserve the shaver-system provides the weapon, the RFMD's rate of fire can see a single mag expended sooner than one may expect.
  • 1 HM-8 Mortar - A large mortar mounted on the back of the Blue Demon is capable of firing 140mm shells. However, due to how short the barrel is, the cannon lacks accuracy at longer ranges and is better suited for hit-and-run tactics. The mortar fires high-explosive shells, but can be modified with its own propulsion system, making it capable of firing anything that fits in the barrel.
  • 1 Plasma Saber

 

 

 

Misc. info:
  • The horns were installed after one engineer commented on how the legs looked like that of a goat's. The engineer that installed the horns is known to be an avid player of several First-Person-Shooter video games involving demonic enemies.

 

 

 

 

Link to comment
Share on other sites

  • 4 weeks later...

[spoiler=Akira Jiyuu]

Mqexm4B.jpg

"I'm not who I was before...so don't think of me like that."

 

Name: Akira Jiyuu (明, lit. Jiyuu Akira)

Age: 20

Gender: Male

Faction: SAF (TRAP)

Occupation: Frame Pilot

 

[spoiler=Appearance]

NkWmWOA.jpg

 

 

 

[spoiler=Personality]

Akira is a bastard (and yes we mean the fatherless kind) and as such he does seem to find a way to distance himself from others, as this is a fail-safe since he was a young boy, thanks to his mother who treated him in such a way. If he seems to have some what of a cold personality towards people, its cause he does as he truly doesn't trust anyone's words as he used to, but "trusting someone" is what the job requires, so he has no choice but to play satire with it.

 

However, there are times when Akira can also act like a regular bastard (and this time we mean personality wise). Because of this, those around him usually just find him despicable with the way he acts and treats others. These ways include (but are not limited to): being sexist towards the female pilots, rebelling against direct orders (this is on a few occasions but this is a rate feat), and even getting into fights here and there with the SAF faculty and pilots.

 

One thing, though, that no one should truly mention or even suggest to Akira is how he could possibly change. Anything relating to changing will set the young man off, as this was something he went through as a child and its become a trigger to him.

 

However, change is essential. Akira has learned this through his "near death" experience and has done his best to change his attitude only, if ever so slightly.

 

 

 

[spoiler=Biography]

Akira Jiyuu, the bastard child that shouldn't have come to how he is...his tale is quite the harsh and hardening one.

 

He was born to the person he knew as his mother, Fusa Hanayo, in an out of wedlock affair. The true details of the affair are unknown, but Fusa truly despised the father of her child, as she prayed that her first born would be like her. Unfortunately, this did not hold up to be true as the face that she saw when the child was born...was that of the man she hated. Akira was still the name she gave to the child, as if to try and change how she viewed him, but only remained to give him the man's surname.

 

As the child grew, he immediately noticed something different about him and how his mother treated his siblings and himself. It seemed like he was a bit distant from the others and that Fusa held her other children in a higher regard than Akira, and the young boy would find that out too soon. After getting into an argument with one of his brothers, where they were actually in the wrong, Fusa took the young sibling's side and punished Akira severely...even to the point of mentioning that he was just like his father, and that she hated him. It wasn't long before things continued to escalate when Akira finally asked the important questions: "Why are you treating me like this?!", "What did I do?!", etc. And there...the bombshell was dropped right from Fusa's mouth.

 

"You were born! Whenever I look at your damn face, I see that MAN!! I hoped you would be someone else, a little girl that looked like me, but I can't stand the sight of you when you look like HIM!! I never loved you...just as I never loved him!"

 

This bombshell devastated the young boy, as he now knew the reason why the person he always knew as his mother hated him. It was because he was a bastard child that she truly never wanted...and to make matters worse, he looked much like his "father". After this, he ran...he ran as far as he possibly could...

 

He ran from this past of his, as his heart and attitude started hardening, making him more of a troublemaker. But thankfully he found himself into the open arms of the SAF, where he still has problems following the orders he was given...but then again...this gave him a perfectly good outlet to his anger.

 

And such an outlet it was given...as Akira gave his all in these battles. However, TRAP sent him and a few others for another mission, possibly also due to the fact that he was quite the jerk to the others. But then it happened, Akira and his Frame Raiju Kai leaped into the fray of battle and as a result, he had a near death experience.

 

Reality began to set in on this soul as he realized he almost died out there. And when he died, he would be remembered as just the jerk no one liked. A slight moment of being reborn, Akira had to make things better...he and his Frame needed to return to help...he could only imagine how they were handling without him.

 

 

 

Machine: SFS-71X-03 Raiju Kai

 

[spoiler=Skills/Specializations]

Akira's skills as a pilot are quite exceptional, being given the full Synchro Frame piloting instruction as per regulation.

 

Outside his piloting skills, Akira also appears to think a bit about some ideas to better suit the Synchro Frames. An example of this is the idea for a weapon known as Masamune for the SFS-71X-03 Raiju Kai to fit his close combat style. Not only this, he also has a small thing with designing Frames to an extent. He keeps a folder of designing works in his room.

 

 

 

Miscellaneous

Akira's Theme | Piloting Theme | Battle Theme (Battle Theme 2)

  • Akira has been given the crappy end of the stick with his naming, as his mother intended when he was conceived. His name meaning and facts are the following: Akira - A unisex Japanese name which is translated into "Intelligent". This is a jab at the fact that his mother truly wanted a girl, who was intelligent and not someone like the man she was with before. Jiyuu - A Japanese name translating into "Freedom". This however, is not the mother's surname (maiden or married name), unfortunately she let Akira have his "father's" surname.
  • The main inspiration for the Personality and Biography of Akira came from the song known as That Fire by Black Tide, which was the first theme choice for Akira.
  • The Personality and Biography were adjusted slightly due to my long hiatus from the original SF and a way to bring Akira back into the fold, and not be a total jerk.

 

 

 

[spoiler=SFS-71X-03 Raiju Kai]

Unit Model Number & Name: SFS-71X-03 Raiju Kai
Unit Type: Close Combat Assault Synchro Frame
Faction(s): SAF (TRAP)
Pilot(s)/Crew: Akira Jiyuu
Overall Height: 15.2 meters
Top Speed: 245 km/h (Ground) | Mach 1.5 (Flying)
[spoiler=Image]
CVtL3ev.jpg

 

[spoiler=Description]

Built around the frame of the SFS-71X-01,The Raiju Kai is in actuality an amalgamation of parts from two separate units. Originally designed as the prototype for the lead machine of an experimental two-frame combat system in 2219, the Raiju was the first and only of its series to be completed; the funding for the project having been cut and diverted to other endeavors such as the SFS-09X and SFS-XA1. With work on the 71X suspended indefinitely, it was decided that best use of the completed 71X-01 unit would be active combat duty, and it, along with any spare components and the half completed 71X-02 Raijin, were sent to SAF Western Command for assignment. Being a nonstandard Synchro Frame with no pilot, the units languished in storage for months before being requisitioned by Captain Thomas Renner for use in TRAP.

 

Barely combat capable thanks to months of neglect, TRAP's engineers opted to upgrade and overhaul the 71X-01 using components from the 02, as well as leftover equipment from the development of the SFS-XA1 Drachenrand. The end result, after extensive aesthetic and operational input from pilot Akira Jiyuu, was the SFS-71X-03 Raiju Kai. Reminiscent of the armored samurai of feudal Japan, the Raiju Kai is an assault unit designed with an emphasis on melee combat. Though lightweight, the Raiju Kai is also well armored, possessing supplemental external chobham armor plating in key areas that allows it to shrug off some of the increased damage it is expected to sustain at close range. The thruster system from the incomplete 02 has been converted into a backpack, which also mounts several spare type-2 seidrich thrusters left over from the Drachenrand's development. Finally, the unit possesses superior close combat weaponry, including a pair of plasma sabers, arc cannons, and an experimental katana-like vibro-sword.

 

 

 

[spoiler=Armaments/Equipment Information]

Flight Unit: What was originally the integrated thruster system of the incomplete SFS-71X-02 Raijin has now been convrted into the Raiju Kai's back mounted flight unit. With the addition of energy-efficient Seidrich thrusters from the Drachenrand Project, the flight unit enables the Raiju Kai to accelerate extremely rapidly. While usually folded vertically along the Raiju Kai's back, the flight unit can be deployed outwardly to a horizontal configuration, which allows it to make use of its wing-like control surfaces to increase the Raiju Kai's maneuverability, at the cost of enlarging its silhouette.

 
Chobham Armor Plating: Supplemental external armor plating mounted around or near all of the Raiju's joints, the chobham armor drastically decreases the chance of limb loss during combat. Though not nearly as effective as a full-frame set of supplemental armor, it comes in extremely handy in melee combat, where enemies will have a much harder time disarming the Raiju Kai before it can make a killing blow. It should be noted that while the Chobham armor is thick enough to withstand prolonged contact with plasma weaponry, the nature of its construction and the way it is mounted to the frame leaves it susceptible to being shot off by solid shell weaponry.
 
Twin Arc Cannons: Mounted within the Raiju Kai's frontal skirt armor, the twin arc cannons are the Raiju Kai's only fixed ranged weapons. The frontal skirt plates swivel upward when the cannons are active, allowing the Raiju Kai do deal a respectable amount of damage from medium and close range. The arc cannons' most important function, however, is to overload the electrical systems of enemy frames with large bursts of electrical current. When used effectively, these weapons can outright disable an enemy frame for an extended period of time.
 
Plasma Sabers: Stored atop the Raiju Kai's head, plasma sabers are standard armaments for Synchro frames able to cut and melt their way through most armor with ease. Of note is that the Raiju Kai's sabers are stored on movable hardpoints with their active ends facing outward, allowing them to be deployed while still stored. The hardpoints have a 145 degree range of movement, allowing the sabers to point directly upwards and forward, making them excellent surprise weapons in close quarters.
 
Vibro-Sword - Masamune: Designed with input from the Raiju Kai's pilot himself, the Masamune resembles the signature katana weapons wielded by samurai in Japan's feudal era. Designed to be much more energy efficient than a plasma weapon, the Masamune generates its cutting power by vibrating at ultra-high frequencies, which allows it to cut with equal, or perhaps even greater ease than a typical plasma saber. The drawback, however, is that the blade is both solid and not very durable, meaning that it cannot parry plasma, or even conventional melee weapons very effectively. When not in use, the Masamune is stored in a specially designed scabbard attached to the Raiju Kai's left skirt armor.

 

Miscellaneous

  • The SF Model name is actually taken from Shinto mythology from the beastly companion to Raijin of the same name.
  • Raiju Kai happens to be the newer/retconned version of the original Frame I started off with this character, it's predecessor being simply known as Raiju, whose appearance was that of the Gundam Astray in the color blue.

 

 

Link to comment
Share on other sites

Name:  Melissa Juniper

 

Age:  26

Gender:  Female

Faction: SAF

Occupation:  TRAP SF Pilot, Humanitarian, Electrical Engineer

 

[spoiler=Personality]
Melissa is a very outgoing, selfless person.  She believes in putting her allies' needs before her own.  Though she feels compassion for many, especially the Terrans surviving members or Earth, she is forced to find content in defending the Shells.  Her outgoing nature derives from her lack of sight.  Because she is blind, she believes it is her duty to be strong, for both herself, and others.  She finds comfort in fighting for what she believes in, and she believes in peace.  In that same aspect of beliefs, she is not overly religious, as she was raised in a religious home, but she is somewhat complacent when it comes to her beliefs.  It is one of the few things she will not give up, for anyone.  Melissa can also be noted to sometimes be a bit dodgy when it comes to her personal affairs, including her personality.  This has in turn given her humility, and she will be as humble as possible, whether she is speaking to an elder or someone else of age.

 

[spoiler=Appearance]

 

nf4g41.jpg 

 

Melissa stands at five feet, eight inches.  She is well endowed at a D-cup, and has auburn brown hair that stretches the length of her back.  She has deep brown eyes that accentuates her hair.  She keeps her uniform neatly pressed and well kept at all times.  She is blind in both eyes, but you can't tell at first glance, due to the incredibly beautiful smile she seems to wear better than any dress.  She has a slender frame, but carries some muscle thanks to her training. She often wears closed shoes, but loves to wear sandals when she can.  The does not wear jewelry often, except for formal occasions.

 

[spoiler=Biography ]

 

Melissa was born to a lower class family, smack dab in the middle of the big escapade between Earth and the Shells.  Though she only knew life on the surface, she always eyed the stars from Earth with wonder.  When the whole, damn, shin-dig went to sheet, she was barely 10 years of age.  Since Melissa was born blind, she was often "gifted" everything in her life.  The rags on her back, the slop in her bowl, and the cow skins covering her feet.  But at just 10 years old, Melissa was determined to turn her life around.  She quickly grew tired of hand me downs, sensing them by the tone in her parents voices.  "Here Melissa, a new robe for bed," Father Richard would call.  "Some clean socks, for your feet," Mother Katherine would say.  Soon, they knew they couldn't fool her.  "No!" she would exclaim.  "Everyone else has worked for theirs.  I want to work for mine."  And she did, for eight long years.  She struck luck with odd jobs, saving money to bring food home, and putting "nickels and dimes" away for rainy days.  And soon, those rainy days came.  Her father quickly grew ill, having been on Earth for so long in the midst of the chaos.  There were no doctors on the surface, but Melissa continued to do what she can.  She put it in double hours, mining and shoveling, back breaking work just to wrap her father's head in cool cloth.  "You don't have to work so ha--" "I do!  I. . .I do, dad.  It's not just for you.  It's for all of us.  Every member of this family."  He died of lymphoma three days later.  It was during the death of her father that Melissa truly became her strongest, mentally.  She did not weep for long.  She found solace in knowing that despite working so hard, for so long, her father was always concerned about someone else.  Namely her.  She took this value to heart and retains it to this day.

 

Only several months later, she found herself in the middle of the war-zone.  Her place of work was suddenly bombarded, as a mech came crashing through it's side, falling over and crushing much of the business.  Luckily, no one was inside the mine shaft below at the time, but the pilot did not fare so well.  She was only nineteen at the time, but she had come into raw contact with her first mech.  Finding the cockpit, she miraculously pulled the pilot from the wreckage.  He struggled to wave his service pistol, for fear he was being attacked, but quickly realized she was blind.  "Are you alright!?" she panicked.  She suddenly found a large wound in his torso.  "Oh no," she quivered.  But she quickly found her composure.  She heaved the pilot over her shoulder, and carried him home.  Her mother did not object, and they patched the pilot up as best they could.  "You had no reason to help me," he uttered during his dying days.  "But I believe--I believe everyone deserves a second chance."  He pulled a metallic card from his pocket, and handed it to Melissa.  "Seek out the SAF.  They're recruiting for military.  Even though you're blind, you'd be great help to someone out there.  You could live a better life."  Melissa did not hesitate.  When the pilot had passed and was given a proper funeral, she and her mother buried him.  Two days later, Melissa left home, bringing her mother with her.  They raised a large white flag in surrender, to notify any SAF troops that could see them.  They were taken in swiftly, and the truth was revealed to a high ranking commander.

 

Some few weeks later, Melissa had been adopted into the SAF, and her mother lived long enough to see her graduate in the top twenty-five of her class.  Two days later her mother passed of old age.  She was sixty-eight.  After being honored for her valiant efforts, studies in humanities and social sciences, and electrical engineering, even through lack of sight, she was transferred to the newly found TRAP division at the age of twenty-five, and does everything that she does for hope of peace.

 

 

[spoiler=Skills/Specializations]

 

Melissa is widely regarded as a counselor, teacher, and just generally big-hearted.  She is also often the go-to gal when it comes to mech's in disrepair.  Despite her disability, she has a gifted "feel" for the innards of a mech, and loves doing her work.  Disregarding the combat field, Melissa is a great musician.  She plays the clarinet, trombone, saxophone, and both snare and tenor drums.  It is what has given her much joy.  Surprisingly, she is also a bit of a jokester.  Though, sometimes corny, making lots of puns, she is often very clever and loves to make people laugh.

 

 
Machine:  ???
Link to comment
Share on other sites

  • 3 weeks later...

Apps of my own go here.

 

[spoiler=Leo]

[spoiler=Leo Vega]

Leo_Vega_headshot.jpg

"In a perfect world, we wouldn't have to be here fighting."

Name: Leo Vega

Age: 17

Gender: Male

Faction: SAF (TRAP)

Occupation: Frame Pilot

[spoiler= Appearance]Leo_Vega.jpg

Leo stands at 5'10", and is a little bit on the thin side. Though he isn't bulky, Leo has a decent amount of tone due to a regular regimen of exercise, and since joining TRAP has gotten into noticeably better shape. His blonde hair is a bit long and generally unkempt, and Leo's bangs occasionally cover his eyes. He's good looking, though most people would describe him as 'cute' rather than 'handsome' due to his effeminate facial features and big, hazel eyes, which he inherited from his mother. He also has a small scar on the left side of his head, just above his hairline, from a battle wound he received during an engagement over the Atlantic Ocean. It isn't readily visible, though Leo will often absentmindedly run his fingers over the sensitive area. When not dressed in a SAF uniform or his flight suit (both of which he tries to avoid wearing as often as possible), Leo tends prefer comfortable, loose fitting clothing like sweatshirts and baggy jeans. When not actively engaged in something, Leo's eyes tend to wander, with others often commenting that he looks lost in thought. He can often be seen admiring something (or occasionally someone) that catches his eye, writing song lyrics down on a notepad, or strumming a riff on his electric guitar during whatever free time he has.

 

[spoiler=Personality]Leo is kind, thoughtful, shy, and loyal, and possesses a great deal of intelligence, creativity,  and sensitivity, as well as a couple eccentricities. Perhaps in part due to the loss of his parents early on in life, Leo has always been sympathetic to the plight of others. Helpful, sweet, and generally good natured, he can always be counted on to lend others a hand or be emotionally supportive. In addition, Leo is rather adept on picking up on emotional cues, and as such is often able to tell when something is bothering a person. Despite this, however, Leo himself is shy and withdrawn. He tends to avoid social interaction, and finds himself uncomfortable in a large group or with people he's unfamiliar with. Because of this, as well as a lack of self esteem, Leo tends to be self concious. He can be easily flustered, and some would even say bashful.  With the onset of his puberty, this has become especially true when it comes to members of the opposite sex. Leo finds it very difficult to keep whatever cool he may have around someone he is attracted to; a reddening face and the stumbling of his words being a dead giveaway that this is the case. 

 

Being a teenager with an introverted personality, it can be rather difficult to get Leo to voice his opinion or contribute to a conversation on his own. Instead, he prefers to listen to others around him. Though he's easy to read (Leo often wears his emotions on his sleeve) its often very difficult for Leo to express himself, both in the sense that he finds it difficult to articulate how he feels, as well as the fact that he finds it difficult to bring himself to do so. This often causes him to bottle up his emotions, which unfortunately have a tendency to abruptly and sometimes violently resurface when he is stressed, angry, or sad.  Recent events have exacerbated this tendency, and as a result he has become despondent and brooding, making him that much less able to properly vent his frustrations. However, when push comes to shove, Leo can almost always be counted on to rise to the occasion. He's proven that he's more than willing to put his teammates before himself, and on some level feels personally responsible for TRAP's recent losses.

 

Though he isn't the most adept socially, Leo makes up for it with his intelligence. He is an excellent problem solver, and his ability to memorize facts and absorb information is remarkable. In addition, his mental faculties have allowed him to be very creative. Most often, this is expressed in his musical talents, be it singing, playing guitar, or writing lyrics and music. However, this creativity also extends to how Leo deals with everyday life. He often comes up with unorthodox solutions to problems, and can be counted on to find answers where others may be stumped. These traits, in addition to his high level of AMS compatibilty, make Leo a natural (if a bit methodologically unorthodox) frame pilot, as he has shown on quite a few occasions an ability to adapt to and out-maneuver enemy tactics.  However, his creativity and intelligence, combined with his social difficulties and upbringing, have caused Leo to develop a few eccentricities as he has grown older. He spends an inordinate amount of time focused on his music, and is prone to fidgeting and daydreaming. He's also rather enamored with CF technology, having gotten up close with his ace pilot sister's machines several times growing up. Since becoming a pilot himself this has only increased, with Leo often using many of his on-duty hours assisting TRAP's mechanics.

 

Despite his oddities, Leo is still very much a teenage boy. He is emotional, and prone to the swinging moods that adolescence often brings. He longs to be accepted by his peers (and more currently his squad mates), and is prone to defiance and acting out in much the same way any other teenager would be. In short, despite the circumstances life has thrust upon him, Leo is still trying to find his place in the world. He is simultaneously confident in his abilities ( in the same foolhardy way that many teens are) and unsure of both himself and his future.

 

[spoiler=Biography]Born on Shell Avalon in 2203, Leo is the son of Michael and Cheryl Vega, a computer programmer and an artist, respectively. The youngest of two children, Leo's early childhood was a rather normal, albeit uneventful one. Leo began to display a high degree of intelligence from an early age, and as a result he often found himself bored with school work. As he began growing older, he developed a passion for music, and it wasn't long before he began learning how to strum out notes on his first guitar.

 

However, when Leo was 10 years old, both of his parents were killed in a traffic accident. With no other family to speak of, Leo ended up in the custody of his then-18 year old sister Lauren, who provided for the both of them by joining SAF as a frame pilot while Leo made his way through grade school. Leo spent an awful lot of time to himself during those years, preferring the company of his guitar and his few friends to having a wide social circle. Though she was oftentimes forced to be absent due to a SAF deployment, Leo stayed very close with his sister as he grew older, with the two often corresponding through letters. The siblings would often confide on one another, and it was Lauren that Leo turned to whenever he was having a problem, whether in school or life in general. As such, her disappearance has hit him rather hard, made no better by the fact that he's been forced to replace her as the pilot her Synchro Frame: Canis.

 

The past month and a half or so of Leo's life has been rather tumultuous. Though he's found some security in the daily training regimen forced on him, Leo has had a great deal of difficulty adjusting to military life. He's unable to properly cope with killing enemy soldiers in combat, and the physical stresses his high performance machine has been putting on his body have begun to take their toll with the loss of teammate Melissa Juniper in combat three weeks ago only exacerbating the situation. Thankfully, he's had help adjusting from one of his commanding officers, and so his mental health has not severely deteriorated as of yet.   

 

Machine: SFS-09X Canis

[spoiler=Skills/Specializations]

  • High AMS Compatibility- Leo has the second-highest level of compatibility with the AMS on SAF's records, meaning that he is able to operate Synchro Frames with an extremely high level of synchronization. With enough training and a properly tuned AMS, Leo has the potential to become frighteningly effective with a Synchro Frame. Though each individual AMS must be permanently tuned to a specific pilot, Leo's brainwaves are similar enough to his sister's that he is able to operate the Canis at 95% compatibility, with no ill effects.
  • Natural Piloting Ability- Like his older sister, Leo possesses great reflexes, a high IQ, and superior situational awareness, giving him a large degree of natural skill with operating complex machines like combat frames.
  • Above Average Intelligence- Leo is extremely intelligent, and as a result is able to grasp concepts and learn information much faster than most people his age.
  • Piloting/Combat Training- In his first two weeks in the military, Leo was given an extremely basic crash course in military procedure and combat skills. Since joining TRAP, he's been training daily with CO Gavin Decker, greatly improving his combat skills and his knowledge of military protocol. Though he's still very much a rookie, Leo's skills have markedly improved, to the point that he is now able top keep up with the much more experienced members of TRAP. 

[spoiler=Misc. Info]Theme- Shining

Misc. facts-

  • Leo is a talented guitar player, singer, and song writer, though he hasn't garnered enough practice and experience to make full use of his musical talents.
  • As far as his musical tastes are concerned, Leo mostly enjoys Punk Rock, though he dabbles in other styles such as alternative rock on occasion. He owns a rather extensive collection of antique music media.
  • Leo is self conscious about the fact that he's never kissed a girl or been on a date. 
  • His favorite color is white.
  • Leo's favorite song is Sing it! by the 21st century punk rock group Her Bright Skies.
  • Leo adores Italian food, and is extremely fond of teammate Melissa Juniper's cooking.
  • His callsign in TRAP is Raven-9. 

     

 

[spoiler=SFS-09X Canis]

Unit Model Number & Name: SFS-09X Canis

Unit Type: High-Mobility Multi-Role Synchro Frame

Faction(s): SAF (TRAP)

Pilot(s)/Crew: Lauren Vega, Leo Vega

Overall Height: 15.1 meters

Top Speed: 270 km/h (walking)/ Mach 1.6 (flying)

[spoiler=Image(s)]Frontal View (Fang Rifles Mounted to Shield)

Rear View(Shield Mounted to Back Hardpoint)

Front View (Fang Rifles Drawn)

Lineart

 

[spoiler=Description]Designed as both a high performance combat unit and a testbed for new weapons systems, the SFS-09X Canis is the first Synchro Frame to be constructed exclusively by SAF R&D. Taking its codename from the two dog ear-like fins on its head, the Canis's thin frame stands out from its typically bulkier Synchro Frame brethren. The Canis is built for speed, featuring ultra-lightweight, heat-resistant composite armor and an aerodynamic design. In addition, the body itself is constructed in such a way as to allow for the maximum freedom of movement, and as a result the Canis does not have many of the features normally associated with the silhouette of a frame like skirt armor and bulky joint plating. The purpose of this design ethic is twofold: Firstly, this allows for the Canis's whopping 22 thrusters to be incorporated directly into the armor plating, meaning they are both protected, and placed in such a way that they can more easily assist the frame in combat maneuvers while leaving the heat-resistant armor undamaged. Second, this allows for both ease of repair an maintenance, as well as the inclusion of several hardpoints for the storage of weapons and mounting additional equipment, allowing the Canis to adapt to any conceivable mission role, as well as easily mount new equipment for combat testing purposes.

 

Though it can handle any mission role, the Canis's primary function is that of a high-speed assault unit, a role that it excels at. Though there are (admittedly very few) examples of frames that can outrun it, the Canis's design, coupled with the high reaction times produced by is AMS, allows it to perform complex maneuvers at its top speed, meaning that it can out-maneuver any machine capable of keeping up with it. This gives the Canis an unprecedented advantage in combat, where it is able to move at blisteringly high speeds while maintaining the maneuverability that other frames lose when accelerating to their maximum thrust.

 

Of course, the Canis's high performance comes at the cost of its durability. Due to its construction and lightweight armor, the Canis is unable to take the amount of damage that its more heavily armored brethren can, and as a result is forced to rely on its speed ad maneuverability to avoid damage. As well, its design and combat role make the Canis rather difficult to pilot, requiring excellent pilot reflexes as well as the fortitude to handle the excessive G-forces that its high-speed maneuvers can generate: skills that its new pilot has not quite yet mastered. 

 

[spoiler=Armaments & Equipment Information]Weapons marked with an * are optional/testbed weapons.

  • Enhanced Optics- Though the Canis's optical sensors appear to be a rather typical visor-type setup, in actuality it mounts two separate optical systems. The first is what is known as a mono-eye setup, which takes up the central portion of the Canis's visor and is used for long-range magnification. The second is a bifocal system that takes up the side portions of the visor, and acts in much the same way as similar systems on close-range oriented Frames. Both systems can be used independently of each other or together to allow the Canis to have superior vision no matter the distance to the target or the speed of the frame, making the Canis both an adept scouting unit as well as frighteningly accurate in all combat situations.
  • Enhanced Motive System- Thanks to its unique design, the Canis's motive system allows it to move its limbs with a much greater degree of freedom than most other frames, making it capable of movements that are impossible for humans as well as many other frames, as well as allowing it to perform limb movements extremely quickly, which is very helpful given the amount of hardpoints and potential equipment it can carry. Of particular note is that this system is advanced enough to interpret direct impulses from Canis's AMS, allowing to react exactly as its pilot would with their own body.
  • "Thruster Strike"- While not necessarily a weapon, the Canis possesses thrusters mounted on its wrists, as well as in it knees, which it can use to enhance the force of any physical strikes it can deliver.
  • Fang Rifles- The Canis's main weapons, the Fang Rifles are a pair of plasma rifles that fire large-sized plasma bolts. What makes the Fang Rifles unique is their high rate of fire (they are technically automatic, though they fire at speeds that fall somewhere in between semi-auto and full-auto weapons) as well as their durability, being tough enough to block solid projectiles and even endure plasma melee weapons  for short periods while still remaining fully functional. The fang rifles are stored on recharge slots on either side of the Canis's Strike Shield, adding to its defensive coverage when attached. It should be noted that, should Canis equip additional Strike Shields, it will also be able to carry additional Fang Rifles.
  • Strike Shield- The Canis's Primary means of defense, as well as one of its melee weapons, the Strike Shield is a thin, durable shield that mounts an internal generator for recharging the Canis's Fang Rifles and Plasma saber, and also stores those weapons when not in use. The front end of the Strike Shield is sharpened to a blade, and this combined with the shield's durability and the Canis's wrist-mounted thrusters makes the Strike Shield a surprisingly effective melee weapon. Because it is a very essential piece of equipment, the Strike Shield is built durable enough to withstand hits from high caliber weaponry, and its heat shielding is even capable of enduring prolonged exposure to plasma blades. When not attached to the Canis's wrist, the Strike Shield can be attached to any one of the Canis's hardpoints (though it is usually attached to the rear hardpoint to act as a stabilizer/tail binder) and as a result it is possible for the Canis to sortie with multiple Strike shields and attached Fang Rifles.
  • Plasma Saber- The Canis's Primary melee weapon, the Plasma Saber is stored within the Strike Shield when not in use, and is capable of cutting through most armor with ease. Additional Plasma Sabers come equipped with additional Strike Shields.
  • *Bloom Rifle- A Gauss carbine designed to utilize experimental ammunition, the Bloom Rifle functions in an identical fashion to comparable weapons mounted on many combat frames. What sets it apart are the "Bloom Shells" it loads, which are magnetic slugs that contain weaponized plasma within them, held in place by a self-produced S-Field. When impacting a target, Bloom Shells compress, negating the S-field and causing the plasma within to bloom outward in a similar fashion to a plasma bolt. Though not as potent as a plasma rifle, the Bloom rifle will a more accurate, cheaper alternative to pure plasma weapons once it begins to be mass produced.    

[spoiler=Misc. Info]Successful testing of Canis's design has led to the production of the 09-2 series of Synchro Frames, all of which are based on this machine's basic specifications and modified to suit their respective mission roles. Eventually, SAF plans on basing their next generation CF model on Canis and the 09-2s.

 

 

 

 

[spoiler=Gavin]

[spoiler=Gavin Decker]

Gavin_Decker_headshot.jpg

"Rules are made to be broken, Chief. All that matters is that we get our jobs done and everyone makes it back in one piece."

Name: Gavin Decker

Age: 28

Gender: Male

Faction: SAF (TRAP)

Occupation: Frame Pilot, TRAP Second-in-Command

[spoiler= Appearance]Gavin_Decker.jpg

Gavin stands at roughly 6'1" with a thin, athletic build. He's in excellent shape thanks to his ten years of military training, with a good deal of both muscle mass and tone for his size. Devilishly handsome, Gavin always looks his best, with his long brown hair (which he refuses to cut short, despite regulations) neatly combed and either a suit jacket or a uniform on him at nearly all times. He can almost always be seen with an electronic cigarette in his hand; his own personal remedy for his nicotine addiction. Gavin is almost always wearing a confident, friendly grin, ever ready to raise his team's spirits, or deliver a little good-natured teasing. He has a habit of scratching his chin when thinking hard about something. He often flip flops between shaving his face clean or leaving a 5 o'clock shadow, and on any given day he can be seen with either style.

 

[spoiler=Personality]Gavin is fun-loving, energetic, intuitive, and driven, as well as kind, though he's quite rebellious and has a mischievous streak. In contrast to Adelheid Schwartzchild's calm, no-nonsense style, Gavin is almost constantly socializing with those under his command, cracking jokes and enjoying himself as much as possible. Often the first one awake in the morning and one of the last to turn in, Gavin is always trying to busy himself, be it helping the technicians work on TRAP's Synchro Frames or spending his time fraternizing with those under his command. As a result of the large amount of time he spends with his subordinates, Gavin is often privy to their problems and interests, and most of the members of TRAP find it easy to confide in him. He's very intuitive, and as a result he's able to pick up on changes in his subordinates' morale and and attempt root out any personal problems developing within TRAP. In addition, Gavin himself is, for the most part, an open book, and he's always willing to both discuss himself and share the knowledge he's gained from his ten years of frame piloting. In regards to himself, Gavin is always striving for self improvement. He works out daily, and can be found running simulations in his Hailstorm when he has spare time to train himself. He's always striving to stay in peak form, in order to ensure his effectiveness on the battlefield, set an example for those under his command, and hopefully stay off of command's radar.

 

When not focused on keeping TRAP running smoothly, Gavin easily blends in with the rest of the pilots. He's often the one to organize various events both on base and during the rare occasions when the unit is granted leave, whether it be a trip to a local watering hole or simply playing poker to entertain the men during a long stretch between operations. Gavin is wont to crack jokes or tease the other members of TRAP to lighten the mood on base, and he's gained a bit of a reputation for his raunchy sense of humor and propensity to pull pranks on and poke fun at his counterpart, Adelheid, whenever possible (its all in good fun, though).

 

Despite his stellar combat record and his amiable personality, Gavin is a rebel. He chafes at rules and regulations, and by his own admission is ever willing to disregard orders and SAF combat doctrine entirely if it means accomplishing a mission or ensuring the safety of his squad. Vehemently outspoken about his disregard for protocol and his own personal emphasis on the well-being of his troops, he's often at odds with his superiors, to the point that his assignment as TRAP's second in command was conceived as a way to keep TRAP as independent from high command as possible just by virtue of his presence and the brass's unwillingness to deal with him. It worked, too. Of course, this rebellious streak can often cause problems on-base as well. Occasionally Gavin's disregard for orders and protocol causes unintended mishaps, and when discipline is necessary his habit of fraternizing with his men means that they rarely heed him when he's actually trying to be serious.

 

In spite the way he carries on with his subordinates and his lack of respect for authority though, Gavin is still an effective leader. He earns the respect of those under his command with his skill on the battlefield and freely dispensed wisdom. He knows when it's time to cut loose and relax, too (which is most of the time, despite the fact that he gets on both Adelheid and CO Thomas Renner's nerves with his shenanigans). During operations though, Gavin is all business, and is 100% focussed on accomplishing the mission and ensuring the survival of his men.

 

 

[spoiler=Biography]Gavin is a typical military brat. Born the son to two SAF field officers, he spent most of his childhood moving with his parents between deployments on the Shells and the surface. As such, he's developed a rather balanced viewpoint on the war, in contrast to the more gung-ho attitudes of his peers at SAF. He sees the war as a necessary evil and is much more focused on making sure his subordinates make it through each mission than he is on his kill count or any overall strategic objective.

 

When he turned 18, Gavin enlisted as a frame pilot with SAF, stubbornly advancing up the ranks in spite of his rebellious nature. He partook in a number of skirmishes with rebel forces on the surface during his early piloting days, gaining a reputation for his use of massive amounts of indirect fire and his propensity to draw the aggression of enemy forces away from his allies. This earned him the nickname "spray and pray" among his peers, and even today when he meets an old squadmate they will often refer to him by this moniker. When the war with Terra Firma began, Gavin was assigned to one of the many offensive squadrons on the ground, and continued his exemplary performance on the battlefield. It was during this time that an old friend from his early days, Altomare Weiss, asked Gavin to participate in the Synchro Frame development program, since the project was in need of skilled test pilots. Gavin agreed, and it was here that he met and struck up a friendship with his future partner at TRAP: Adelheid Schwarzschild, though the two were initially at odds due to Gavin's easygoing nature (and his propensity to affectionately refer to her as "Addy"). Unfortunately, Adelheid was incompatible with the AMS, and was cut from the development program while Gavin and Altomare, who were compatible, remained as test pilots.  Upon the completion of the program, Gavin helped design and was given one of the first Synchro Frame units produced: his SFS-04 Hailstorm, which he has lovingly nicknamed "Skunk" due to the rather pungent smell of the mixture of its various weapons' exhaust after a mission.

 

After being given the #2 position in TRAP, Gavin quickly acclimated to the decentralized, haphazard deployment schedule of the unit, and soon excelled at commanding TRAP's motley group of pilots in combat. Here he often played "Good Cop" to Adelheid's "Bad Cop", acting as an authority figure his subordinates could confide in while she served as the unit's more ultimate authority. Since Leo Vega arrived in TRAP, its been Gavin who's been mostly responsible for the boy's well being and training. He's begun to act as a sort of father figure to Leo, who under his tutelage is beginning to show promise as a soldier. 

 

Machine: SFS-04 Hailstorm "Skunk"

[spoiler=Skills/Specializations]

  • Combat Experience- Gavin has been a frame pilot for close to a decade, and as a result he is arguably one of the best pilots in SAF. His experience makes him an expert in frame-based combat, and as a result he is often the one responsible for TRAP's somewhat-unorthodox tactical maneuvers.
  • Ace pilot- In addition to his combat experience, Gavin is a highly experienced pilot. This allows him to compensate for his relatively low AMS compatibility with pure reflex and skill, and as a result he is able to perform on-par or better than many other more compatible SF pilots.
  • Leadership- Gavin is a charismatic leader, commanding both respect and admiration (though not always obedience) from those under his command. He's rather effective in his leadership role during combat, where his tactical experience often assists the unit in out-maneuvering their usually-numerically superior opponents.
  • Intuition- Gavin is excellent at reading people, and as such he's almost always able to guess at what someone else is thinking, or whether or not something is bothering them.

[spoiler=Misc. Info]Theme- Delta Ray

Misc. Facts-

  • Gavin is very much infatuated with his CO, Adeheid, and has been since their days in the SF development program. He's kept it a secret for quite awhile, though his repressed feelings often take the form of his teasing her.
  • Gavin loves to gamble, and holds a reputation among some of SAF's pilots for his poker face.
  • Gavin's favorite color is forest green.
  • Gavin used to be an extremely heavy smoker, and even now finds it very difficult to go for very long without a nicotine fix.
  • Gavin thinks he has an excellent singing voice. In reality he's tone deaf, and most certainly does not. Attempts to convince him of this fact have so far proved unsuccessful.
  • Gavin likes to nickname his and his squadmates and their equipment. He has nicknames for every frame (and every pilot) in TRAP, though the only ones he'll usually use in conversation is that for his own frame  (Skunk). 

     

 

[spoiler=SFS-04 Hailstorm]

Unit Model Number & Name: SFS-04 Hailstorm "Skunk"

Unit type: Heavy Assault Synchro Frame

Faction(s): SAF (TRAP)

Pilot(s)/crew: Gavin Decker

Overall Height: 15.2 Meters

Top Speed:  220 kph (ground, armored), 245 kph (Ground, unarmored)/ Mach 1.15 (flying, armored), Mach 1.3 (flying, unarmored)

[spoiler=Image(s)]Frontal View (Assault Armor equipped)

Frontal View (Assault Armor Weapon Pods open)

Rear View (Assault Armor equipped)

Frontal View (Assault Armor Purged)

 

[spoiler=Description]The fourth Synchro Frame ever built, the SFS-04 Hailstorm is designed by and for its pilot, Gavin Decker, and is eminently suited to his fighting style. In contrast to most Synchro Frames, which tend to put an emphasis on making the most out of their high performance, the Hailstorm focuses on its raw firepower, making use of its sturdy construction to compensate for the massive weight of its weapons. as such, its among the slowest and least maneuverable Synchro Frames, though by virtue of its design it can still outperform most any combat frame, even with a full load. 

 

The Hailstorm's primary role is that of a mobile fire support unit, moving around the battlefield and punching massive holes in enemy formations as it goes. In order to efficiently accomplish this goal, the Hailstorm comes equipped with a staggering amount of weapons, including three rifles (with Gauss Gatling and grenade launcher attachments), two shields, nine missile pods, a conventional cannon, a naval artillery-grade railcannon, and a plasma blade. In addition, the Hailstorm's armor is among the thickest mounted on any Synchro Frame, meaning it can take as much punishment as it can dish out.  

 

Of course, being slow and bulky comes with its disadvantages, as the Hailstorm isn't as able to dodge incoming fire as its faster brethren. This problem is exacerbated thanks to the Frame's fighting style, which naturally makes it a high-priority target on the battlefield. However, this is offset somewhat thanks to the Hailstorm's unique Assault Armor System. The Assault Armor is a set of external armor plating that mounts roughly half of the Hailstorm's heavy weapons, and can be purged at any time and its ammunition detonated to allow the Hailstorm greater speed and freedom of movement more on par with its faster allies.

 

[spoiler=Armaments & Equipment Information] Items marked with a * are part of the Assault Armor system

  • Hybrid Rifle- The closest thing to a primary weapon the Hailstorm has, the Hybrid Rifle is the most commonly carried and the most powerful of the Hailstorm's three rifles. A powerful plasma rifle, the Hybrid Rifle takes its name from the fire-linked micro Gauss Gatling mounted underneath the main barrel, which fires in bursts just prior the rifle's main bolt, allowing the smaller ammunition to deal damage and "soften up" a target before the larger plasma blast connects. This allows shots from the Hybrid rifle to shred and penetrate armor with ease, and most frames are unable to withstand more than a few hits from this weapon When not in use, the Hybrid Rifle can be stored on a hardpoint on the Hailstorm's rear skirt armor.
  • Burst Rifle- The second of the Hailstorm's three rifles, the burst rifle is a Gauss assault rifle with an attached grenade launcher. The Grenade launcher can be toggled to a fire-linked setting to produce results similar to that of the Hybrid Rifle, or fired independently. When not in use, the Burst Rifle can be stored on a hardpoint on the Hailstorm's rear skirt armor.
  • Force Rifle- The third of the Hailstorm's three rifles, the Force Rifle is simply a handheld railgun the possesses respectable mid-to-long range firepower. When not in use, the Force Rifle can be stored on a hardpoint on the Hailstorm's rear skirt armor, where it is often equipped in case either of the other two rifles run out of ammunition.
  • Dual Six Shot Missile Pods- Mounted inside the Hailstorm's shoulder armor, the Dual Six Shot missile pods can fire volleys of up to six missiles at a time, with each pod housing a total of 18 missiles for a maximum of three volleys per pod. The Missile pods can be equipped with any type of munition, such as flash-bangs, chaff, submunitions, and bunker-buster smart ordinance, as well as more standard explosives, depending on the mission.
  • Stabilizer Shield- Attached to the Hailstorm's right arm, the stabilizer shield is the same piece of equipment mounted on the CFS-114 Peacemaker, and provides a good deal of protection from enemy projectiles. In addition, the Stabilizer shield comes equipped with four stakes that can be used to anchor the shield to the ground or nearby terrain in order to stabilize the Hailstorm's firing arm or body, hence the shield's name.
  • Plasma Blade- Mounted to the Hailstorm's left forearm, the Plasma blade is capable of cutting through most enemy armor with ease, and can also be used to parry other plasma weapons.
  • Footlocks- In order to help stabilize the Hailstorm when firing its weapons on the ground, its feet are equipped with several footlocks that anchor it to the ground. The can be deployed and disengaged in under a second with ease.
  • 80mm Cannon- Probably the most low-tech weapon on the Hailstorm, the 80 mm cannon is mounted in the torso, and can deal a great amount of damage from close range, though it is capable of hitting targets at longer ranges.
  • *Dual Four Shot Missile Pods- Mounted to the sides of the Hailstorm's shoulder armor, the Dual Four Shot Missile Pods can fire volleys of up to four missiles at a time, with each pod housing a total of 12 missiles for a maximum of three volleys per pod. The Missile pods can be equipped with any type of munition, such as flash-bangs, chaff, submunitions, and bunker-buster smart ordinance, as well as more standard explosives, depending on the mission. Like all the parts of the Assault armor, the Missile pods can be purged upon the pilot's command, and whatever ammunition they still hold detonated remotely.
  • *Dual 14 Shot Missile Pods- Mounted to the front of the Hailstorm's legs, the Dual 14 Shot Missile Pods can fire volleys of up to 14 missiles at a time, with each pod housing a total of 42 missiles for a maximum of three volleys per pod. The Missile pods can be equipped with any type of munition, such as flash-bangs, chaff, submunitions, and bunker-buster smart ordinance, as well as more standard explosives, depending on the mission. Like all the parts of the Assault armor, the Missile pods can be purged upon the pilot's command, and whatever ammunition they still hold detonated remotely.
  • *11 Shot Micromissile Pod- Mounted to the Hailstorm's front skirt armor, the 11 Shot Micromissile Pod can fire volleys of up to 11 missiles at a time, housing a total of 55 missiles for a maximum of five volleys. The Micromissile pod can be equipped with any type of munition, such as flash-bangs, chaff, submunitions, and bunker-buster smart ordinance, as well as more standard explosives, depending on the mission. Being micromissiles, these weapons lack the punch of some of the Hailstorm's other projectiles, though they make up for this with a high ammunition count. Like all the parts of the Assault armor, the Micromissile pod can be purged upon the pilot's command, and whatever ammunition it still holds detonated remotely.
  • *Dual Six Shot Heavy Missile Pods- Mounted to the sides of the Hailstorm's legs, the Dual Six Shot  Heavy Missile Pods can fire volleys of up to six missiles at a time, with each pod housing a total of 18 missiles for a maximum of three volleys per pod. The Heavy Missile pods can be equipped with any type of munition, such as flash-bangs, chaff, submunitions, and bunker-buster smart ordinance, as well as more standard explosives, depending on the mission. These Heavy Missiles pack a bigger punch than the Hailstorm's more standard ordinance, and as a result they are often conserved for use against heavily-armored targets. Like all the parts of the Assault armor, the Missile pods can be purged upon the pilot's command, and whatever ammunition they still hold detonated remotely.
  • *Assault Shield- A large shield mounted to the Plasma Blade emitter, the Assault shield is very durable and is able to withstand prolonged exposure to plasma weaponry. It also holds spare clips for the Hailstorm's rifles. Like all the parts of the Assault armor, the Assault Shield can be purged upon the pilot's command, and whatever ammunition it still holds detonated remotely.
  • *Radome- Attached to the right side of the Hailstorm's back, the Radome allows the  Hailstorm to extend its detection range out to a staggering 10 Km radius, as well as resist enemy ECM and coordinate TRAP's assaults.Like all the parts of the Assault armor, the Radome can be purged upon the pilot's command.
  • *200mm Railcannon "Thud"- The most powerful weapon mounted on the Hailstorm, bar none. Affectionately nicknamed "Thud" by its pilot, the 200mm Railcannon packs battleship-grade firepower into a compact package. Though its range is less than that of a typical artillery weapon thanks to the shorter barrel, Thud makes up for this by allowing the Hailstorm to deal frightening amounts of damage to targets at medium-to-long range. Thud is capable of destroying frames in one hit, and can deal a considerable amount of damage to enemy battleships. Like all the parts of the Assault armor, Thud can be purged upon the pilot's command, and whatever ammunition it still holds detonated remotely.

    [spoiler=Misc. info]Gavin often refers to the Hailstorm as "Skunk", to the point that he's even gotten TRAP's communication's officers to start adding this nickname to their code book.

     

 

 

 

[spoiler=Lauren]

[spoiler=Lauren Vega]Lauren_Vega_Headshot.jpg

"Focus on what's at hand first. You can worry about the little things later."

Name: Lauren Vega

Age: 25

Gender: Female

Faction: Terra Firma

Occupation: Frame Pilot

[spoiler= Appearance]Lauren_Vega.jpg

Lauren stands at about 5' 5", with long, wavy blonde hair, icy blue eyes, and a fair complexion, all of which she inherited from her father. Though her fair skin and soft, pretty face at first seem to belie some sort of frailty, Lauren is actually in excellent shape thanks to her pilot training regimen. She has a good amount of muscle tone for her size, and her measurements are 33D-24-38. She's often cold, and as a result prefers warmer clothing most times, though no matter what she dresses in, there's always at least a slight hint of something feminine in her clothing choice. Lauren almost always wears a warm, comforting smile when speaking to someone, and its a rare sight to see her visibly upset in any way. 

 

[spoiler=Personality]Lauren is pragmatic, stubborn, and idealistic, though she also has a selfish, independent streak and a stern, guarded demeanor. Though she operates emotionally as opposed to logically, Lauren tackles most situations she comes across methodically, weighing her options carefully before deciding on a course of action. This isn't to say that she's not a quick thinker, however, but rather that she rarely rushes into a decision. Once her mind is made up though, its nearly impossible to get her to reconsider. Lauren is incredibly stubborn, even single-minded at times, focusing near-exclusively on what's foremost in her mind and often ignoring other obligations entirely. Though this lack of objectivity can sometimes cause problems for her, it also makes her an excellent soldier, capable of both following orders to the letter and achieving her objectives despite whatever odds are against her. The one and only person who is consistently able to make Lauren reconsider something is her younger brother, Leo. Being the only family she has left, Leo's opinions carry immense weight with Lauren, and she values his outlook almost more than her own. Likewise, she's also immensely protective of her younger brother, having made it a point to not mention having any family in the Shells to her new allies on Terra Firma for fear of them targeting him.

 

Lauren is also as guarded as she is stubborn. Like her brother, she rarely opens up fully to people, and oftentimes comes off rather cold and aloof without really meaning to be. This isn't to say that Lauren's not a nice person, but she's garnered a reputation for being rather frosty, and this combined with her looks can make her rather intimidating (sexually or otherwise) to her colleagues.

 

Despite being born and raised on the Shells, Lauren has always been very much aware of the amorality of the government's (and by extension SAF's) position regarding those who live on the surface. Lauren is a believer in equality for all, despite the futility of such beliefs for a person in her position, and these beliefs have only strengthened during her tenure on the surface in SAF. Ultimately, her inability to reconcile these beliefs with her position as a pilot has led Lauren to leave SAF and defect to Terra Firma, though the decision to leave her brother behind on the Shells has weighed heavily on her conscience. Even as a member of Terra Firma, Lauren still holds strong to her beliefs. She's made a point to her new superiors that she will never participate in any actions against civilians, and is quick to snap at any overly bloodthirsty Terran soldiers, much to the amusement of her morally bankrupt wingman, Drayden.

 

[spoiler=Biography]Born in 2195, Lauren is the first child of Michael and Cheryl Vega, a computer programmer and an artist, respectively. Like many living on the Shells Lauren had a very normal childhood. She went to school, had a social life, took a boy to her senior prom, and was, for the most part, a very normal girl. Unlike her peers though, she never quite got behind the Shell government's propaganda regarding the surface, seeing the obvious disparity between those in the clouds and those on the surface as unfair.

 

When she was 18, however, both of her parents were killed in a traffic accident, forcing her to provide for herself and her then-10 year old brother from a relatively young age. Luckily, she rose to the occasion, enlisting in SAF as a frame pilot for the benefits and pay it provided, so that she could support her brother while still remaining on-station at their local Shell. Lauren was a natural pilot, her skills far surpassing those of her peers (and indeed those of many of SAF's best), and she quickly rose through the ranks of SAF on her merits. Often standing out on missions, she gained many more kills than her squadmates with her uncanny mastery of both long and short range combat. By the time the war broke out, Lauren had already become a certified ace, and soon she became feared and respected among both Terra Firma and SAF's frame pilots as "The White Rose" thanks to her efficient skill and the distinctive rose emblem (as well as her good looks). When it was found that she was AMS compatible, a Synchro Frame was designed (with a large deal of input from her, of course) specifically for Lauren's use, and she soon saw action on the front lines in her new SFS-09X Canis, where the new Synchro Frame's high speed and maneuverability gave her the edge needed to turn the tide of an engagement singlehandedly. When TRAP was being formed, Lauren was selected for the unit based on her well-rounded skillset and experience in small team formations, and she reluctantly left her long-time home in the clouds for a base in the former Italian alps.

 

During her tenure with TRAP, she easily endeared herself to the rest of her squadmates with her helpful attitude and got along especially well with Melissa Juniper, TRAP's support pilot. During her five months on the ground she proved herself to be an invaluable asset to the unit, and quickly distinguished herself as TRAp's resident ace pilot. However, she was shot down during aan engagement with a powerful black Terra Firma Synchro Frame over Ireland. Though TRAP managed to recover her Canis, Lauren herself was nowhere to be found.

 

In actuality, Lauren had signaled a Terra Firma scout aircraft. After being picked up by a combat frame, she summarily informed the pilot's commander of her position as a SAF synchro frame pilot and her intention to defect (though out of concern for her former comrades she kept the existence of TRAP and her position within it hidden). After being interrogated and passing an AMS compatibility test, Lauren was summarily instated as a Lieutenant Junior Grade and sent off to Terra Firma's Mt. Rushmore research and testing facility, where a new synchro frame was hastily designed and constructed for her out of spare components. Afterward, Lauren was quickly assigned to the newly formed 'Shark Team' autonomous commando unit, led by Drayden Siedrich, the pilot who had unknowingly shot her down in battle weeks before.

 

 

Machine: TF-697S Charcharias

[spoiler=Skills/Specializations]

  • Natural Piloting Skill- Seemingly born to be a Frame pilot, Lauren's talent for piloting is nearly unequaled, with only some of her fellow Synchro Frame pilots rivaling her in raw skill. She is adept at all ranges of combat, and is able to use the extreme speed and maneuverability of her frame to engage the enemy at whatever range is most tactically advantageous.
  • Combat Experience- Lauren has seen her fair share of action in her seven years of piloting. Though not as experienced as her commanding officers she is knowledgeable enough to provide tactical insight on the battlefield.

[spoiler=Misc. Info]Theme- The Bloody Honey Cannot Stop

Misc. Facts-

  • Lauren hates being referred to by her pilot moniker, "The White Rose". She takes no pride in being a skilled killer and chafes at every attempt by her male peers to flatter her with it.
  • Lauren's friends often call her Lau-Lau (pronounced Lo-Lo).
  • Though she rarely has occasion to show it, Lauren is a skilled dancer.
  • Lauren's favorite color is white. She paints every one of her combat frames exclusively in this color.

     

 

[spoiler=TF-697S Charcharias]

Unit Model Number & Name:  TF-697S Charcharias

Unit type: General Purpose Synchro Frame

Faction(s): Terra Firma

Pilot(s)/crew: Lauren Vega

Overall Height: 15.4 Meters

Top Speed: 260 Kph (Ground)/ Mach 1.5 (Air)

[spoiler=Image(s)]Charcharias.jpg

 

[spoiler=Description]Unlike most SFs, which are built mostly from scratch to better suit the fighting styles of their pilots, the TF-697S Charcharias  is constructed almost entirely from standard parts and unused components from various Terra Firma frame development projects. The most notable of these "donors" is Drayden Seidrich's TF-696S Hammerhead, with which the Characharias shares roughly 60% of its components. This was done in order to save time during the design process, as its intended pilot, Lauren Vega, had just recently joined Terra Firma and had been given a combat assignment almost immediately. In an incredible display of technical skill, the engineers at Tera Firma's Mt. Rushmore research and development complex designed and constructed the Charcharias in its entirety in just 13 days, and while the finished product is overall unremarkable when compared to more specialized Synchro Frames, the Chracharias reflects the best qualities of Terra Firma frame technology: versatility and durability, all the while boasting the incredible performance and power that all SFs are known for.

 

Resembling a scaled up TF-201C Argonaut at first glance, the Charcharias's design in fact incorporates a number of marked improvements to compensate for the deficiencies in that CF's design. For starters, the Charcharias's silhouette has been streamlined, and this combined with its copy of the 696's extremely advanced SF-grade motive system allows for an astonishing degree of maneuverability when compared to the vast majority of Terra Firma's machines, almost on par with that of Lauren's previous machine: Canis. In addition, numerous thrusters and control surfaces have been incorporated into the Charcharias's frame, allowing it to reach speeds rivaling those of other, lighter synchro frames, making the Charcharias a deceptively fast and nimble dogfighter. Combined with the versatility of the Charcharias's weapon loadout, the sturdiness and rugged durability of its construction, and the extremely well-rounded skillset of its pilot means that the Charcharias can excel in any combat situation.  

 

[spoiler=Armaments & Equipment Information] Weapons and Equipment marked with an * are optional and not part of a standard loadout.

  • Attack Shields: The Charch's primary means of both defense and melee combat, the Attack Shields perform a dual function. Like their name suggests they are first and foremost shields, which thanks to their location on the Charch's forearms, are excellent for both deflecting incoming enemy fire and parrying enemy melee strikes. They are thick enough to withstand repeated punishment and are even capable of resisting prolonged exposure to a plasma blade, though like all Frame-grade armor they will degrade after a few successive seconds of exposure. What gives the Attack Shields their name, however are the plasma blade emitters installed within them, which produce flat, sharp blades perfectly suited for bisecting enemy frames, though because of this they are less effective at damaging larger targets, being much better suited for cutting than melting. The blades are roughly as long as the blade mounted on the 696 Hammerhead, though unlike the hammerhead the shields cannot be rotated to create a saw effect. Instead, the attack shields are able to project their blade plasma out from all sides of the shield simultaneously. While this shortens the length of all the resultant blades to the point that they are nigh-useless for melee combat (requiring the Charch to literally punch or elbow a frame to land a hit), this setting enables the shields to protect more of the Charcharias from attacks, with the shortened blades acting in a similar manner to the Gohma's dome shields when hit by incoming fire. As well this "shield mode" allows the Charch to effectively parry plasma blades without damaging the Attack Shields themselves.
  • Triple Head Vulcans: Analogous to the weapon mounted in the TF-201C Argonaut's head, the Charcharias mounts three smaller, fire linked variants underneath a sliding armor plate in its head. This has the advantage of allowing the weapons in the machine's head to be adept at shooting down incoming projectiles while still delivering roughly the same damage output to an enemy target, though the triple vulcans' effective range is shorter than the Argonaut's single vulcan, as the Charch's speed allows it to close distance much faster.
  • Plasma Rifle: The Charch's primary ranged weapon, the Plasma Rifle fires bolts of similar size to the Fang Rifles mounted on Lauren's previous frame, at roughly the same speed. Unlike the Fang Rifles though, it is not rechargeable, and instead functions by swapping out magazine-like power batteries.
  • 90mm Grenade Launcher*: A heavy weapon for use in missions when a greater degree of firepower is necessary, the Grenade launcher  is excellent at delivering heavy damage at mid-to-short range, and has a large magazine capable of holding up to 35 grenades, allowing the Charcharias to deliver a respectable amount of heavy firepower throughout a protracted battle. The grenade launcher is mounted to a hardpoint on the Charcharias's back, and folds over its shoulder when in use.
  • Other Equipment*: Because of its more standardized design, the Charcharias is capable of wielding any equipment manufactured for the 101 Myrmidon, 161 Catapult, or 201 Argonaut, as well as any equipment compatible with the 696 Hammerhead thanks tot he two machine's sharing parts. This includes the Hammerhead's plasma cannon, multi-launchers, and plasma blade.

 

 

 

 

 

[spoiler=Drayden]

[spoiler=Drayden Seidrich]

Drayden_Siedrich_headshot.jpg

"Its too bad for you that they called me in. Might as well pray before I shoot you."

Name: Drayden Siedrich

Age: 26

Gender: Male

Faction: Terra Firma

Occupation: Frame Pilot

[spoiler=Appearance]Drayden_Siedrich.jpg

Standing at 6' 4" with an athletic build, Drayden is almost always seen wearing his trademark sunglasses, and is usually chomping on one of his hand-rolled cigarettes ( though he rarely, if ever lights them). Drayden's black hair is matted and a little messy, and to onlookers it appears to be constantly greased. When not wearing his flight suit, Drayden dresses in a dark jacket, shirt, and tie (as pictured above). He claims this is so that he looks "professional" though Drayden usually acts anything but. He prefers to lean on walls or stand rather than sit down, and due to his height he tends to look down on other people when he speaks to them. Despite his good looks, Drayden gives of a threatening, almost unnervingly hostile air, an impression not helped by his low, slightly gravely voice. 

 

[spoiler=Personality]Drayden is confident, laid-back, and detached, with a violent, sadistic streak punctuated by a lack of empathy and a dry wit. Drayden's persona can be very easily likened to the disposition of an alligator. While usually lax, nonchalant, and uncaring, when provoked Drayden is brutal and violent, snapping at others when agitated and eliminating his enemies in combat with no mercy or compassion. Though not mentally unbalanced, Drayden is known for having an explosive temper, and when angered he is prone to dishing out disproportionate retribution, preferably in the form of physical violence if he can get away with it.

 

Wholly lacking in anything resembling empathy, Drayden is a born killer. He thoroughly enjoys battle, caring little for whom he is fighting against or why and instead relishing in the destruction of his enemies. Though it may be a stretch to say Drayden enjoys inflicting pain on others (indeed he seems more or less indifferent to the plight of anyone) there is no denying that Drayden enjoys ending lives. This shines through in Drayden's fast and brutal fighting style. Drayden focusses on getting quick, efficient kills, and relies on the silhouette of his machine and the sickening speed with which his enemies' numbers dwindle to instill terror.  This combined with his penchant for painting his machines black has contributed to his fearsome reputation among both Terra Firma and SAF alike.  However this sadism and lack of empathy also makes it difficult for Drayden to connect with others on a personal level, and as a result he is often aloof from his comrades. Though Drayden isn't incapable of forming friendships and relationships (and indeed he tends to get along just fine with those who know him well enough) he simply chooses to put little effort into it, and as a result of this and his personality in general, there are very few whom could be considered his "friends". In short, Drayden is a predator, actively hunting his prey and subsisting on the thrill of their defeat in battle and caring for little else.

 

It should also be noted, however, that Drayden is uncharacteristically supportive of his own squad. Those under him often find themselves rewarded with extra provisions or shore leave procured by Drayden when the unit performs well, and despite the many personal misgivings he often has with those around him, Drayden will go out of his way to make sure that his team survives and performs. In short, he might be a monster, but even monsters need allies, and Drayden knows how to keep his loyal.

 

[spoiler=Biography]The Great-Grandson of the man who pioneered the Siedrich effect, Drayden nonetheless grew up poor on the surface, enjoying none of the benefits his ancestor's technology had given those in living in the Shells. Drayden's mother died when he was still an infant, and he was raised by his father, a technician working in one of SAF's resource plants. Drayden's early life was very difficult. with his alcoholic father working long shifts at the plant and coming home drunk, often taking his anger and frustration out on a young Drayden. As a result, Drayden tended to lash out at those around him, and he often ran afoul of both his peers and the SAF military police, garnering a long criminal record of assaults and petty crimes by the time he became a teenager. When he turned 16, Drayden too took a job at the same plant where his father worked, though he was soon fired for instigating a brawl. 

 

Drayden's father passed away soon after, and Drayden took this opportunity to leave his home and see the world. He drifted for a year or so before joining up with a then-fledgeling Terra Firma, and soon proved himself to be an excellent, if a bit wayward, soldier. An incredibly capable frame pilot, Drayden served as one of the test pilots for the prototype of the TF-101C Myrmidon, earning a fearsome reputation for his amazing skill as well as his all black machines. Subsequently serving in a frame squad under veteran sniper Michael Wittman, Drayden's profile within Terra Firma continued to grow along with his abilities, and he soon earned his moniker "The Black Death" for his ability to singlehandedly blitz and annihilate entire enemy formations.

 

After the beginning of all-out war between SAF and Terra Firma, Drayden found himself assigned to various war fronts across the globe, acting as a sort of independent force multiplier and simultaneously gutting both SAF's numbers and morale whenever he made an appearance on the battlefield. After Terra Firma successfully reverse-engineered SAF's Synchro Frame technology, Drayden was found to be highly AMS-compatible, and a Synchro Frame was quickly designed to his exact specifications. In part thanks to his new machine's distinctive design, Drayden has become Terra Firma's most feared ace pilot of the war, and was most recently the one responsible for attacking and engaging SAF's new all-Synchro Frame Squad, shooting one of them down and coming out of the battle without a scratch. He's currently deployed as the squad leader of Shark Team, an autonomous, elite frame squad tasked with high priority missions, not entirely unlike SAF's TRAP.

 

Machine: TF-696S Hammerhead

[spoiler=Skills/Specializations]

  • High AMS compatibility: Drayden is one of most AMS compatible individuals on record, allowing him an extremely precise degree of control over his machine. 
  • Ace Pilot: Unquestionably Terra Firma's most feared pilot, Drayden has 7 years of combat experience and hundreds of kills under his belt. His fast, brutal fighting style and high skill level make him an extremely dangerous opponent, and this combined with the high performance and powerful weapons of his Synchro frame makes him one of the most deadly assets in Terra Firma's arsenal.
  • Hand-to-Hand Combat Expert: Drayden is extremely skilled in hand-to-hand combat, having been in numerous fights during his life as well as having been taught Krav Maga during his time in Terra Firma.  

[spoiler=Misc. info]Theme- Blind Alley

Misc Facts-

  • Drayden enjoys tobbacco, and hand-rolls his own cigarettes.
  • He doesn't have a favorite food, but prefers to eat things that are extremely spicy.
  • Needless to say, he's run afoul of many of his fellow soldiers, though his reputation and undeniable combat record have saved him from heavy punishment for these altercations.
  • Drayden outright refused to allow technicians to codename his frame "Sphyrna", ultimately compromising and giving it the name Hammerhead.

     

 

[spoiler=TF-696S Hammerhead]

Unit Model Number & Name: TF-696S Hammerhead

Unit type: Attack Use Synchro Frame

Faction(s): Terra Firma

Pilot(s)/crew: Drayden Seidrich

Overall Height: 15.2 Meters

Top Speed: 250 Kph (ground), Mach 1.45 (flying)

[spoiler=Image(s)]armored_core_mecha_design.jpg

 

[spoiler=Description] Designed for the personal use of Shark Squad leader Drayden Seidrich, the Hammerhead's distinctive silhouette and dark paint scheme cast an intimidating, terrifying presence on the battlefield. Constructed to perfectly suit Drayden's aggressive, brutal fighting style, the Hammerhead comes equipped with several powerful artillery-grade weapons while still retaining speed and maneuverability high enough to compete with other more nimble Synchro Frames such as its newer sister machine: Charcharias. In addition to its heavy loadout, the Hammerhead also comes equipped with extremely advanced optical and sensor systems, which not only allow the machine to be highly accurate with its heavy weapons, but also lend to the machine's striking appearance and intimidation factor, which is just as much a weapon in Drayden's arsenal as the Hammerhead's plasma cannon.

 

Since its debut, the hammerhead and its pilot have become something of a celebrity among Terra Firma's pilots thanks to its unique design and high profile service record. Thanks to this, command tends to notice a marked increase in morale whenever shark squad is deployed, and usually overlooks its pilot's "personality defects".

 

[spoiler=Armaments & Equipment Information]

  • Plasma Cannon- Wielded as a rather large rifle, the Hammerhead's plasma cannon is a grade above the lighter plasma weapons carried by most other frames, possessing a longer barrel and an onboard S/T drive for greater range and power. The Plasma Cannon is easily capable of destroying an enemy combat frame in one shot, and is quite useful for taking dealing damage to SAF aerial carries with its long range and heavy punch. In addition, its handheld design makes it eminently useful in a dogfight, and much more accurate than a large weapon if its caliber would normally be. 
  • Plasma Blade- Mounted to the Hammerhead's left forearm, the Plasma blade is a fairly standard melee armament for a synchro frame. The wrist mounted emitter allows for a longer, wider blade as opposed to a smaller handheld variety, and can be rotated a full 360 degrees at high speed to create a large buzz saw-like effect. Like all plasma blades, most anything that comes in contact with it will be vaporized or melted, with some thicker armored targets being able to withstand a few seconds of punishment.
  • Twin Machineguns- Mounted in the hammerhead,s rather oddly shaped head, the twin machineguns are fire linked and are mostly used for shooting down incoming projectiles or shooting out enemy optics, and are also useful as anti personnel weapons (though Drayden tends to prefer the Hammerhead's feet for that)
  • Twin 20mm Vulcans- Mounted within an armor plate on the right side of the Hammerhead's torso, the Twin Vulcans are very handy for eating away enemy armor or destroying handheld weapons at close range. Though they deal considerably less damage at longer ranges, their rapid fire is useful for suppressing enemy frames or taking out sensitive equipment like optics and radar mounts. The Vulcans are fire linked.
  • Twin 100mm Multi-launchers- Mounted on the Hammerhead's back, the multi-launchers are powerful long range weapons capable of dealing heavy damage to frames and larger targets alike. Each launcher comes with its own onboard laser targeting system, which combined with the Hammerhead's own advanced optics make for extremely precise fire, even when the hammerhead is performing complex aerial maneuvers, which often catches unsuspecting opponents off guard. Despite their name, the multi-lunchers are actually railcannons, though they are also capable of firing rocket-propelled projectiles and conventional shells, depending on the mission. 

[spoiler=Misc. info]

  • The Hammerhead's construction is roughly 60% identical to that of its sister machine thanks to the Charcharias being built mostly from leftover or spare parts from the Hammerhead's development. Though this makes finding extant replacement components for both machines a bit more difficult, it also means that both frames can mount equipment developed for the other unit should the situation call for it.
  • Originally, The Hammerhead was given the codename "Sphyrna", named for a genus of animals (in this case a hammerhead shark) like the rest of Rushmore's SF projects. Its pilot however adamantly refused to use the codename, resulting in a compromise that saw Sphyrna rechristened Hammerhead.

     

 

 

 

[spoiler=Tessa WIP]

[spoiler=Tessa Vyrosla]

1UiLvaO.png

"We're making the world a better place. It's my job to help that happen, weather you like how I go about it or not."

Name: Rose 4 "Tessa Vyrosla"

Age: 17

Gender: Female

Faction: Terra Firma (PRISM)

Occupation: Frame Pilot

[spoiler=Appearance]9qa0Vdb.png

Though she's relatively tall, standing at 5'4", Tessa is petite and slightly built. To an onlooker, she looks frail, with a fair, pale complexion and red hair so light that it almost looks faded. However, her warm, vibrant smile and wide blue eyes do quite a lot to dispel this notion. Indeed, she's actually in excellent shape, with the only thing keeping her from attaining the peak of her physical abilities being the adverse effects of her drug regimen on her appetite and body weight. When not in her flight suit or uniform, Tessa prefers light, loose clothing, dressing warmly even on relatively cold days. An avid photographer, she can often be seen carrying around a small digital camera, which she makes frequent use of despite her handlers forbidding it.

 

[spoiler=Personality]Despite her small frame and disarmingly friendly appearance, Tessa is anything but a weakling. Headstrong and forthright

 

[spoiler=Biography]

(Same as above. 6 lines minimum)

 

Machine: (If applicable)

[spoiler=Skills/Specializations]

 

 

[spoiler=Misc. info](Trivia, theme songs, or other information that doesn’t fit in the other sections of the app.)

 

 

[spoiler=Machine]

Unit Model Number & Name:

Unit type:

Faction(s):

Pilot(s):

Overall Height:

Top Speed: (Both walking/skating and flying)

[spoiler=Image(s)]

 

[spoiler=Description](A summary of your unit’s history, weapons, abilities, combat role, etc. no minimum, but the more detailed, the better.)

 

[spoiler=Armaments & Equipment Information] (Feel free to get creative here, but nothing too ridiculous. Also if your Frame has unique equipment, explain it in detail. Otherwise for more standard stuff, a list is adequate enough. including images of your weapons is encouraged.)

 

[spoiler=Misc. info](Trivia, theme songs, or other information that doesn’t fit in the other sections of the app.)

 

 

 

Link to comment
Share on other sites

[spoiler=Zalwara Adachi]


Name:  Zalwara Adachi a.k.a. the Executioner


Age:  29


Gender:  M


Faction:  Terra Firma


Occupation:  Pilot


[spoiler=Appearance]


Standing at six feet and three inches, Zalwara is a thin, slightly muscular man.  His hair is jet black, short in length just barely reaching the end of his ears.  His eyes are silver in color, matching the necklace he wears.  In standard uniform, he appears to have little to no muscle.  Without a shirt, his chest is well built, but you can clearly see the scars left on his stomach as well.  His nose is slightly broadened, due to being broken twice, and his lips are average in thickness, but healthy.

[spoiler=Personality]


Zalwara is the silent type.  He prefers to not speak, which gives him favor among his superiors.  He is, because of this, a very agreeable person.  That being said, his agreeable nature is often taken for weakness.  Though he will tend to avoid arguments, he will not hesitate to retaliate physically.  He dislikes the soft-hearted, and will often voice this, but this alone.  He has no beliefs, except in his blades.  He refers to them Yin and Yang.  They are his balance.  Despite his dreadful side, Zalwara enjoys very subtle things.  He insists on having his morning coffee, and has maimed many people for interrupting this ritual.  Zalwara also enjoys reading.  Being that reading materials are few, he will often stop to read signs out of curiosity and wonder.  Zalwara is often passive until provoked, at which time he sets aside everything in motion to see to his own quarrels.  He is admittedly selfish, and shows no sign of changing such.

[spoiler=Biography]


Zalwara’s life, for the most part, was average.  He was not poor, but he was by no means rich.  He grew up in a middle class household in Southern Okinawa, Japan.  His father, Minori Adachi, was a butcher shop owner, and manager of meats for more than two generations.  His mother, Chiasa Adachi, was nurse at one of the city’s largest hospitals.  Conveniently, the hospital was located directly across the street from “Adachi Meats!”, where Chiasa would visit, nearly every day, for lunch.  When he wasn’t at school, or helping around the shop, Zalwara was taking Tae Kwon Do classes at a local dojo, twice a week.  He worked hard, but didn’t get out much.  Zalwara kept to himself for most of his young life.


 


In highschool, Zalwara was often pressured by his associates to partake in activities.  Despite his objection, Zalwara found himself elected as Prom King. Some six months later, he graduated from high school in the top 100 of his class, placing fiftieth.  Though he graciously accepted, inside, he was irritated, embarrassed, and only wanted to return to his cold cuts with his father.  He returned home, stripped off his cap and gown, and grabbed his white button shirt, and apron.  This was when Zal had the most joy:  with a blade in his hand and blood stains on his clothes.  Minori taught Zalwara everything.  From tenderloin and cold cuts, sausage links and ground beef, they worked hand in hand together.  Soon enough, Zalwara was a master butcher, when he realized he wanted to pursue culinary in college.  However, that goal would never come to realization.


 


One cold, fall evening, Chiasa worked a double shift, and found herself walking to the family butcher shop alone, not knowing she was being followed.  It was late, and the front door was already locked, causing her to inch around the alleyway, past the dumpsters, and through the backdoor of the butcher shop.  Inside, Minori was washing his tools in the kitchen sink, while Zalwara swept and mopped the front of the building.  “Be right there!” he called as he heard his mother and father conversing in the back of the shop.  Minori stopped to take out trash, and Chiasa followed, holding open the door.  That was when her followers, two would be gangsters, showed themselves, armed with pistols.  Chiasa and Minori were forced to the ground on their hands and knees, against the wall, where they were robbed, and shortly after, executed.  When the shots rang out, Zal panicked, running to the rear of the shop, and bursting through the backdoor.  He found his mother and father lying in cold blood, as if they were nothing.  He fell to his knees, stuttering, speechless, as the thugs fled the scene.  He screamed at them, ordering them to come back, but of course they did not respond.  He cried out for someone, anyone to help.  It was nearly twenty four hours before police arrived.  That night, something in Zalwara snapped, and he began to speak less, and less everyday.


 


One month later, he reopened “Adachi Meats!”, hoping to continue his family’s business.  He would speak when a customer placed an order, or came in for lunch.  But out on the streets, passing by his neighbors and associates, he would hardly muster a wave or a nod.  He eventually stopped showing up to his local dojo to run the shop full time.  Even at the loss of his parents, he could still find opportunity to smile when he picked up his father’s heaviest blade.


 


Surprisingly enough, his parent’s murderers returned to the scene of the crime two months later, this time for Zalwara.  They were bold, as they attacked the shop in broad daylight.  Two bricks came crashing through the front window of the shop, forcing Zal to duck.  He rolled past the counter tops and hid in the kitchen as he heard the thugs approaching.  He heard them cock their weapons, and Zalwara went for his own.  When they rounded the kitchen corner, Zalwara heaved a blade over one of their hands, severing it and causing the thug to drop to his knees in agony.  The other, whipped his gun around attempting to knock Zalwara out, but missed when Zal ducked and kicked the thug in his stomach with a heavy metal boot.  Both incapacitated, Zalwara closed shop.  He did not contact the police, he did not bring the perpetrators in.  Instead, he waited until the dead of night, that evening, to question his victims.


 


“Who do you work for?”  “What do you want?”  “Why were my parents targeted?”  The crooks did not cooperate, and forced Zalwara’s hand.  It was exactly what he was hoping for.  He forced the first thug to his feet, and placed his head on the cutting board.  Then, he turned the thug to face his partner, before beheading him in front of his ally.  He proceeded to torture the remaining thug, and beheaded him before sunrise.  “Adachi Meats!” was never opened again, as Zalwara disappeared without a word.  It was perfectly timed, as three days after he claimed his first victims, Zalwara was contacted by the very man who, unbeknownst to him, was the same man who plotted the death of Zalwara's parents.  He was suddenly offered a position in the Terra Firma Navy, where he would be personally trained by Admiral Takeo.


 


This was when he truly became silent.  He would respond to superiors, but that was all.  He was extremely obedient, and the first to act on orders without hesitation.  His commander, Takeo Yoshino, took Zalwara under his wing.  Zalwara complied, and was placed under rigorous combat training.  Already having martial arts under his belt, he quickly dispatched some of Takeo’s best men.  This brought a smile to his commander’s face, and led him to recommend Zalwara for the Synchro Frame program.  Soon enough, Zal was piloting as Takeo’s Lieutenant, under the Terra Firm’s own, custom designed, Shizu.



Machine:  TFB-CS23 Shizu


[spoiler=Skills/Specializations]


Skilled in Tae Kwon Do


Explorative but well learned cook


Excels in combat with blades of many kinds


Generous knowledge of human anatomy

[spoiler=Misc. info]Theme shared with Takeo:


Water - by Breaking Benjamin

 


 


[spoiler=Takeo Yoshino]


Name:  Takeo Yoshino, the Ocean’s Wake


Age:  52


Gender:  M


Faction:  Terra Firma


Occupation:  Admiral


[spoiler=Appearance]


Takeo is very well built, and keeps up his appearance even in his age.  He has neat, gray hair that spans the length of his neck.  He is approximately six feet and one inch tall, with a built, muscular frame and average athletic physique.  He has a very warm, welcoming face, with a full beard and rounded glasses.  His eyes are a mocha brown, and are often regarded as “murky waters”.  He does not have any noticeable disfigurations, scars, or blemishes, but he does have a tattoo that stretches from his right arm to his torso.  It is very ornate, but in its many shapes, figures, and obscurities, is a hidden phrase:  Sokonashi no.


 


[spoiler=Personality]


Unlike his Vice Admiral, Zalwara, Takeo will speak as he pleases.  He enjoys giving encouraging speeches to the sometimes down-hearted, struggling Terra Firma.  It is because of his deep, and passionate drive towards the Terra Firma cause that allows him to speak in this way.  Many call him a strategist, and he prefers this because of its truth.  In terms of combat, Takeo has always treated it as a chess game.  He likes to analyze the board and judge his opponents movements.  This gives him a sense of comfort, but also a bit of arrogance.  He is not very close to many other Terra Firma soldiers; despite this, many look to him as a father figure.  Whether it is because of his desire to “free the world of its SAF oppressors”, or his uplifting spirit, he is popular among his men, and many other platoons as well.  He is regarded as kind, easy to read, easy to relate, cunning, and tactical.


 


[spoiler=Biography]


Takeo comes from a long line of military family and personnel.  Since his fifth great grandfather’s days, the men of the Yoshino family have been involved with some form of military.  Takeo is the first member of his family to be a part of the Terra Firma Faction, as it was only established thirty-five years ago, when he was a strapping young man.  He is not married, but is currently engaged to a beautiful woman by the name of Kassandra Black.  She hails from the Western World, and is currently serving as his personal assistant and secondary Vice Admiral. 


 


Takeo gained his ranking after fifteen years of service in the Terra Firma Navy.  He is Admiral of the Dark Tide Motherwill, a deep blue Fortress that was recently acquired in his two years as Admiral.  The Dark Tide is among the more well-known Motherwills, as its color stands out from the typical grey or black.  On his two years aboard the ship, Takeo has trained and created more than five thousand Naval Seamen.  Of these, at least thirty percent of his men have graduated at the top of their class, and either continue to serve on the Dark Tide, or have gone on to other Motherwills, or have even become pilots for the Terra Firma faction.  Of these men, he personally recruited a youngster by the name of Zalwara.  Zalwara went on to become Takeo’s Vice Admiral, and one of the most dangerous men aboard the Dark Tide.


 


Takeo is very personable, and likes to give people nicknames based on their character, combat style, or appearance.  In this case, he personally named Zalwara the Executioner, for his style of beheading his opponents upon victory.  Likewise, he gathered a nickname for himself that he asked high ranking officers to come up with.  After a two week spat among themselves, the officers came to the conclusion of “The Ocean’s Wake”.  The Ocean, represented by the Dark Tide, and its commander being its Wake.  Despite his kind nature, Takeo was not raised in this manner.  In fact, he was destined to be the most brutal, heartless Admiral in the history of the Japanese Navy.  However, when war broke out and Terra Firma was established, he changed his ways, despite the wishes of his father and grandfather.


 


As a boy, Takeo was always told by his father, “Compassion turns the heart shallow.  Aggression makes the heart solid.”  But when he raised a question to his father, he was beaten and stomped until he bled.  Takeo’s mother had passed when he was but an infant, and was never there to console the child.  He had asked, “If the heart is shallow, is there water in its bottom?”  This thought process was considered foolish, and would not be tolerated.  Takeo remained hospitalized for two days, before he was released to his father again.  He apologized profusely, and underwent rigorous training with his father for the next six weeks.  It was during this time that Takeo’s grandfather fell ill, while Takeo was coming of age.  He had just turned sixteen, and was preparing to take on family responsibilities.  Takeo had been determined to uphold his father’s views, until he finally spoke with his grandfather on his death bed.   Takeo’s grandfather spoke loudly enough for both son and grandson to hear, as he said, “The tasks of life will be many.  But if you are like the waters of the world, endless and massive, then you will create shores for many.  You will open doors, and never limited by depth.  Do not be solid in your heart, but be bottomless.  Let your heart’s depth never be determined, and always finding new treasures.”


 


To this day, Takeo carries that memory with pride, and conviction.


 


Link to comment
Share on other sites

[spoiler=Michael Wittman]
Name: Michael Wittman "The Black Baron" "The End"
 
Age: 42
 
Gender: Male
 
Faction: Terra Firma
 
Occupation: Pilot and Sniper
 
[spoiler=Appearance]
night_ops_by_marcodalidingo_d4leubt.jpg
Standing perhaps a hair taller than the average man, Wittman is a man shaped by a lifetime of military service. Firm muscle sits upon his bones, giving him a toned appearance on those rare occasions when he leaves his body visible, which in turn is sat upon by the pale skin characteristic of those who spend a great deal of time in the cockpit of a combat frame. Most notable is the massive amount of scars covering his body, testament to the great deal of combat experience he has had, and the complete lack of any hair upon his head. Dark eyes set into a rugged face complete the image of a man who has seen far more than his share of war and yet refuses to step away, and a strange gait gives the impression of some improperly healed damage to his right leg.


 
[spoiler=Personality]
Michael is a man fully aware that he is long past his prime, and as such has become far more careful than he ever would have been in his younger years. As such, he can often be found eating healthy (he wouldn't touch an MRE if it was the last food on Earth), exercising when he can, and perhaps most notably fighting his enemies from a distance. He does not engage in the "foolishness of close combat" but instead prefers "the sport of hunting down and destroying the enemy." Yes, he sees his chosen profession as sport more than anything else; and it is a sport for which he has grown quite fond. When asked on the subject, he invariably replies that he should surely go insane if he thought about what he was doing in any other way.
 
Like any father, he often worries about his daughter and her mother but for now remains content in the knowledge that she found herself a life as far away from the battlefield as any Terran could hope to. Still, it was because of her that he ultimately chose to put his pilot suit back on and return to the soldier's life. He knows that he has not always been around when she needed him to be, and he suspects that she hates him for it, but all the same he has chosen to continue fighting in the hopes of bringing about the day when she can live free of the confines of her birth, breath real clean air, and not have to worry about being blown up in an attack by the Shells.


 
[spoiler=Biography]
Michael Wittman, a name that was at one time that of a Hero fighting on behalf of all Terrans in an attempt to bring down those that were oppressing them, is attached to this particular aging pilot. Born to a family living in one of the many decrepit cities on Earth's surface long before the formation of the world government which he would ultimately come to serve under, Michael was exposed to some of the harshest examples of suffering that the world had to offer. Too young to remember things any way than they were under the oppressive heel of the Shell Armed Forces, his childhood was spent first in the shadows of fighter pilots and tanks while Combat Frames took their place shortly after. Though he did what he could to improve things for his family, there was little that he could do to reduce the increasing violence with which the SAF suppressed riots and uprisings. This came to a head when his family home was destroyed as the result of action the SAF had taken against protesters, his parents and siblings did not survive.
 
As with many in that city, this was the last straw for a young Wittman. Shortly after this outburst of violence he joined a local resistance group planning to make an assault on a local SAF base with the intention of seizing the resources there. Though the planned attack initially went off without a hitch, as soon as the pilots on station got into their combat frames things started going sour. The mission would have been a total failure were it not for Michael managing to get into the base's hangar and steel one of the unoccupied frames, thus turning the tide enough in the rebel's favor for them to win the day. It wasn't long after this that the group was contacted by an organization calling itself Terra Firma, and they were offered a place in the slowly growing movement's ranks. Michael accepted, and the rest of those he served with followed in suit. Thus began the military career of a man who would come to be known as the Black Baron by those he served with and The End by those against whom he fought. During this time, Michael gained fame as one of the most competent Ace Pilots that the various rebel forces had to offer and amassed a grand total of 712 confirmed kills, a record at the time.
 
Eventually, though, he grew tired of the constant fighting and sought a way to settle down with the woman whom he had fallen in love with, a fellow pilot by the name of Sarah Eidelheid. For a short time, the two of them managed to detach themselves from the fight and found a fairly peaceful place to try and build a family. The two of them had their first, and only, child not long after they were married, a girl they named Olga. Olga was a young girl when the destruction of San Loma occurred, and when her Father was asked to return to service in Terra Firma's military she begged him not to go, but even the tears of his beloved daughter could not convince the Ace to stay away. Thus it was that he joined them to put his marksmanship to work in the antiquated combat frame that he had fought with years ago, after ensuring that his wife and daughter would be sent some place safe and Olga given a proper education. Since his return to the field of battle, his confirmed kill count has increased to 983; a record on both sides of the war that is unlikely to be broken as long as he continues fighting.


 
Machine: TCF-096 Long-Arm Custom "Brunhilde" 
 
[spoiler=Skills/Specializations]
Marksmanship: The skill for which he is most well know, Michael may well be the single greatest marksman fighting in war at the current time. He is able to regularly eliminate targets far more than 3 kilometers away from his current location, and generally wreak havoc in the midst of the enemy's forces.
 
Piloting: In contrast to his marksmanship, Michael is really only a bit above average when it comes to piloting his Frame. For this reason, he tends to stick to fighting from a distance where he doesn't risk taking as much damage as he did in his years of more direct combat. Still, he is competent enough in close combat to be able to defend himself even against foes in Synchro Frames.
 
Memory: Michael has an incredible memory, able to recall specifics of events that happened decades ago and to memorize information given to him in only a few seconds. Typically, this presents itself in the form of rapidly memorizing tactical data or mission instructions given to him.

 


[spoiler=Brunhilde]
Unit Model & Number: TCF-096 Long-Arm Custom "Brunhilde" 
 
Unit Type: Long-Range Fire Support Combat Frame
 
Faction: Terra Firma
 
Pilot: Michael Wittman
 
Overall Height: 15.3m
 
Top Speed: 200kph (Ground) 836kph (Air)
 
[spoiler=Image]f6e0bf3dc44e9744272a1ac113da5c5f.jpg


 
[spoiler=Description]

First seeing production in February of 2191, the CFS-021 was at the time the most advanced combat frame ever developed. It was faster on both the ground and in the air than its predecessor, the CFS-014 Lawbringer, thanks to advancements in motive systems, and more durable thanks to a new design philosophy that saw the introduction of more durable materials in the various joints upon the frame's form. This combined with a much more robust system of motors, pistons, and actuators in the limbs meant that the Long-Arm could continue to operate at peak efficiency under continuous fire for nearly double the time its predecessor could manage. While this meant that the frame could only include the most rudimentary of integrated weapons, a design choice which was not expected to impress Shell High Command at the time, the sheer reliability of the machine impressed well enough that it was selected to begin live combat trials over the rest of the year. It is also notable that the almost total lack of integrated weapons made the design far less expensive than other designs considered at the time, such as the CFS-020 which integrated 120mm cannons into each arm. Furthermore, with Gauss and Rail weapons becoming increasingly popular, the Long-Arm was designed with heavily reinforced arms to allow it to handle the greater recoil often associated with these weapons.

 

Combat trials were conducted on the design through limited front line deployment, and technicians and pilots alike began praising the design. The highly durable superstructure meant that pilots were able to survive in situations which previously would have been suicidal, and the relative lack of overly complicated inner workings meant that repairs could be performed quickly and easily. By November of 2191, the first mass production run of Long-Arms was brought into service and the phasing out of the Lawbringer began.

 

Issues began to arise around 2196, as the multitude of groups of surface rebel groups began to steal more and more of the Long-Arm frames and use them against the SAF occupying forces. The likes of Michael Wittman,Takeo Yoshino, and William Blascowicz came to fame around this time as some of the most dangerous users of the CFS-021. In spite of the growing number of the frames being used by the enemy, the SAF continued to produce the Long-Arm in significant number while frequently field testing prototypes of newer frames in an effort to find something that could surpass the Long-Arm. In the mean time, the growing organization that is Terra Firma began producing Long-Arms themselves, naming the frame the TF-096C, and began looking at ways to expand upon the design. These efforts would later result in the production of the CFS-114 Peacemaker in 2204 by the SAF and the TF-101C Myrmidon by Terra Firma a few years later.

 

A few examples of the CFS-021 can still be found on both sides, but for the most part they are kept out of the line of fire. This is due to the fact that, as production of the frames came to a halt, spare parts have become increasingly difficult and expensive to find. Furthermore, the specifics of the Long-Arm's design make adapting parts from more modern frames to fit it an imprecise science at best and at worst all but impossible. It is generally accepted by both sides of the fight that remaining Long-Arms would be best suited to being preserved in museums in the present day.

 

Michael Wittman's "Brunhilde" is an admittedly battered example of the pattern, and many field repairs have left things functional but not optimal. Still, even though it is often considered a "piece of junk" by pilots used to more modern Combat frames, Brunhilde has proven time and time again that it doesn't much matter how old you are as long as you know what to do with what you've got.


 
[spoiler Armaments and Equipment]
Wrist-mounted Combat Blades: Heavy, piston-driven weapons mounted in the Brunhilde's forearms, these blades were standard equipment on all 096 frames. Measuring two and a half meters in length, they are significantly larger and heavier than the similar weapons which would later be mounted to the 101 Myrmidon. The greater weight of course requires a heavier hydraulic piston to deploy them, and also lends the weapons greater hitting power. However, the design was scrapped in favor of smaller weapons as advances in motive system construction allowed frames to be more mobile and thus reduced the combat effectiveness of such a heavy weapon. Still, these are not to be sniffed at as any of the old pilots who wielded them in combat has more than one story of hacking an opponent's arm off in a pinch.
 
"Optical Camouflage": As much as Wittman may like to boast about how all the research into true Optical Camouflage is pointless, while citing the system used on his own frame as evidence, the example of "advanced technology" seen on the Brunhilde is truly little more than varying amounts of camouflaged netting in different colors depending upon the region into which pilot and frame are deployed. While it does obscure the shape of the frame from view, its effectiveness is hardly comparable to that of the ability to make a frame completely invisible.
 
Long-range Target Acquisition System: Probably the newest thing in the mech, this is a suite of sensors and enhanced optics that allow the Brunhilde's pilot to acquire targets up to 10km out from the unit itself. These also provide the secondary benefit of allowing the pilot a comprehensive view of the battlefield, as is necessary for proper target acquisition. Unfortunately, these sensors are unsubtle and thus while active produce a fair bit of energy which can interfere with communications up to 2km out from its origin. This interference is easily recognized by the rhythmic pulses of static it produces in comm channels. Fortunately, the sensors can be turned on and off at the pilot's leisure.
 
Heavy Rocket-Assisted Sniper Rifle: Considered the most powerful conventional weapon ever to be equipped to a Combat Frame without being mounted to a hard point, the HRASR was at one time a design intended to be used upon battleships. Utilizing a combination of solid rocket boosters and traditional explosive propellant, the cannon fires 25cm projectiles at speeds surpassed only by Rail Cannons. Some would mention the fact that a weapon mounted on a frame uses such a bolt action as a flaw, given that in combination with the large rounds utilized it necessitates a "slow and awkward reload" in the middle of combat. Still, the power that something so massive can bring to bear on the battlefield is difficult to question, given that a single shot can rip a targeted frame apart with ease. Augmenting the destructive power are the Brunhilde's signature ammunition, the "Black Baron Special" rounds. A tungsten-carbide tip allows for the round to cut through all but the heaviest of Frame armor like butter, while a mixture of high explosive and incendiary payload within produce an explosion capable of dealing damage to frames which is surpassed, and significantly at that, only by plasma. Combined with a delayed explosive timer allowing the rounds to detonate inside of a frame's superstructure, these bullets make an already deadly weapon absolutely terrifying. Perhaps unfortunately, these rounds could be seen as The Black Baron's calling card, given that the rifle for which they were made has fallen out of favor with most snipers.

 

 

Link to comment
Share on other sites

[spoiler=Heinrich]
Name:Heinrich von Drackenmoore
Age:22
Gender: Male
Faction: Shell Armed Forces, Tactical Response Advance Platoon
Occupation: Pilot
[spoiler=Appearance]
Casual Wear Reference:
The_Twins1.jpg
Flight Suit reference:
sample_43bc31b1651c548dc6fbf503179329872
Standing significantly taller than the average for a man of his age, Heinrich von Drackenmoore is the first of the von Drackenmoore Twins.  Fair skin, offset by a head full of dark hair, covers a body which has seen the rigors of elite military training and emerged resilient and muscular with little if any fat.  He sports a rather sharply angled face, though much of this is offset by the softness of a pair of wide eyes and an even wider smile.  Perhaps the only thing about him that might actually be startlingly different from any other person is the color of his eyes: an odd crimson color hereditary among the von Drackenmoore line, making those familiar with that family immediately aware of his heritage.


[spoiler=Personality]
Heinrich is certainly the more extroverted of the pair, and could rightly be considered one of the main reasons his brother interacts with the others outside of combat missions.  He is the sort of person to go up to someone and try to get them to talk about their problems, while also not being shy to talk about his own to anyone who will listen.  Not always rational, and quite passionate about a great deal of things, he has the unfortunate tendency of getting into rather intense arguments with anyone that disagrees with him and has on occasion been known to revert to force due to misunderstanding what someone is trying to tell him.

Despite his extroverted nature, Heinrich is almost completely uninterested in the idea of getting into a relationship with anyone. This does not mean he won't flirt around with the occasional person that strikes his fancy, or have the occasional fling with someone, but as soon as things start getting serious the lad unabashedly pulls completely out of the situation.  

Beneath, and perhaps causing, all of this, lies a conflict that he and his brother share due to the unique nature of their Synchro Frame.  Heinrich struggles internally to differentiate himself from his brother as greatly as possible, as if doing so proves that he really and truly exists as someone completely and totally separate from his twin.


[spoiler=Biography]
One of the two latest scions of the von Drackenmoore family, Heinrich can trace his career as a pilot in the SAF back to a specific instance.  There was a time in the past when his father, Gregor von Drackenmoore, was traveling on business between two of the shells and was attacked by Tera Firma forces.  The reason for the attack being that the von Drackenmoore family owned several of the factories in which Combat Frames and the armaments with which to equip them were made, and thus there was the hope that by capturing the head of that family they could pressure the rest of them into ceasing their production of equipment for the SAF.  Now, during this attack Gregor found himself forced to call upon an officer within the SAF with whom he had feuded in the past and had poor relations with at present and beg for help.  Assistance was only provided after the frantic businessman agreed to a favor some time in the future to be disclosed at another time.  That favor ultimately came to haunt Gregor, when but a few years down the line he was called upon to give up one of his two sons to become members of the SAF.  Still, he agreed as the recruiter, sent to him by that very same officer, promised him that only the one of the two that scored higher on the Armed Forces Examination would be taken into the service.
 
As it happened, Gregor's twin sons, Johan and Heinrich, happened to be within earshot of the conversation when it was had.  The two of them, not wanting to be separated from one another, hatched a plan to ensure that they would both perform exactly the same on the examination so that neither of them would have the higher score.  It proved easy enough for them to implement, as the two had spent some number of years learning each other's mannerisms and working out how to impersonate the other.  Thus it was that the two of them managed identical scores on the examination...which proved problematic for the recruiter for a number of reasons.  Firstly, he couldn't just let the two of them go as he'd been instructed to recruit one of them, and secondly because the two managed some of the highest scores that the proctors had ever seen.  Thirdly, the boys' father was adamant that only one of them go as he did not wish to lose both of his sons.  Thus it was that the recruiter and the twins sat down, and made a deal with one another.  The twins would convince their father to let them both go, and the recruiter would get permission to take them both.
 
Though strain was put on the twins' relationship with their father, the two managed to convince the old man to let them go with the promise that they would stay in touch as often as they could.  The two were only 16 when they left their home, and embarked on the beginnings of a young life of service in the SAF.  Their high scores on the initial examination qualified them to receive training in flying Combat Frames, and from there they served in a number of units for the following four years.  Heinrich earned a reputation for his remarkable ability to take down enemy frames with highly accurate fire while moving at high speed.  His personal Peacemaker was modified to carry a pair of Heavy Vulcans, and replaced its Combat Rifle with a Gauss Assault Rifle.
 
Of course, this all changed with the advent of the AMS.  Along with his brother, Heinrich was tested for compatibility with the device, and the two of them were found to have exceptional levels of such.  They were transferred out of their units, where they had been under consideration to take positions as flight leaders, and sent to be trained in the use of a frame equipped with such a device.  The two found themselves put through the harshest training that the SAF provided its pilots with, and as a result they were left with little opportunity to do anything more than deal with it.  That is, until the two of them discovered that they could interchangeably pilot the Synchro Frames they were being taught to use and so they would often switch places during training simply for the satisfaction of knowing the personnel training them were unawares.  They were, however, caught doing so at one point and expected a severe punishment.
 
Instead, one of the scientists associated with Synchro Frame training was intrigued by this and began conducting tests on the two of them while they operated the other's frame.  Ultimately, this scientist proposed the creation of the first dual-pilot SF with the two of them as its pilots to the SAF Department of Research and Development.  The proposition was accepted, and from their intensive training the two of them were sent off to an entirely new sort of intense facility.  Here, however, it was not only they who were put through extreme rigors but also the machine which was steadily built up around them.  Many times during this new phase of their preparation for combat something would break, either in the machine or one of the twins, and they would be given some leave during which to recover.  Much of this time was spent visiting their childhood home on one of the Shells, and working to keep from cutting themselves off from their family.  All the same, this development stage changed the two of them irreversibly.  For his part, Heinrich dealt with the change by pushing himself outward and going about to spend as much time with other people as possible while minimizing the time he and his brother spent in direct contact with one another.  When the tests were finally done, and their frame deemed combat ready, the von Drackenmoore Twins were sent off to join TRAP with a new and terrifying development in Synchro Frame technology: the SFS-TS1 Drachenrand.


Machine:SFS-TS1 Drachenrand
[spoiler=Skills and Specializations]
Mimicry: At any given time, Heinrich is able to perfectly mimic his brother Johan's behavior and facial expressions.  He will occasionally do this purely for the fun of confusing those around him.
Prodigious Piloting: Though rarely given the opportunity to pilot alone these days, during his earlier service in the SAF it was noted that the young man was an exceptional pilot.  Though perhaps not the best, in the short four years time he served as a CF pilot he had managed to score enough kills to earn the title of Ace.  Heinrich was noted as having an affinity for a "run and gun" style of combat, preferring to keep on the move to avoid enemies with longer range and staying just out of reach of more close ranged fighters.
Charisma:  One benefit of Heinrich's extroverted nature is the amount of contact it lets him have with other people, allowing him to develop something of an aura about him which he can manipulate to get others to do what he wants.  A few choice words at the right time, the appropriate gesture here or there, and the young man has getting people to want what he wants down to an art.

 


[spoiler=Johan]
Name: Johan von Drackenmoore
Age: 22
Gender: Male
Faction: Shell Armed Forces, Tactical Response Advance Platoon
Occupation: Pilot
[spoiler=Appearance]
Casual Wear Reference:
The_Twins2.jpg
Flight Suit Reference:
sample_43bc31b1651c548dc6fbf503179329872
The second of the von Drackenmoore Twins, Johan stands significantly taller than the average height of a man his age.  A head full of dark hair clashes with fair skin adorning a muscular body formed by the rigors of elite military training, hidden behind loose fitting clothing when the option presents itself.  A sharply angled face is exaggerated by the thoughtful frown often present upon it, made startling by the presence of the crimson eyes all but unique to the von Drackenmoore line.  Those eyes are perhaps made ever more startling, perhaps even unsettling, by the appraising look they often carry, as if their owner were examining and judging everything about the person they were locked upon.


[spoiler=Personality]
Without a doubt, Johan is the more introverted of the pair.  He prefers his own company to that of others and would likely not interact with those he does not know at all were it not for the fact that his brother occasionally drags him along some place.  He is the sort that minds his own business and prefers that others mind theirs, but all the same remains observant of the problems of those around him.  Ration is the name of his most frequent friend, and passion takes hold of him with scant few things.  While this means he rarely makes friends, it does mean that he also rarely makes enemies and thus infrequently finds himself in confrontations, and he takes a great deal of pride in making certain that he understands whatever someone is saying to him.

In spite of all of this, Johan could be described as a romantic of sorts.  He dreams of finding someone with whom he would be comfortable sharing himself, and is at times envious of the success his brother has with relationships, though he would never admit it.  He does realize that he can never meet someone like that by keeping to himself all the time, which is why he will occasionally not resist when Heinrich drags him off to some place.  It can't hurt to be hopeful about these things, right?

Causing all of this, as Johan admits to himself, is a deep-seated conflict which he shares with his brother.  Thanks to the unique way in which their frame links the two of them together and to their machine, he struggles internally with the problem of differentiating himself from his brother in order to prove to himself that he is his own separate person and not just a part of one.


[spoiler=Biography]
One of the two latest scions of the von Drackenmoore family, Johan blames his career as a pilot in the SAF back on a particular set of events.  There was a time in the past when his father, Gregor von Drackenmoore, was traveling on business between two of the shells and was attacked by Tera Firma forces.  The reason for the attack being that the von Drackenmoore family owned several of the factories in which Combat Frames and the armaments with which to equip them were made, and thus there was the hope that by capturing the head of that family they could pressure the rest of them into ceasing their production of equipment for the SAF.  Now, during this attack Gregor found himself forced to call upon an officer within the SAF with whom he had feuded in the past and had poor relations with at present and beg for help.  Assistance was only provided after the frantic businessman agreed to a favor some time in the future to be disclosed at another time.  That favor ultimately came to haunt Gregor, when but a few years down the line he was called upon to give up one of his two sons to become members of the SAF.  Still, he agreed as the recruiter, sent to him by that very same officer, promised him that only the one of the two that scored higher on the Armed Forces Examination would be taken into the service.

As it happened, Gregor's twin sons, Johan and Heinrich, happened to be within earshot of the conversation when it was had.  The two of them, not wanting to be separated from one another, hatched a plan to ensure that they would both perform exactly the same on the examination so that neither of them would have the higher score.  It proved easy enough for them to implement, as the two had spent some number of years learning each other's mannerisms and working out how to impersonate the other and Johan ensured that the two of them spent quite a while getting the it perfect.  Thus it was that the two of them managed identical scores on the examination...which proved problematic for the recruiter for a number of reasons.  Firstly, he couldn't just let the two of them go as he'd been instructed to recruit one of them, and secondly because the two managed some of the highest scores that the proctors had ever seen.  Thirdly, the boys' father was adamant that only one of them go as he did not wish to lose both of his sons.  Thus it was that the recruiter and the twins sat down, and made a deal with one another.  The twins would convince their father to let them both go, and the recruiter would get permission to take them both.

Though strain was put on the twins' relationship with their father, the two managed to convince the old man to let them go with the promise that they would stay in touch as often as they could.  The two were only 16 when they left their home, and embarked on the beginnings of a young life of service in the SAF.  Their high scores on the initial examination qualified them to receive training in flying Combat Frames, and from there they served in a number of units for the following four years.  Johan earned a reputation for his ability in melee combat, essentially dancing his way through an enemy formation and tearing them apart with swift blows.  His first instance of such combat involved disarming an enemy command type Myrmidon and taking its blade.  Later on, he would receive a Mk6 Heated Combat Blade for his Peacemaker.

Of course, this all changed with the advent of the AMS.  Along with his brother, Johan was tested for compatibility with the device, and the two of them were found to have exceptional levels of such.  They were transferred out of their units, where they had been under consideration to take positions as flight leaders, and sent to be trained in the use of a frame equipped with such a device.  The two found themselves put through the harshest training that the SAF provided its pilots with, and as a result they were left with little opportunity to do anything more than deal with it.  That is, until the two of them discovered that they could interchangeably pilot the Synchro Frames they were being taught to use and so they would often switch places during training simply for the satisfaction of knowing the personnel training them were unawares.  They were, however, caught doing so at one point and expected a severe punishment.

Instead, one of the scientists associated with Synchro Frame training was intrigued by this and began conducting tests on the two of them while they operated the other's frame.  Ultimately, this scientist proposed the creation of the first dual-pilot SF with the two of them as its pilots to the SAF Department of Research and Development.  The proposition was accepted, and from their intensive training the two of them were sent off to an entirely new sort of intense facility.  Here, however, it was not only they who were put through extreme rigors but also the machine which was steadily built up around them.  Many times during this new phase of their preparation for combat something would break, either in the machine or one of the twins, and they would be given some leave during which to recover.  Much of this time was spent visiting their childhood home on one of the Shells, and working to keep from cutting themselves off from their family.  All the same, this development stage changed the two of them irreversibly.  Where his brother pushed himself out into the world, Johan was drawn inward and became somewhat contemplative as he tried to discern what it was that made him separate from his twin.  When the tests were finally done, and their frame deemed combat ready, the von Drackenmoore Twins were sent off to join TRAP with a new and terrifying development in Synchro Frame technology: the SFS-TS1 Drachenrand.


Machine: SFS-TS1 Drachenrand

[spoiler=Skills/Specializations]
Mimicry:  A childhood of tormenting teachers, friends, and sometimes their parents, led to Johan developing the ability to perfectly mimic his brother's mannerisms, facial expressions, and even the specifics of his voice.  He occasionally uses this today, helping his brother play practical jokes on those around them.
Prodigious Piloting:  It might be rare, if not entirely unheard of, for him to pilot a frame on his own these days, but back with his unit Johan was praised for his skill as a pilot.  Maybe he wasn't the best, but he proved himself among their ranks by cutting his way to the title of Ace.  It was noted that he preferred a measured, careful style of combat in which he relied on his ability to anticipate an enemy's action to trap them in exactly the perfect place to deliver a killing blow.
Intuition:  Somewhat more pronounced in him than in most other pilots is Johan's ability to anticipate where a given situation will lead.  Most often, this manifests itself in his uncanny ability to know exactly what his twin brother is up to and how he might need to keep the extroverted young man out of trouble.  Whatever the case, it's practically a science for him to know the most likely way a situation will end up.

 

 

 

[spoiler=Drachenrand]

Unit Model Number and Name: SFS-TS1 Drachenrand

Unit Type: Close Range Force Disruption Twin Synchro Frame

Faction: Shell Armed Forces, Tactical Response Advance Platoon

Pilots: Heinrich and Johan von Drackenmoore

Overall Height: 14.7m

Top Ground Speed: 300 km/h

Top Flight Speed: Mach 1.4

[spoiler=Reference Image]type_00_takemikazuchi_7_by_solgravionmeg

 

[spoiler=Description]

Developed in tandem by the Shell Armed Forces' Department of Research and Development and the Drackenmoore Armaments Corporation, the Drachenrand was created in response to the twins' remarkable ability to sync with each other's AMS units. As a result, the DR&D built the first Twin Allegorical Manipulation System. This was initially nothing more than a side project in the eyes of high command, but when the first test run proved to be enormously successful the go ahead was given to construct a frame controlled by two pilots simultaneously using the experimental new technology. Wanting to ensure that their work was properly protected and able on the battlefield, the team constructing the Drachenrand outfitted it with a mix of tried and true technology and experimental equipment. Upon its completion, it was designated the SFS-XA1 Drachenrand and sent off, with the twins, to join the newly formed Tactical Response Advance Platoon.

 

In the aftermath of the Battle of the Atlantic, the Drachenrand and its pilots were called back to Research and Development headquarters for an overview of their combat deployments. The Frame was deemed sufficiently effective in combat to warrant the additional expense of producing it, and the production of future TAMS units was approved. With this came the redesignation of the Drachenrand from Experimental Asset (XA) One to Twin Synchro (TS) One. Furthermore, certain additions were made to the design and its armaments to further increase combat effectiveness before the frame and its pilots were returned to TRAP.

 

[spoiler=Armaments and Equipment]

Siedrich Thruster Array: The Siedrich Thruster is a piece of technology that has come with the steadily increasing understanding of how to manipulate Plasma in a variety of ways. As with most forms of plasma technology, Hydrogen is stored in liquid form before being introduced to a high energy environment contained within a magnetic field. As a result, the Hydrogen is rapidly excited from its liquid state and into that of a gas, then a Plasma. In most weapons, the plasma remains wrapped in a magnetic field as it is projected, so as to retain its shape. In Siedrich Thrusters, it is instead projected through a tube-shaped magnetic field which only extends out a meter or so before ending. Given the high pressures the plasma is kept under, it readily flows through the field and produces a plasma bloom once it escapes. This produces a remarkable amount of thrust, exceeding that of standard rocket and turbine thrusters while eliminating both the need for fuel and moving parts. The major limitation of these thrusters lies in the limited understanding of how to manipulate the shape of existing Siedrich Fields, which typically limits the maneuverability of frames to which they are equipped and requires the inclusion of additional equipment to counter. The Siedrich Thruster Array improves over the old Siedrich Thruster Pack by increasing the temperature of the plasma it projects, increasing the maximum aerial velocity of the Drachenrand.

Sensor Disruption System: Not technically a single system, the SDS is in fact a number of different components working in tandem to render the Drachenrand invisible to all forms of sensors currently used in the battlefield. The most obvious component is the Anti-Radar Coating on the Frame's exterior armor plating, which absorbs RADAR waves rather than reflecting them back to their source. This is also responsible for the frame's black coloration. However, it also contains a number of Noise Cancelling Projectors, which produce sound of opposite wavelengths to that produced by the Frame during operation. This means that the Drachenrand is remarkably quiet. Most impressive, though, is the Thermal Signature Mask. The TSM completely masks the thermal signature of the Drachenrand, making it appear no warmer than its surroundings even when running its Siedrich Thruster Array at maximum. In spite of these remarkable advantages, the SDS does not render the Drachenrand invisible: enemy personnel are still as able to see it as they would be given any environmental conditions. Furthermore, it does little to cancel noise from the frame's weapons. Opening fire is still liable to alert the enemy to its presence, assuming they have not made visual contact.

Enhanced Motive System: An upgrade over the motive systems of most Combat and Synchro frames, this allows the TS1 to move more fluidly and gracefully across the battlefield. Including an advanced set of atmospheric mobility thrusters and flaps to compensate for the lack of maneuverability provided by the STA. Furthermore, the physical motive functions in the Drachenrand's legs and arms are improved to allow for greater flexibility and allow it to move on the ground faster than almost any other frame.

Twin AMS: The single most defining feature of the proposed TS series of Synchro Frames, the TAMS allows for the minds of two pilots to be linked into the control system of a single frame. The results of this on performance have so far been shown to be an increase in maneuverability, response time, and accuracy in the use of the frame's other systems greater than if the same pilots simply split the control of a single unit between the two of them. Essentially, it is a way to take two great pilots and turn them into one exceptional, or perhaps even peerless, pilot. The long-term effects on the pilots psyches has yet to be documented, and as such those in service are monitored closely.

Additional Armaments Carriers: A set of two "holsters" on the back of the Drachenrand which allow it to carry additional ranged weaponry into combat. Only able to carry weapons up to the size of a Frame-class Assault Rifle while maintaining its secondary functions, it still allows the TS1 to put much more fire down range. As depicted, the holsters are capable of locking forward to bring the weapons they hold to bear. In addition to holding an automatic firing system, the carriers come equipped with ammunition feeds which allow the weapons locked into them to be fired without the pilots needing to manually reload them. In the event that the weapons must be removed from the AACs, the process is simple enough that it can be done by the frame itself.

Mk2 ECB, Spear Version: The Mark 2 Energized Combat Blade is a revisiting of an idea once thought to be outdated in comparison to the Plasma Blade. Originally intended to serve as the primary melee armament for Combat and Synchro Frames, the ECB relies on a blade of a highly resilient and electrically conductive material to serve as the focal point for a magnetic field into which superheated plasma is introduced. The Mark 1 design proved to be an unreliable thing, as the magnetic field surrounding it would often falter during combat and cause the plasma to directly interact with the blade which further disrupted the magnetic field and ultimately resulted in a plasma detonation. However, with the advent of further understanding of the Siedrich Effect, the Mark 2 ECB operates with none of the issues in reliability. Furthermore, given the presence of a solid blade around which the plasma forms, when a target is cut or stabbed into the trapped plasma is compressed between the two surfaces. Thanks to the highly temperature resilient nature of the Mark 2's blade, this results in the plasma forcefully expanding outward into the target. This results in something similar to the cavitation seen when bullets are fired into flesh, and as such often results in damage far greater than one would expect from a blade the size of the Mark 2. It should be noted that the physical blade is still quite solid, and capable of being used to fairly significant effect even without plasma surrounding it. Issues in the weapon's balance as a sword lead to the extension of its handle into a spear nearly the same length as the Drachenrand itself. The added weight behind the blade eliminates the chance of the frame throwing itself off balance while using it, and potentially allows for more forceful strikes.

XV3b "Banshee" GGC: Known in some circles as the Good Game Cannon, the XV3b Gatling Gauss Cannon is an evolution of the Gauss weapon technology normally seen deployed in the form of "rifles" for Combat and Synchro frames. Gauss weapons rely on a similar principle to Rail weapons, save that they rely on a conductive coil along the barrel to propel projectiles instead of a rail on either side. Because of this, they require far less power to operate and can be charged much more quickly, allowing for a higher rate of fire at the cost of hitting power. Gauss Cannons attempt to rectify this by featuring bigger coils and firing bigger projectiles, but by necessity typically have slower rates of fire than their smaller cousins. The XV series of Gauss Cannons has attempted to solve this problem by arranging multiple barrels in a Gatling configuration. The XV3b is the most recent, and most well-known, version of these weapons and has been in use by the SAF for nearly a year now. Its triple-barreled configuration has so far proven to be the most efficient, allowing ample time across a rotation for one barrel to recharge after firing but not so much time that it runs the risk of overcharging, and has brought the GGC class of weapons up as one worth very serious consideration. The X3b GGC is capable of firing at a rate of 1500 rounds per minute on average, with certain field modifications able to push that number even higher, and utilizes 53 x 136mm rounds, somewhat larger than the XV3a. Soldiers and Pilots deployed to use this weapon dubbed it the "Banshee" because of the distinctive wailing sound produced when it fires. Roughly the size of a frame-class Assault Rifle, the TS1 Drachenrand typically mounts one of these weapons on a hardpoint on each arm. Improvements in feeding systems have allowed such things to be placed beneath the frame's armor and linked to ammunition stores on the frame's back. Typically, the Drachenrand carries enough ammunition to fire both weapons continuously for about a minute.

C27d High Yield Missile Pods: A standard system for Combat and Synchro Frames, the C27d HYMPs allow a frame equipped with them to carry 12 heavy, 18 standard, 24 light, or 36 micro missiles bearing various warheads to fit the combat situation. The most popular variants are High Explosive, thanks to the general utility of such things. On the TS1 Drachenrand, these are mounted to the frame's shoulders and locked facing forward.

 

 

Link to comment
Share on other sites

  • 2 weeks later...

[spoiler=Annerheim]


 

“Whether this war is right or wrong, what’s important for us is to fight for the sake of the family we left behind. So don’t die, for their sake, please return safely.”

 


Name: Annerheim zi Miriadell

Age: 25

Gender: Female

Faction: Terra Firma

Occupation: Captain of the “Ceres” Motherwill-class Sky Fortress

Machine: Ceres, TSF-XXX-001 Nyx “Night Raven”


[spoiler=Appearance]

af7167d0ac6a563e99716d2f3ccc119e930cc6f2

 

 


[spoiler=Personality]

Despite her relatively young age as a captain, Annerheim is well-known for her motherly trait, especially towards her crew. Most other officers of her rank or higher derided her for being too soft to her men, but while it’s at times true, she insisted that it’s vital to create a close bond like this to improve morals. She makes sure that the whole people under her was well fed and equipped, personally deal with issues and incidents if she’s in a position to, and occasionally treats her subordinates for drinks during times where they’re free.

 

However, she’s not exactly entirely soft either. When situation calls, she can act stern and exert her authority, and dealing with people outside of her ship, she’s known to be very argumentative and far from being meek as her reputation made people expected her to be. During deployments however, especially at the heat of battle, she pretty much ceased to be “human” altogether, and acted a lot more robotic than usual. Eerily calm and composed, and calculating both her enemies and allies’ moves alike. She realizes that there’s no room for error in such a situation, and she resorts to turning her emotional side off completely at those situations. Of course, having a captain that simply don’t break no matter how harsh the situation is would be quite a reassuring thing for her subordinates, but they can’t help but feel slightly unnerved to her monotone no matter what the situation is.

 

While she’s somewhat of a prodigy herself, she’s very aware of the fact that people often derided her accomplishments and her capability of rising through the ranks fast due to her father’s influence, him being a general of Terra Firma. She’s actually very afraid to her father, and always hopes that she could just disappear from his radar one day, so she could live the rest of her life in peace. Of course, she’s also aware of the fact that her crew’s prosperity (and life) depends on continuous successes, and she can’t simply hand the responsibility of managing them to someone else no matter what, so for their sake, she’ll keep on fighting as their captain.

 

 


[spoiler=Biography]

The sole daughter of an influential figure in the Terra Firma’s government, not much else was known about her due to her sheltered life. Most people also had no ideas about the reasoning of how did she become the commander of a unique, first-in-its-line battleship out of nowhere at such a young age. Many suspected foul play was involved in her assignment, but the actual reasoning was quite a bit more complicated than that.

 

The reasoning behind that could be summarized as her being the right woman at the most wrong time possible. During an attack on a Terra Firma construction site, Annerheim, who was a new recruit there, found herself and several other survivors unable to escape from the place, aside from using an unfinished prototype aerial battleship stored inside a hangar nearby. None of them was trained to fly something on that scale before, and during the debates and confusion, Annerheim decided to step up and started to order the other survivors to help her operate the plane, with some help by some of the instruction manuals lying around regarding the ship. While at first her authoritarian style of commanding the ship was met with other survivors' ire, they realized that they had no other choices at that time, and followed her order. The ordeal ended with all of them managing to survive and escape from the doomed construction site, and Annerheim's deed was met with praises, though it was definitely still not enough for her to actually commanding a battleship. Later on she was recruited as the crew of the newly finished Ceres, and not long after that she was met with another dire situation as the ship's captain was accidentally killed during a confrontation with the enemy by a lucky shot when the ship’s barrier was down. While everyone else was still panicking and surprised, she stepped up, controlled the situation, and successfully commanded the ship during the entire confrontation, and returned with the expensive one-off battleship relatively intact. After the battle, the other crews elected her as their new captain, and her superiors agreed, mainly just due to them couldn't be bothered to relocate another capable captain there.

 

Her whole career in the Ceres could be downright unbelievable to some. In a relatively short time, she had managed to secure quite the amount of victories for her side, assisting operations, and overturning the tide of a battle just by showing up at the nick of the time. Though actually, even with her abilities as a captain of the ship, she (correctly) attributed most of those achievements to sheer dumb luck and coincidences, what with her often was being conveniently positioned in places and times when her help would be needed the most, and most of those time she and her crew were just roped into the conflict or battle just because they're there. Despite of her insistence that this was the case though, she's still regarded as one exceptional captain that the Terra Firma had access to. Well, even with the fact that being a captain of the ship is still the last thing she wanted to be.

 

 


[spoiler=Skills/Specializations]

-Above average leadership, problem-solving, and strategizing ability.

-Above average skill as a Frame pilot, displaying amazing reflexes and accuracy.

-Uncanny ability to be the right person at the wrongest of time possible.

 


[spoiler=Misc. info]

-Really likes karaoke sessions, even though she can’t sing at all.

-Her early years was completely surrounded with mystery, but one thing Annerheim admits is that she never really finished formal education, or even proper military education.

-She really likes cheesecakes and candies, at times even enjoying them during missions. It’s not too uncommon that she acted all serious and ordering people around with a lollipop in her mouth.

-When she’s out piloting her frame, her second in command, Bernard Adler, will replace her as the commander of the ship. Not that she leaves the ship often or anything.

-Even if she dislikes being involved in the war as a captain, piloting is something that she dislikes even more. She will only get out in her frame when there’s no other choice but for her to do so.

 

 


 

 

iU8EggM.png

[spoiler=TSF-XXX-001 Nyx]



Unit Model Number & Name: TSF-XXX-001 Nyx “Night Raven”
Unit type: Prototype Heavy Assault Synchro Frame
Faction(s): Terra Firma
Pilot(s)/crew: Annerheim zi Miriadell
Overall Height: 10.5 meters, not including weapons.
Top Speed: 200 km/h (W), 1.3 Machs (F, fully equipped), 1.6 Machs (F, without extra armaments)


[spoiler=Image]
5fefc866f9e032b3c25ffb60e7760065708dbadf




[spoiler=Description]
A testbed Synchro Frame used to test out the performance of experimental technologies, this particular unit was given to the Ceres mainly due to the Terra Firma higher ups not really wanting to waste Annerheim’s AMS compability, despite her showing little interest in piloting. Due to that, the unit was designed to be easy to use and versatile, so it could be quickly adjusted to a new pilot’s liking when another choice became apparent.

It’s only one of the several base units of the so-called “Nyx” series that the Terra Firma has, and currently the one of the very few in action. The “Nyx” series of frame is designed for versatility, mainly. Boasting compatibility with many types of armaments and additional gimmicks, these frames are the first step for Terra Firma to rapidly deploy relatively cheap and easy to assemble Synchro Frames if the situation requires it, or as replacement frames for AMS compatible pilots that currently has no frames of their own.

Despite of the Nyx series’ intent of being an economic SF, it’s definitely not lacking when it comes to specifications and performance. The Terra Firma research team is still gathering combat data from unit 01, in an attempt to further downscaling the unit’s cost and further developing its armaments and equipments. The criminally small size of each unit is intentional. It cuts some budget to develop the base frames, and it offers mobility advantages at the cost of the suits becoming really fragile.

Unit 01 itself, the fabled “Night Raven”, is outfitted with weaponries fitting its intended role as a heavy assault frame, boasting exotic (albeit prone to malfunction) tools to accomplish its goals.




[spoiler=Armaments & Equipment Information]
Main Equipment
  • 4x Automatic Heat-seeking Anti-missile Machine Gun: Despite its name, it can also fire at and attempt to destroy any projectiles coming at it with big enough heat signature.
  • 2x Arc Claws: A set of overheated claws surged with Arc electricity, they are really sharp and can easily wreak havoc on the machineries it hits.
  • 2x Hip-mounted plasma blade/cannon: Can be utilized as either of the two.
  • Extending Arm: Nyx’s arms can extend for around 4 times its original length. Sacrifices some of the structural integrity of the frame’s arms, in exchange for giving extra range. It also allows the Nyx’s arc claws to be able to function like a grappling hook.

Night Raven Configuration

  • Laser-Guided Long-range ARC Rifle: It uses low-power laser beams to form an electrically conductive laser-induced plasma channel (LIPC). A fraction of a second later, a powerful electric current is sent down this plasma channel and delivered to the target, thus functioning overall as a large-scale, more powerful, long-distance version of the Arc-guns. An artificial lightning bolt, so to be said. Still on the experimental stage, the rifle itself is prone to overheating and malfunctioning.
  • 2x Shoulder-Mounted Hemholtz Coil: Two coils designed to produce a sphere of magnetic field that will cancel out other magnetic fields, 15 meters in diameter. The frequency of the magnetic field is low enough to not be able to penetrate the metal coating of Frames to harm the ST Reactors, but enough to nullify Siedrich-field assisted Plasma Weapons.
  • Shoulder-Mounted Rail-powered Ribauldequin: The Ribauldequin, also known as the Organ Gun, was the basis of the weapon’s design. Now fires off explosive-packed metal rods instead of bullets, and propelled by electromagnetic field instead of gunpowder. Has a really high rate of fire.
  • 3600 Back-mounted Arc Gun

 




[spoiler=Misc. info]
The name Nyx is based on the Greek personification of Night. Reasoning was due to its dark color scheme, and its effectively anti-plasma weapon field, which could be a metaphor of a dark night.





[spoiler=Ceres-class]



Unit Model Number & Name: IAF-001 Ceres
Unit type: Ceres-Class Terra Firma Aerial Mobile Fortress
Faction(s): Terra Firma
Pilot(s)/crew: ~2300 crewmen and technicians, 53 pilots.
Dimension: 534 m (L), 375 m (W), 142 m (H)
Top Speed: 1.7 Machs (All engines), 0.6 Machs (Average)


[spoiler=Image]
aquila_or_was_it_garuda_class_aerial_for




[spoiler=Description]
Terra Firma's first aerial version of their infamous Motherwill-class Land Battleships, built to more effectively conduct operations all across the world and to overwhelm SAF's own crafts on their supposed "realm". Effectively could support up to 40 Frame units and 60 aircrafts, but for short range transportation, could carry up to 100 of each. The unique feature of all Terra Firma made battleships is still apparent here, which is the Multideck design of the ship, which allows for a really fast mobilization of all Frames stored inside it. Another unique feature is its ability to turn 360o around its base.

Despite its designation of being an airborne Motherwill-class, Ceres-class cannot afford to run the prized Millenium Cannon due to it not having the space for it. It’s also structurally more fragile than a ground-bound Motherwill, but its protection system helps in that regard.




[spoiler=Armaments & Equipment Information]
  • Two-Barrel Anti-Air Main Plasma Cannons
  • Two-Barrel Defensive Anti-Air Gatling Turrets
  • Missile Pod Launchers
  • Anti-Plasma Weapon Barrier System: Can be activated at anytime, though, will unnecessarily drain the ship's energy if it's on for too long. There's also the issue of screwing with the ship's own plasma cannons when it's active, so it'll definitely only be activated whenever it’s necessary for the ship to use it.
  • 15x Bomb Hatch: Located at the bottom of the ship, of course.
  • Grand Impact Mega Particle Cannon: The most prized, and the most rarely used equipment of the ship. Located between the two front flight decks, it is a weapon that creates a beam of continuous stream of accelerated particle with high kinetic energy, which would obliterate everything in its path. Works with the same principle of Tesla's so called "Teleforce", more streamlined, but consumes a lot of the ship's energy per shot. Not that it needed to fire more than once per battle due to the power of the weapon in question. The only downside of the cannon itself is that the particle output needs time to be charged, and for the initial several seconds of the weapon's firing, the stream of the fired particles would be relatively small and harmless, giving time for units to get out of the line of fire. A really risky, but destructively effective way to use the weapon was to turn the ship’s upper platform around during the firing sequence, allowing the ship to literally sweep the area using the cannon.

 




 


[spoiler=Nisaria Black]


 

“Reasons to fight. Ideals. Isn’t all of them meaningless in the end? After all, dead men’s words hold no meaning, right?”

 


Name: Nisaria “Saria” Black (The White Devil) (Adelar Schwarzschild)

Age: 16

Gender: Male

Faction: Terra Firma

Occupation: Synchro Frame Pilot

Machine: XCF-005 Type-KY “Stellarion”


[spoiler=Appearance]

4emxY8b.jpg

155 centimeters, 43 kilograms.

 

 


[spoiler=Personality]

Young and energetic, optimistic, and usually cheerful during most situations, Nisaria looks like a beacon of brightness of hope in the middle of the darkness that is the war. When someone is feeling down, he will try to cheer them up. If someone wants to talk, he’ll try to hear them. Despite of this, he’s actually far from his outward appearance. All of the cheerfulness of his is merely a fabrication. He’s extremely cynical inside, but he does not want everyone else to know. He’s just as depressed as the others, if not more, but he decided that he’d keep it to himself as he hide behind layers and layers of fake emotions. At times though, his cynical side will surface without him having much control of it.

 

That aside, he really loves flying, as he was subjected to the confinement of the earth for a great portion of his life. Pretty submissive due to his training, but often tries to take his own initiative if he thinks it will do good for others. His reason of fighting in this war is pretty much not because of to avenge the city or his family and friends. He has no reason to fight at all. He just does what he’s ordered to do. He can’t say that he feels anything at this point about the war and the act of killing. But, one thing that he definitely shows a lot of distaste is traitors and betrayals. It’s mainly due to the remainder of the conditioning and brainwashing that he experienced back then. But overall, due to his age, he’s quite naïve when it comes to a lot of things.

 

 


[spoiler=Biography]

Born as the youngest son to a family in San Loma that sympathized heavily with Terra Firma's cause often to extreme level, Saria was already subjected to his parent's ideology even during his childhood, and often got scolded for not really following their ideas. Probably due to this, he was closer to his older sister, and viewed her as something similar to a role model and a parental substitute. One day, he was pretty shocked when he learned that his sister joined the Terra Firma rebel group as a pilot, and even more shocked and completely crushed when he heard not long afterwards that his sister was killed in action during a skirmish. Hearing this news, instead of grieving, his parents forcefully entered him into a secret Terra Firma program to produce young piloting prodigies artificially. He himself, still shaken from the loss of his sister, at first vehemently protested this decision, but later on, he gave in, believing that this would be what his sister wanted for him to do. He was eight years old at that time.

 

The program, which was entirely conducted in a secret location inside the city without the participant being able to interact with the outside world, was very tough and torturing, and at times, even inhumanly so, but for five years, Saria managed to survive and perform well, with his self still intact for the most part. One day, when he was conducting several performance overview test outside of the city, the engine of his jet malfunctioned, and he was forced to crash-land it. Not long after that, as he was checking the engine of it, the city of San Loma was erased from the map by a series of bombing done by the SAF in quick succession.

 

He was rescued several days later by a Terra Firma survey team, as he walked alone dazed in what was left of the city, completely impoverished and shaken. Recognizing him as one of the children from the secret project, Terra Firma immediately assigned him as a Combat Frame pilot, a job that he managed to pull very well despite his age, and after several months, an important figure in the Terra Firma decided to raise him as a son or some sort, though this relation is more similar to that of a master and his subordinate, but Saria didn't mind it. Two years later, the man unveiled the Stellarion to Saria, and gave it to him. Immediately afterwards, he was transferred to the battleship "Ceres" and served there ever since.

 

 


[spoiler=Skills/Specializations]

-Prodigious skill in reflex and physical skill due to his training and "special conditioning" with the PRISM program, and coupled with the AMS system, it made him capable of several amazing feats that would be completely impossible for others, like dodging projectiles with ease.

-Enhanced piloting skill and mastery in aerial combat.

 

 


[spoiler=Misc. info]

-His feminine appearance are often lampshaded and teased by others on his unit, though he bears it no mind. Though, he somewhat disliked whenever they asked him to wear outright feminine clothes like dresses or something similar.

-Used to keep several cats in his house during his childhood that he and her sister cared deeply about, but after he was drafted into PRISM, he never heard anything about them anymore.

-Nisaria Black is not really his name. It's an alias he has used after he entered PRISM.

-In contrast to his feminine appearance, he remembers his sister to be more masculine, a tomboy, and always acting like a young man.

 

 


 

 

iU8EggM.png

[spoiler=Orion]

Unit Model Number & Name: TSF-005X Orion

Unit type: All-purpose Custom Synchro Frame

Faction(s): Terra Firma

Pilot(s)/crew: Nisaria Black

Overall Height: 15 meters

Top Speed: 330 km/h (W), 1.7machs (F)


[spoiler=Image]

rxdXmlx.jpg

 

 


[spoiler=Description]

 

 

After his last outing of battle, Nisaria commissioned several alterations towards his Frame, citing disappointment in its performance being what caused the extensive modifications towards it. The biggest change was the removal of the transformable aspect of the frame in favor of longer performance, and the slower deployment speed was then supposed to be patched up by a separate backpack system, although as of now, it’s not finished just yet.

 

All in all, it ends up being a completely different frame instead.


[spoiler=Armaments & Equipment Information]

 

 

 


 

 


[spoiler=Adelheid]


[/size]

 

 

 

"There's no mercy in war. People live and people die. That's all there is to it."

 

 


Name: Adelheid Schwarzschild (The Crimson Impact)

Age: 29

Gender: Female

Faction: SAF

Occupation: Pilot, TRAP's Field Commander

Machine: CFS-X193 "Avalon"


[spoiler=Appearance]

9dbb7738e0eec994e182d9f92ade0e00ee71566c

180 cm tall, 68 kg.

 


[spoiler=Personality]

Adelheid is a respectable woman in all accounts. Calm, cool, and honorable, she’s quite charismatic, and many of her peers (who are mostly her juniors), looks up for her in admiration. In her unit, she is the silent type most of the time, as she prefers to prove her worth in practice rather than merely by talking and theorizing.

 

Not many people know that she’s a hopeless romantic that’s never gotten into any relationships, but that’s mainly since according to her, her true love is her heavily customized Combat Frame, the CFS-X193 Avalon, though of course, not literally. While she was aware that sooner or latter she would need to develop an actual relationship with another human being, she's pretty content with her current status, and after all, she felt that relationships like those would merely be a hindrance and distraction on the battlefield.

 

While she used to utterly despise Synchro Frames, she had mellowed out a bit since she joined TRAP, at least enough to work with them. She didn't really see the people under her command with high regards though, most of the time, mainly due to her attributing most of their performance due to their machines instead of their skill. Yes, she was aware that her own Avalon could outperform some Synchro Frames even without its ace in the hole active, which would technically made her a hypocrite, though she always attributed her performance purely to her skill.

 

Indeed, she was quite proud of her own piloting skill, especially since it is her true and only passion. She wouldn't be "Adelheid Schwarzschild" if she did not have those skills. On the battlefield itself, she usually is quite composed when it comes to assessing the situation, but when it's time to engage the enemies themselves, she would usually show no mercy as long as her frame could keep up with her determination to completely eradicate her enemies. It's not exactly due to a bloodthirsty nature or something similar, she's simply unwilling to be generous or showing any mercy on the battlefield, since after all, doing that can kill her if she's not careful.

 

Never ever wants to talk about her family that she left behind.

 


[spoiler=Biography]

She was born in the city of San Loma, though, she and her family lived in a smaller town not far from the city itself. When she was a teenager, she conscripted herself to the then-underground organization of Terra Firma as a fighter jet pilot for an unknown reason. Whatever that reasoning was didn't really matter in the end when her youthful recklessness ended badly for her as she was shot down in a battle not long after she joined.

 

She survived though, but she ended up getting captured by the SAF as a prisoner of war. The pilot that downed her, Altomare Weiss visited her not long afterwards in prison, and much to her surprise, he bailed her out and decided to take her as his apprentice, saying that he saw her unrefined talent during that short combat that ended up with her loss. Afterwards, the two went on to be close friends not long after that. It was in the Shells that Adelheid started to get closer and be fascinated by Frames, and in a short time, it was apparent that she had the natural talent to operate them well mainly due to her piloting skill, and thus, she later was chosen to be a test pilot for many of SAF’s Frame projects, as she’s able to operate them to their fullest capabilities and inquire about which function was good or bad and what should be fixed or replaced from the design. Due to her being used to fighter jets before she piloted frames, Adelheid ended up falling in love with the concept of CFS-193 Victory, and decided to use one as her personal unit, with the approval of the SAF, of course. With Altomare's connections, he helped Adelheid to fully integrate herself into the Shell and SAF, even to the point of most people not being aware that she used to be a Terra Firma pilot.

 

When the SAF R&D department started their Synchro Frame project, it was her that they chose to be the very first prototype model’s test pilot. She accepted the offer gleefully, especially since she had followed the whole process of its development, and fell in love with the machine. She believed that it was her fate to operate the machine on the battlefield, and her superiors promised her that if the test went well, she’d be chosen as its main pilot.

 

It didn’t go as she expected. This time, she oddly was completely unable to operate it well at all, not even reaching 30% of the machine’s potential. It was then apparent to the developers that she lacked the special brainwaves needed to synchronize with the machine. This was enough to drop her spirit down by a lot, but then on the next day, her superiors announced that her friend Weiss was the one that was chosen to pilot the SF. That was when she started to despise SFs and grew more distant to her friend.

 

Her distance with him was so much that when he was shot down during a mission, she didn’t feel anything, and when Terra Firma started to develop their own SFs, she blamed Weiss’s incompetency for that. She officially retired from being a test pilot in favor of being an actual combat pilot, and subjected herself to a lot of training of all kinds, whether it’s physical, mental, or using simulators. Also, she modified her personal CFS-193 using the knowledge she got during her time working with the Research and Development department to make it be able to stand up to enemy Synchro Frames, even if she sacrificed stability in the meantime.

 

Her training and customizations paid off as on one of her proper first missions, she managed to a Synchro Frame unit that ambushed she and her squad, who managed to kill many of her teammates due to the superiority of the foe's Frame. They didn’t expect it when she managed to outmaneuver them, and decisively shot them down with a well-aimed shot, though the pilot itself managed to retreat as Adelheid hesitated to shoot the escaping pilot. This and the later battles cemented her reputation as an ace pilot. But she didn’t let the praises get into her head and she kept on customizing her Frame more and more obsessively. She even resorted to ask the currently retiring Aeolia Audevie to help her with the frame designs, and the two then partake in the development of the Anti-AMS "SF-D" system, a system capable of boosting a non-AMS capable unit's performance significantly when it detects the brainwaves of an opponent Synchro Frame. The prototype of the system was installed on her unit, but for some reasons, the development of that system came to a halt immediately afterwards, and she couldn't even ask Aeolia about what exactly happened with the continuation of that project.

 

One day, for a reasoning unknown to her, she was assigned to be the CO of the newly formed elite team of SF unit named TRAP, even though she herself did not pilot a Synchro Frame. Despite her insistence of not wanting to have anything to do with that team, she was still assigned there, much to her chagrin.

 


[spoiler=Skills/Specializations]
  • She absolutely specializes in high-speed aerial combats, where the amazing maneuverability and speed of her Frame can be displayed in all of its glory. With her experiences as an ace fighter jet pilot, she has developed the mind to read the situation of the battle quickly, and devising plans and maneuvers on the fly without dropping a beat. She is also the undisputed master of one of her signature style of transforming her Frame mid-air to immediately adapt to the ever-changing situation of battles.
  • Her sharpshooting skill is quite remarkable. While her tactical sniping skill is good, her main threat comes from her ability to be accurate with her shots even in the middle of a combat, while moving at high speed.
  • Outside of piloting, she’s a great mechanic and she has good knowledge about the components and builds of Frames, especially Synchro Frames, mainly due to her involvement in the development of those. Thus, she often designs frame concepts for fun, most of them ended up being quite usable, if not fully effective.
  • Her main weaknesses are bombing operations and tightly packed artillery defense.

 


[spoiler=Misc. info]

-She likes lions, and felines in general. Said that she remembers taking care of several cats.

-When asked why she looked really young for her age, she shrugged and said it was merely a miracle.

 


 

iU8EggM.png

[spoiler=CFS-X193 Avalon]

Unit Name: CFS-X193 Avalon

Unit Class: Custom Transformable High Mobility Aerial Combat Frame

Overall Height: 17.9 meters (counting guns), 14.5 meters (head to toe)

Pilot: Adelheid Schwarzschild

Maximum Speed(Flying): Mach 4 (Fighter Mode with Extra Pack fully equipped, though even with it equipped, Adel would only go for Mach 2.8 maximum for safety and energy conservation reasons) Mach 1.4 (Combat Frame Mode) Mach 1.6 (SF-D active)

Maximum Speed (Ground): 231 km/h


[spoiler=Unit Image]

[spoiler=Base Unit]

8e17754d2bf457a832c596b7eb75e814513e3a1b

(Fighter Mode)

4cbfafe3753fdc303f34651ed5a922be586cf736

(Frame Mode)

 

 

[spoiler=Extra Pack]

13923789239_29e42eab41.jpg

(Fighter Mode)

43Glycg.jpg

(Frame Mode)

 

 

 


[spoiler=Description]

The Two-mode Combat Frame is a series of Frame that was designed mainly for high-speed aerial combat. Originally, Avalon was one of the many mass-produced ones, but Adel's personal touch had made it into a far more dangerous machine in the battlefield.

 

Appearance-wise, it was made to be sleeker and more aerodynamic, with the emphasis on agility and elegance. Though effectively, this Combat Frame packed quite a lot of heat even compared to Synchro Frames, and pretty much more agile than many of them, with the Alter/System just cranking these aspects even higher. Though, the fact that this is not supported by the AMS system dampened it from its true potential, as Adel's reaction time, however fine tuned with experience and skill it is, is no match from AMS supported aces.

 

During her time in the Shells not long after Leo joined TRAP, Adel installed an optional Extra Pack to her frame for extended, long distance operations.

 


[spoiler=Armaments and Special Equipment]

Base Armaments

 

  •  

     

  • 2 Medium Class rapid-fire Plasma Gun: Mounted on its back, it was originally designed to fire normal bullets, but Adel rigged it and turned it into firing superheated plasma.

     

     

  • Anti-Fortress Noble Plasma Cannon "Excalibur": Designed to take out battleships in one shot, Excalibur is more like an ace in the hole for Adel due to how much energy it takes to fire each full-powered shot using it, enough to actually drain the entire energy of the Frame. Most of the time it's stored inside the main ship, and will only be drawn when necessary due to it limiting Avalon's mobility to an extent.

     

     

  • Two Medium-Class Plasma Rifle "Caliburn": The main weapons of Avalon. Both are frame-mounted version of the standard-issue plasma rifles, which has the option of either being used with its internal energy packs, or it could also utilize the frame's own generators to fuel itself.

     

     

  • Twelve micro-missile launcher pods: Two exit ports in each engine pod and 4 exit ports in each conformal armament pods. Leg pods contains 30 micro-missiles each while the rest contains 12. The missiles are unguided, but can be aimed.

     

     

  • Two standard-issue arm-mounted Plasma Sabers: Standard issue, really. Nothing much to be said.

     

     

  • SF-D "Alter/Frame" System: SynchroFrame-Destroyer, a system that was built in to counteract the opponent's SF units. When in the presence of an unregistered Synchro Brainwave, the system will start overworking the internal reactors to increase the parameters of the Frame to a whole new height at the cost of the Frame's stability and energy consumption. While normally this would give a Combat Frame the capability of standing on a somewhat equal footing to an Synchro Frame one-by-one, in the hands of the experience and reflex of Adelheid and her extensively customized Frame, she could overwhelm Synchro Frames with relative ease. This mode only lasts for around 5-10 minutes before it drains Avalon's energy completely.

     

     

  • X-wing Solar Panel System: Avalon's wings can open up and reveal an emergency solar panel system that took form as four additional "wings" that formed the X-shape.

     

     

 

Extra Pack

 

  •  

     

  • Four Detachable Extra Boosters + Internal reactors

     

     

  • Four Wired Detachable Wing-mounted Missile Pods: Containing 15 micro missiles in each. When detached, Adelheid still retains control of their aiming system, which allows her to use them to strike at her opponents from varying angles. It's not exactly a wire-guided missile pods, and the wires themselves are simply a way for Adelheid to be able to retrieve the pods after she detached them.

     

     

  • Two Nacelle-mounted Hi-Plasma Cannons: Only usable when in Fighter Mode. Using the power from the additional internal reactors.

     

     

 

 


[spoiler=Misc. Information]

 


 


Link to comment
Share on other sites

  • 1 month later...

[spoiler=Shayne Carson]

tGJepG2.jpg

“Waiting for your command, Officer.”

 

Name: Shayne “Shay” Delia Carson

Age: 25

Gender: Female

Faction: TRAP

Occupation: Pilot

[spoiler=Appearance]

PdsxUhe.jpg

While Shayne was never much of a go-getter when it came to personality, her leaders in APEX had always told her one thing: Dress for the job, but look damn good while doing it. It never made much sense to her, but who was she to argue? It certainly beat the rags she was used to dressing in when she lived in the streets, and Shayne had an awesome physique from the years of tough, physical labor. That being said, Shayne is a laborer and is most typically found in some form of fatigues or working clothes, just because that is what’s most comfortable for her when she’s on the job. Two notable pieces of accessory she’s commonly found wearing are safety goggles to avoid dust or sweat from getting into her eyes when she’s on the job, and a rusted cross she made out of some broken metal she got off a scrap job. Shayne isn’t particularly religious, but likes the idea behind wearing the symbol, and keeps it on damn near always. She’ll put makeup on when she’s got the time, and does whatever she can with her short, pink hair that she dyed herself when she had the money to start buying products, but most of the time the various hats and helmets she has to wear for her line of work end up messing it all up anyway, so a wild, untamed look really does suit her the best.

 

[spoiler=Personality]

Shayne was never much of a talker; truthfully, she never really had much motivation to do anything on her own. Her parents were possessively protective people, given that they were in a rough area, if you found anything, it was yours. Because of the restrictive nature of her parents, Shayne was often not given much of an opportunity to lead her own life; she was told what to do, and expected to do it well; she became rather good at that. If Shayne instigates anything without direction it would be an event worth documenting, simply because she does not see a need to do so; she will do whatever she is asked with extreme passion and effectiveness but feels no urge to take her own life by the reigns; after all, life has worked out one way or another as a follower, and there are enough leaders out there. In many ways, Shayne is almost robotic; she isn’t particularly emotive and is very detail oriented; she has a way of putting up this hard shell of efficiency, which does an excellent job of pushing people away from her very human, naturally existing feelings. At her core, Shayne is a bit of a softy; she loves being a part of a team and would kill to exist alongside the same group of people for her entire life, with very little change. Truth be told, she’s done much worse before to chase such a dream. Shayne isn’t exactly sure what she would like to do with her life when she is old, gray, and no longer capable of taking herself into the action, but there’s a distinct hope that she will be surrounded by people who care enough for her to help her make such a decision.

 

[spoiler=Biography]

Gold for brothers, blood for supporters. A phrase that modeled Shayne’s life as she knew it on the not-so-cozy shells. Despite what they would like you to think, life wasn’t exactly easy on these things. The rich continued to get richer while the poor suffered underneath; her parents were never much help either. They tried their best, but what life truly came down to was survival, and when their method of watching Shayne’s every move to keep her safe no longer benefitted their survival, the care became less and less important. As Shayne began to age, she realized why this was happening; nobody here was an idiot, and all parties involved knew exactly what was happening. Shayne would leave on her own terms at the much-too-young age of just fifteen, and it wouldn’t be long until she had troubles finding any food, water, or shelter. She thanked God every day after APEX found her, damn near rotting away in a gutter, hoping death would quell the hunger pains. APEX was a local gang from the shell, one that had recently become quite a nuisance for the enforcement of the area; they had taken up ripping off military shipments and selling them back through the black market to the next highest bidder. It had been a sweltering day in the dead of summer in the streets, and Shayne found herself supported by a dumpster, damn near dead of starvation when a couple of lowlifes from the gang itself found her there.

 

“Well, would you look at this Krauser; another one dying in the streets. Third one this week, I think! You reckon she’s got a necklace or somethin’?” the trio cackled in unison; Shayne would have rolled her eyes if she had the strength, but she had to use all she had left in her body to pull the jagged, rusty pipe out from behind her, and point it at them as a warning.

 

Don't’... Come any closer…. I’ll swing.” Shayne was barely able to mutter out the words; her mouth felt like a desert. The trio had a hardy laugh in response to that one, was this dying teenager actually threatening them? Krauser put his hand on the first bandit’s chest and stepped forward to her.

 

“This one’s got a bit of spunk, does she? I can respect that. Tell you what kid, I’m feeling generous today, and we could use some fresh blood around the spot. Put the pipe down and follow us. You’ll have to walk yourself, though; I’m not feeling that nice.” Shayne always thought of that moment and wondered how on earth she ever found the strength to continue; suppose survival will do that to you. Shayne spent a little over 5 years of her life with APEX, climbing her way up the ladder like any hard-working, hyper-efficient worker would do. Because of her work ethic, it wasn’t long before she was on the scalping missions with the main crew; Shayne made for an excellent source of muscle on the job. For a girl that was found dying in the streets, she was damn good with a gun and was not afraid to get up close and personal with one either. Up until the day they were caught she was proud of her work on those missions and proud of the work the group had done. Sure, they were far from the most moral of missions, but the gang felt like family, and it felt damn good to do something, and watch everyone you love and care about benefit from it immediately. If Shayne had the opportunity to do it again, to take every bullet wound, every failed mission, every “running away from the force”, every post-mission party, every drunken escapade, every sleepless night… she would do it in a heartbeat.

 

It was the night before their biggest raid, and Shayne was sitting at the foot of her bed, looking at the torn up flak jacket on her wall; it had been damn near destroyed by bullet holes, but it was her lucky jacket. That jacket got retired during what would soon become their second biggest raid, which was, of course, the time the ripped off the von Drackenmoore company. The von Drackenmoores were in the middle of some real ugly drama with Terra Firma and the SAF, so there was no better time to rip them off. They were in charge of some real heavy stuff; whole Combat Frames were shipped out of the factory they were going to hit, so all the aces had been put on it; no kid gloves for something that serious. She never got to see what they ripped; it was pretty expensive stuff apparently, and she was shot up pretty good, but the paycheck… it was a taste of what APEX was looking to really get into. They weren’t just looking to rip scrap and low tier materials anymore. APEX could change wars with this stuff, build armies. It was clear to everyone involved that Lynx, their commander’s codename, was up to something real devious. The rest of the crew got shaky on his mission; it had become almost heretical. Shayne never questioned it; she owed him and his gang her life, and she wouldn’t turn that kind of faith away. Her resolve, along with some talk by the ever charismatic Lynx kept the group together. It felt like family again… one way or another, and it had stayed that way up until tonight.

 

Lynx had said that this job was different; it wasn’t another private factory, it wasn’t even a von Drackenmoore type of operation. Lynx had said they were going right to the source, to a military base. Lynx had told the aces that it was small, and a large shipment of men, and equipment, was going through restricted land, but it had to travel a large distance between both bases where the protection no longer reached them; it was always going to be the most dangerous part of their journey, and Lynx said other scalpers were planning to hit it. They would come out on top, and the shipment would be ours; the plan sounded so solid that the group thought it stupid to even consider saying no, especially when the numbers they were throwing around as a ballpark prize was being considered. When they arrived, however, things were much different than they had been told; it was quiet, and there was no shipment to be found.

 

“Lynx, man.. I don’t see a damn thing. You sure your intel was good?” the radio was silent. Shayne and her partner, Damien, began to get uneasy, “Lynx? You copy? Nothing here.”

 

It’s not like him to go silent… something’s up here. Any of the rest of you got anything?” Shayne turned around to the team, the engineers and scouts shook their heads, seemed like a complete dead zone, even the wheelmen were gone. It was about then that the sinking feeling set in, and a cold sweat pierced her skin; they were in the middle of a trap, and the whole gang was here, armed to the teeth, on restricted land. They were being screwed.

 

Hey, gang… Listen I told you there was gonna be a score, and hell, I wasn’t wrong. Turns out selling a gang of terrorists to an SAF contact pays real good. Thanks for the paycheck, gang. Your ride will be here any moment.” Lynx’s smooth voice came over the comms on an open channel, this was a setup the whole way. Shayne remembered the sounds of various gang members cursing Lynx and his mother over the radio, the feeling of impenetrable heat matched by the chills suddenly forcing their way up her spine. Everything started to move in slow motion for her as the various military vehicles and helicopters just poured out of the woodwork; they must have had another road in. That was the only explanation Shayne could devise as the various forms of enforcement poured into their perch. Shayne didn’t seek to make a fight out of this one; it was clear they were outgunned and outmanned.

 

Fast forward four years and Shayne found herself locked up tight in a maximum security facility, serving a double life sentence on a whole boatload of charges she didn’t even think about defending herself on. How could she? They were all true. It wasn’t until she was brought up to the stand that she had realized that APEX and Lynx had made a monster out of her, but the damage was already done. These skills were all she had, and she used them to the best of her ability because that’s what was asked of her. She was extremely cooperative in interrogation; she divulged enough information to send a knife right into the middle of the whole operation APEX was running, and it forced Lynx on the run. It shouldn’t have surprised Shayne that the method Lynx used to rat out his crew wasn’t legal, but the information and good behavior led to Shayne being assured that she would be given another opportunity at life on the right path… or so they say.

 

When Renner had first taken her for AMS testing, Shayne thought nothing of it; probably just an experimental thing that they wanted to test out on prisoners instead of “valuable human life”. She had heard of such a thing being the case from other prisoners, so Shayne just prepared herself for some kind of life altering pain and hoped she could get on with her life relatively okay. The real shock had come in the form of a few weeks later, when the officer in charge of her incarceration had come to her cell, along with some military personnel, to let her know that she was to serve out the remainder of her sentence, which by her count was another 46 years before parole board, as a member of an organization close to the SAF. The military officer had said that it came with some kind of clearance, and thus could not be discussed in person there at the facility. Upon further briefing in a more secure facility, Shayne was notified that she was now, more or less, an enlistee of 46 years to the SAF, serving under the Tactical Response Advance Platoon.

 

[spoiler=Machine: Hresvelgr]

More details to come soon on this one.

 

[spoiler=Skills/Specializations] Shayne is extremely calm in high-pressure situations, and has shown excellent response time in reaction to spiked stress levels. For this reason, Shayne is rather adept at high speeds, and at finding tactical advantage when engaging an individual target.

 

[spoiler=Misc. info]

Shayne is an incredible cook, a skill she picked up from the more stewardly members of APEX.

Shayne is rather adept at steelwork.

 

 

 

Link to comment
Share on other sites

[spoiler=Shayne Carson]

tGJepG2.jpg

“Waiting for your command, Officer.”

 

Name: Shayne “Shay” Delia Carson

Age: 25

Gender: Female

Faction: TRAP

Occupation: Pilot

[spoiler=Appearance]

PdsxUhe.jpg

While Shayne was never much of a go-getter when it came to personality, her leaders in APEX had always told her one thing: Dress for the job, but look damn good while doing it. It never made much sense to her, but who was she to argue? It certainly beat the rags she was used to dressing in when she lived in the streets, and Shayne had an awesome physique from the years of tough, physical labor. That being said, Shayne is a laborer and is most typically found in some form of fatigues or working clothes, just because that is what’s most comfortable for her when she’s on the job. Two notable pieces of accessory she’s commonly found wearing are safety goggles to avoid dust or sweat from getting into her eyes when she’s on the job, and a rusted cross she made out of some broken metal she got off a scrap job. Shayne isn’t particularly religious, but likes the idea behind wearing the symbol, and keeps it on damn near always. She’ll put makeup on when she’s got the time, and does whatever she can with her short, pink hair that she dyed herself when she had the money to start buying products, but most of the time the various hats and helmets she has to wear for her line of work end up messing it all up anyway, so a wild, untamed look really does suit her the best.

 

[spoiler=Personality]

Shayne was never much of a talker; truthfully, she never really had much motivation to do anything on her own. Her parents were possessively protective people, given that they were in a rough area, if you found anything, it was yours. Because of the restrictive nature of her parents, Shayne was often not given much of an opportunity to lead her own life; she was told what to do, and expected to do it well; she became rather good at that. If Shayne instigates anything without direction it would be an event worth documenting, simply because she does not see a need to do so; she will do whatever she is asked with extreme passion and effectiveness but feels no urge to take her own life by the reigns; after all, life has worked out one way or another as a follower, and there are enough leaders out there. In many ways, Shayne is almost robotic; she isn’t particularly emotive and is very detail oriented; she has a way of putting up this hard shell of efficiency, which does an excellent job of pushing people away from her very human, naturally existing feelings. At her core, Shayne is a bit of a softy; she loves being a part of a team and would kill to exist alongside the same group of people for her entire life, with very little change. Truth be told, she’s done much worse before to chase such a dream. Shayne isn’t exactly sure what she would like to do with her life when she is old, gray, and no longer capable of taking herself into the action, but there’s a distinct hope that she will be surrounded by people who care enough for her to help her make such a decision.

 

[spoiler=Biography]

Gold for brothers, blood for supporters. A phrase that modeled Shayne’s life as she knew it on the not-so-cozy shells. Despite what they would like you to think, life wasn’t exactly easy on these things. The rich continued to get richer while the poor suffered underneath; her parents were never much help either. They tried their best, but what life truly came down to was survival, and when their method of watching Shayne’s every move to keep her safe no longer benefitted their survival, the care became less and less important. As Shayne began to age, she realized why this was happening; nobody here was an idiot, and all parties involved knew exactly what was happening. Shayne would leave on her own terms at the much-too-young age of just fifteen, and it wouldn’t be long until she had troubles finding any food, water, or shelter. She thanked God every day after APEX found her, damn near rotting away in a gutter, hoping death would quell the hunger pains. APEX was a local gang from the shell, one that had recently become quite a nuisance for the enforcement of the area; they had taken up ripping off military shipments and selling them back through the black market to the next highest bidder. It had been a sweltering day in the dead of summer in the streets, and Shayne found herself supported by a dumpster, damn near dead of starvation when a couple of lowlifes from the gang itself found her there.

 

“Well, would you look at this Krauser; another one dying in the streets. Third one this week, I think! You reckon she’s got a necklace or somethin’?” the trio cackled in unison; Shayne would have rolled her eyes if she had the strength, but she had to use all she had left in her body to pull the jagged, rusty pipe out from behind her, and point it at them as a warning.

 

Don't’... Come any closer…. I’ll swing.” Shayne was barely able to mutter out the words; her mouth felt like a desert. The trio had a hardy laugh in response to that one, was this dying teenager actually threatening them? Krauser put his hand on the first bandit’s chest and stepped forward to her.

 

“This one’s got a bit of spunk, does she? I can respect that. Tell you what kid, I’m feeling generous today, and we could use some fresh blood around the spot. Put the pipe down and follow us. You’ll have to walk yourself, though; I’m not feeling that nice.” Shayne always thought of that moment and wondered how on earth she ever found the strength to continue; suppose survival will do that to you. Shayne spent a little over 5 years of her life with APEX, climbing her way up the ladder like any hard-working, hyper-efficient worker would do. Because of her work ethic, it wasn’t long before she was on the scalping missions with the main crew; Shayne made for an excellent source of muscle on the job. For a girl that was found dying in the streets, she was damn good with a gun and was not afraid to get up close and personal with one either. Up until the day they were caught she was proud of her work on those missions and proud of the work the group had done. Sure, they were far from the most moral of missions, but the gang felt like family, and it felt damn good to do something, and watch everyone you love and care about benefit from it immediately. If Shayne had the opportunity to do it again, to take every bullet wound, every failed mission, every “running away from the force”, every post-mission party, every drunken escapade, every sleepless night… she would do it in a heartbeat.

 

It was the night before their biggest raid, and Shayne was sitting at the foot of her bed, looking at the torn up flak jacket on her wall; it had been damn near destroyed by bullet holes, but it was her lucky jacket. That jacket got retired during what would soon become their second biggest raid, which was, of course, the time the ripped off the von Drackenmoore company. The von Drackenmoores were in the middle of some real ugly drama with Terra Firma and the SAF, so there was no better time to rip them off. They were in charge of some real heavy stuff; whole Combat Frames were shipped out of the factory they were going to hit, so all the aces had been put on it; no kid gloves for something that serious. She never got to see what they ripped; it was pretty expensive stuff apparently, and she was shot up pretty good, but the paycheck… it was a taste of what APEX was looking to really get into. They weren’t just looking to rip scrap and low tier materials anymore. APEX could change wars with this stuff, build armies. It was clear to everyone involved that Lynx, their commander’s codename, was up to something real devious. The rest of the crew got shaky on his mission; it had become almost heretical. Shayne never questioned it; she owed him and his gang her life, and she wouldn’t turn that kind of faith away. Her resolve, along with some talk by the ever charismatic Lynx kept the group together. It felt like family again… one way or another, and it had stayed that way up until tonight.

 

Lynx had said that this job was different; it wasn’t another private factory, it wasn’t even a von Drackenmoore type of operation. Lynx had said they were going right to the source, to a military base. Lynx had told the aces that it was small, and a large shipment of men, and equipment, was going through restricted land, but it had to travel a large distance between both bases where the protection no longer reached them; it was always going to be the most dangerous part of their journey, and Lynx said other scalpers were planning to hit it. They would come out on top, and the shipment would be ours; the plan sounded so solid that the group thought it stupid to even consider saying no, especially when the numbers they were throwing around as a ballpark prize was being considered. When they arrived, however, things were much different than they had been told; it was quiet, and there was no shipment to be found.

 

“Lynx, man.. I don’t see a damn thing. You sure your intel was good?” the radio was silent. Shayne and her partner, Damien, began to get uneasy, “Lynx? You copy? Nothing here.”

 

It’s not like him to go silent… something’s up here. Any of the rest of you got anything?” Shayne turned around to the team, the engineers and scouts shook their heads, seemed like a complete dead zone, even the wheelmen were gone. It was about then that the sinking feeling set in, and a cold sweat pierced her skin; they were in the middle of a trap, and the whole gang was here, armed to the teeth, on restricted land. They were being screwed.

 

Hey, gang… Listen I told you there was gonna be a score, and hell, I wasn’t wrong. Turns out selling a gang of terrorists to an SAF contact pays real good. Thanks for the paycheck, gang. Your ride will be here any moment.” Lynx’s smooth voice came over the comms on an open channel, this was a setup the whole way. Shayne remembered the sounds of various gang members cursing Lynx and his mother over the radio, the feeling of impenetrable heat matched by the chills suddenly forcing their way up her spine. Everything started to move in slow motion for her as the various military vehicles and helicopters just poured out of the woodwork; they must have had another road in. That was the only explanation Shayne could devise as the various forms of enforcement poured into their perch. Shayne didn’t seek to make a fight out of this one; it was clear they were outgunned and outmanned.

 

Fast forward four years and Shayne found herself locked up tight in a maximum security facility, serving a double life sentence on a whole boatload of charges she didn’t even think about defending herself on. How could she? They were all true. It wasn’t until she was brought up to the stand that she had realized that APEX and Lynx had made a monster out of her, but the damage was already done. These skills were all she had, and she used them to the best of her ability because that’s what was asked of her. She was extremely cooperative in interrogation; she divulged enough information to send a knife right into the middle of the whole operation APEX was running, and it forced Lynx on the run. It shouldn’t have surprised Shayne that the method Lynx used to rat out his crew wasn’t legal, but the information and good behavior led to Shayne being assured that she would be given another opportunity at life on the right path… or so they say.

 

When Renner had first taken her for AMS testing, Shayne thought nothing of it; probably just an experimental thing that they wanted to test out on prisoners instead of “valuable human life”. She had heard of such a thing being the case from other prisoners, so Shayne just prepared herself for some kind of life altering pain and hoped she could get on with her life relatively okay. The real shock had come in the form of a few weeks later, when the officer in charge of her incarceration had come to her cell, along with some military personnel, to let her know that she was to serve out the remainder of her sentence, which by her count was another 46 years before parole board, as a member of an organization close to the SAF. The military officer had said that it came with some kind of clearance, and thus could not be discussed in person there at the facility. Upon further briefing in a more secure facility, Shayne was notified that she was now, more or less, an enlistee of 46 years to the SAF, serving under the Tactical Response Advance Platoon.

 

[spoiler=Machine: Hresvelgr]

More details to come soon on this one.

 

[spoiler=Skills/Specializations] Shayne is extremely calm in high-pressure situations, and has shown excellent response time in reaction to spiked stress levels. For this reason, Shayne is rather adept at high speeds, and at finding tactical advantage when engaging an individual target.

 

[spoiler=Misc. info]

Shayne is an incredible cook, a skill she picked up from the more stewardly members of APEX.

Shayne is rather adept at steelwork.

 

 

Shayne is accepted. Will add this to the OP as soon as I feel like it

Link to comment
Share on other sites

  • 1 month later...
  • 1 month later...

[spoiler=Danielle Zeta Fuhr]

 

6f43c49b6d.jpg

"#ff0000;">Don't worry about me, darling. Getting rough is my favorite part."

Name: Danielle Zeta Fuhr

Age: 24

Gender: Female

Faction: SAF

Occupation: Pilot / Entrepreneur

[spoiler=Appearance]

 
6e9c0fa932.jpg
Danielle never quite dressed like a normal girl, whether it was at university, in the market, and now even in the military, Danielle chooses to dress, talk, and walk to the beat of her own drum. Instead of going for function and practicality, Danielle would prefer to show off the best clothing that money can buy, all of which would naturally showcase her exquisite form, a product of dieticians, nutritionists, health coaches, trainers, and customized gym equipment to maximize her form.
 
In public you could expect any number of outfits, truthfully, but Danielle has an incredibly refined sense of fashion, a primary product of being showcased at numerous, sometimes purposeless events as the bewitching daughter of the incredibly powerful and rich Fuhr family. On any plain, sunlit day where the birds are chirping and the water is running, Danielle is more than likely to be found in some form of a-shirt and jeans, or a tightly fit sun dress if the weather is warmer than jeans would suit. As was previously mentioned, Danielle loves to show off her form, a narcissistic detail of hers, and is most certainly not above slumming it around in fitness attire.
 
For a formal event, Danielle is to be found in one of two standard attires, unless her impulsiveness were to strike and change the script: A suit with a single breasted blazer, to show off her powerful and rebellious nature, bucking the time honored trends of having a female wear a dress to formalities, but also to showcase her sharp collarbone and neckline. However, sometimes social trends are not all worth bucking, and she will go for a lovely trumpet cut dress, which cuts in at the hips and displays a hard-earned frame. This type of dress would, of course, be saved for only the most formal of events, but it could take roughly an eternity to describe her go-to choices in every situation and level of formality.
 
In battle, Danielle shows an abject lack of concern for the horrors of battle itself, and the dangers that could follow, by choosing attire much like the outfit displayed in the picture above. While her lovely tattoos and cut abs look spectacular in such an outfit, her commanding officers would most certainly have to display a decent level of concern for the fact that she seems to imagine being sexy and desirable is more important than keeping your large intestine from becoming a large outtestine. However, with the correct reasoning from an officer she trusts, it would be far from impossible to convince Danielle to wear something just a tad more appropriate while in the chair.

 

 

[spoiler=Personality]

When considering Danielle's personality, the only way to correctly describe her would be to catalogue the development of her personality into phases, as is the case with most living, breathing humans. As a child, Danielle was largely reserved; she would allow her parents to fulfill the requirement of their oft busy and demanding schedules, while she occupied herself, tinkering with toys, reading books, and rounding herself out as a jack of all trades at even a young age. Ostensibly, Danielle was raising herself to be the perfect child, even without parental guidance. Certainly there was an influence to do so by the hiring of tutors, nannies, and other caregivers, but it had always seemed as if Danielle understood the goal of such an influence, that she was seeing the big picture, even from a young age. In the intelligence department, Danielle most certainly did not lack; even as a young child.

 

As she grew into her adolescence, Danielle suffered from what many children from such an affluent background do, and that is a healthy streak of complacency combined with natural rebellion as a byproduct of hormones beginning to bubble to the surface. Danielle would often begin to veto the requests of the caregivers she had so effortlessly followed before, choosing to believe that she was now the master of all they had to teach her. So, instead of learning her meticulously crafted academic unit, as was planned for her, Danielle would find herself sneaking out, experiencing life a hoodlum, and even being known to commit the occasional petty crime. To avoid this serving as a large scale embarrassment to her family, which would certainly end her little jaunt as a rebel, Danielle always had the wherewithal to carry around just enough money to grease the palms of those looking to make an example of her to the public. 

 

This superior cunning mixed with a depth of knowledge in the fields of psychology and the power of monetary influence would serve as an avenue to reach her final form in terms of personality: a femme fatale with shiploads of money and the political power to bend those against her to her will. Her natural spunk and charm allow for her to find herself in some unmistakably strange situations, most of which she seems to find herself on top of, sometimes regardless of the consequence. However manipulative and reasonably evil that may have made her to a point, Danielle does show a demonstrable moral compass when something of legitimate importance shows its face, and will do what is right by not only herself, but those around her when required to do so. Still, as a woman who has always had it all at the tip of her fingers, do not hold your breath expecting her to change her course of action for another's benefit if serving herself shows no clear detriment.

 

 

[spoiler=Biography]

Despite largely being in her own care for most of her child life, Danielle hardly ever felt the pangs of loneliness one would expect from spending so much time alone, or in the presence of those who do not share the family's blood. As a matter of fact, it came as sort of a surprise to the Fuhr's that their daughter was so on board and understanding of the situation they were in; Both father and mother were unthinkably powerful political figures, a product of wartime allowing the more affluent families to begin adding an influence of their own to the power struggle, and Danielle's production was simply an end to the means of needing to continue the family line; to reproduce. If they were being honest with each other, neither parent placed a vested interest in raising the child they had carefully planned to be birthed a precise time in which they would not be quite so busy, and so their hiring of caretakers and other various guardians was their way of making sure they were caring for the child without doing so much of the actual caring for portion.

 

Of course, in exhausting honesty, this served both sides brilliantly for quite some time: The Fuhr's were able to continue their vicegrip on various politic that served their interests first, and Danielle was able to pursue any and all desires with no foreseeable blockade. Danielle was smart, athletic, rich, and attractive, all of which made for a life perfected in any venture. So long as people she could pay to help her learn the skills to accomplish a goal, Danielle accomplished it. Of course, the fun and games were stopped rather early on in her life, at the ripe age of 21 years old.

 

Terra Firma's relentless shell attacks had cost Danielle the only thing that she had ever thanked her parents for in her entire life: political protection. Before they had passed away as the result of a targeted attack, whenever Danielle had done something wrong in the public eye, as she was frequently caught doing, her family's oppressive political power had acquitted her of even the most questionable of decisions. Now that she was the visionary for the Fuhr future, there was a pervasive pressure to continue their legacy, and clean up her act as a delinquent, neither of which Danielle had cared to do. Fortunately enough for her, however, Danielle was born with an impressive cunning, and she began to spin a plan immediately, one that would serve her the best, just as her parents had done in the past.

 

She played all the necessary cards at first: attending the funerals, dinners, processions and meetings that followed the tragic death of two influential figures, even showing upside as a consolidated force that would continue to usher her family's vision into the SAF government structure: one that would see the war be transformed into a controlled, monetized production. The Fuhr's plan was, through use of investments and other creative fundraising, to control the SAF military and choose specific date ranges in which they would refute the Terra Firma forces. Under this model, the Fuhr family would be able to juice the production companies to their maximum profit margin, and ostensibly create an infinite loop is supply, demand, and threat. If they were able to control when victory occurs, the Fuhr's would be able to allow Terra Firma victory for long term monetary gain. It was a brutal, and most certainly evil plan, but there was no denying the potential effectiveness of such a strategy. However, opposing parties doubted the efficiency of their plan: would they truly be able to control victory without being aware of the power of the pilots at hand, as well as the technology of the enemy?

 

Through Danielle's intelligence, understanding of the power of currency in the right places, and irresistible charm, Danielle was able to convince the aforementioned opposition that to remove at least one primary variable, Danielle, herself, would become a high ranking pilot for the SAF. Given her propensity for excelling in all fields she has faced prior to this, Danielle was able to convince her doubters that she would have no issue succeeding in the war and bringing great fortune to everyone that backed her vision with considerable donation. Whereas before Danielle had sought to avoid the spotlight, and hide under the umbrella of her parents' power, she now clearly visioned the opportunity in front of her: dominate the war she felt was below her ability, and become a hero of history, the most powerful woman of all recorded time, and be truly renowned as a woman incapable of being compared to. Simple stuff, really, for a woman who's had it all for day one.

 

She now exists as a member of TRAP, a highly specialized unit of pilots, and one she may or may not be necessarily qualified to pilot for in terms of experience, but money talks, especially when it comes to the war effort.

[spoiler=Skills/Specializations]

 
Danielle is an extraordinary erudite; she is extremely capable of learning a skill if given the correct opportunity to learn, and is more than glad to be re-purposed to a new assignment if her admittedly versatile skill-set would be better served there.
 
Danielle is the perfect example of a jack of all trades, but master of none. She is often able to get around these deficiencies by using skills from her other studied areas, but there is no getting around the fact that a true master of an ability will best her time and time again.
 
One way Danielle is able to compensate for her lack of complete skill in most areas is through her convincing nature; she was blessed with the gift of gab, and her attractive personality helps her to get through even the tightest squeeze.
 
Danielle is an example of exemplary fitness, and is capable of more than your average human when it comes to physical demand, but is limited by her thin frame in some cases.

 

 

[spoiler=Misc. Info]

 
Danielle has been engaged once before, but annulled her engagement in the wake of her parents' death, citing that she felt she would be more desirable and influential in the political market if it was implied that she was attainable by her peers.
 
Danielle has never really had a true friend, both due to the security issue with being closely associated with those out of your political circle and because she often assumes the role of a ringleader when she is in a room.
 
Danielle has sprained her right hip twice while practicing martial arts, and has broken her shoulder before as well.
 
She is particular about her taste in liquors and wines to an exhausting degree: it does not have to be top shelf, but Danielle has a keen sense for quality in her alcoholic ventures, and will not settle on a single drop.

 

 

[spoiler=TLDR (Although I hope this is just for summary!)]
Danielle is a spunky, rebellious, and charming young lass who often cares not about the ramifications of her actions, which can be deduced not only by her attitude, but her outfit as well. If you are to gain her respect, she is capable of being convinced what is best for her, but it will take a herculean effort to do so. Speaking of clothing, Danielle has the figure of a goddess, and will not skip a beat to advertise it.
 
She was practically abandoned as a child because her parents were much too busy to be taking care of her, and instead they hired nannies to do their jobs. Danielle responded positively as a child, then negatively as a teenager, before taking what she had learned in the streets and in utopia to become a political juggernaut and grease palms all the way into TRAP on the back of an obscenely large donation from her trust as well as several backers who believed in her family's vision to monetize the war itself. Although it is important to mention that is not her specific goal, which is to use the war as a chance to cement herself as one of history's most important women.

 

 

[spoiler=Zeta Zenith MK1]

Unit Model Number & Name: SFS-141 Zeta Zenith MK1

Unit type: Support and Disrupt Transformable Frame

Faction(s): Shell Armed Forces: Tactical Response Advance Platoon

Pilot(s): Danielle Zeta Fuhr

Overall Height: 14.5m

Top Speed:

  • Top Air Speed: 1482 kph
  • Top Ground Speed: 265 kph

[spoiler=Image]

0oJrT0J.jpg
 

 

 

[spoiler=Description]

Sleek, unique, well rounded for most situations, and deadly all the same. This list of adjectives perfectly encapsulates what it means to be Danielle Zeta Fuhr, and why her own unique model was designed with her in mind. The Zeta Zenith MK1 displays an impressive speed on ground and in air, combined with weaponry for both heavy destruction and simple melee disruption, two categories Danielle finds herself to be a strategic expert on in combat. The beauty of the Zeta Zenith comes in the simplicity of the design: almost any pilot could get behind the controls of the Zeta Zenith and perform well, and because of that fact, masters behind a model such as this one are capable of unimaginable feats.
 
Bankrolled entirely by the Fuhr Trust and her associates, Danielle was able to spare all costs and create a machine that was near perfect for the technology available to suit her needs. There are plenty of short comings, such as a general inability to operate at a long range, and a general weakness in regards to the pilot's skill, but the belief is that by keeping herself in situations where she was built to succeed, Danielle will be able to tip the scale of the war efforts and become a hero, all the same.

 

 

[spoiler=Equipment & Armaments Information]

 
The Zeta Zenith All-Purpose Electromagnetic Pulse Prod & Wedge: The Prod & Wedge, a custom part for the Zeta Zenith, is a piece of weaponry designed for and by Ms. Danielle Zeta Fuhr herself. While she had a team build the weapon with specifics in mind, Danielle's vision was to have a weapon that would allow her to wedge her way into a fight, by use of the large, sharpened blade at the tip of the weapon, disable an opponent momentarily by use of electromagnetic pulse, through the cylindrical shape on the back end of the weapon, and cause situation threatening structural damage with a high end weaponized guard. This weapon, by itself, is likely not enough to complete disable a mech unless it is stabbed straight through by the wedge, but is more than capable of turning a previously advantageous encounter for the enemy into one where they are outnumbered, and statistically unlikely to survive in its current defensive state.
 
The Best Leg of Three: Despite being a curious naming decision by the less than appropriate Fuhr daughter, the large plasma cannon that rests inside of the mecha's pelvis is not to be trifled with. This cannon packs a punch worthy of its moniker, and is primarily used to cause damage to those out of range of the Prod & Wedge. It is also the primary device used in her transformed state.
 
Impact Shield: A large sheet of armor plating used for adequate defense at most ranges. Danielle may be after the glory, but she is far from boneheaded. Sometimes you need a bit of protection as well.
 
The Extinguisher: When money is not an obstacle is truly when a horrific display of power can be created and deployed. Beyond the Zenith's fairly impressive and well-rounded skill-set, it is also capable of transforming into an incredible, handheld gun by use of other Synchro Frames. To accomplish this goal, the Prod and Wedge is placed inside of The Best Leg of Three, clicking into a compartment, and acting as a secondary power source. The back folds in, followed by the legs as a way of keeping the weight towards the bottom to control recoil. Finally, the arms fold back and form a two rung handle on either side of the back of the gun, with the shield sliding towards the top of the gun and becoming that of an iron sights. This mode does have limited discharges, as each discharge draws heavily from the reactor of the Zeta Zenith, but the carnage created by each individual shot is well worth the sacrifice given by Ms. Fuhr herself.

 

 

 

Link to comment
Share on other sites

  • 3 months later...

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...