Post by Warudo on Dec 12, 2016 4:32:24 GMT
CHARACTER PROFILE
Name: Enver Vaughn
Age: 24
Country of Birth: Romania
Country of Residence: Mars Colony
Languages Spoken: Romanian, English
Notable Skills: Great mobility due to stand, can't be restrained, extremely proficient in close-quarters, extensive experience and training in stealth and infiltration, techniques specializing in combating foes with close-range stands, proficient in hacking to a degree, moderately skilled in sabotaging machinery
Notable Weaknesses: Over the course of a battle he can forget communication and teamwork, tunnel-vision keeping him focused on his own endeavors. Nowadays he has a tendency to hesitate in the face of enemies he can empathize with, even going so far as to plead with one on one occasion. In times of great stress his nerves can have a tendency to return, making him significantly less reliable at times.
Important Items: Ear-piece communicator, military grade side-arm when the occasion calls for it, all-purpose combat suit for mech piloting.
Appearance: He has curly black hair that extends down to middle of his neck, often getting into his face when he doesn't make an effort to tuck it away. His icy blue eyes compliment his surprisingly pale complexion well. His face is rounded out by a hairless, firm jawline. He's rather tall coming in at 6'1 with a build to be expected of a trained soldier, though despite his rather built physique he cannot fully do away with his natural lankiness.
(( Reference Image, drawn by Nat. ))
STAND PROFILE
Name: 19-2000
Ability: 19-2000 has the ability to teleport its user up to 40 meters. It is able to take two other people along with user, and can selectively choose inanimate objects connected to these 'additionals' to leave behind. Along with basic teleportation, 19-2000 can also leave parts of its user's body behind during teleportation if the user wishes, being able to go all the way down to a microscopic level. The flash that results from the actual teleportation can be blinding in close-quarters, acting as a miniature flash-bang of sorts.
Type: Integrated Stand
Power: E
Speed: A
Range: B
Durability: E
Precision: B
Learning: B
Appearance: A flash of yellow light when the stand is used. Occasionally takes the form of a humanoid silhouette behind Enver, its arms wrapped around his neck and chest.
MECH PROFILE
Name: Cheap Thrills
Height: 12 Meters
Firepower: E
Accuracy: E
Melee: A
Speed: A
Maneuverability: A
Durability: D
Appearance: A tall, lean, and humanoid mech that stands at 20m. It's design screams aloud its intention to maximize speed as much as possible. With sleek and narrow limbs and an over-all angular design, this dark-maroon mech was obviously made for interception. It has two large boosters on its back, with the smaller one being under the larger one. Multiple boosters run down the legs before eventually leading to the feet of the mech, which are comprised of skate-like boots that allow for the mech to glide across the ground with ease, leaving a small trail of blue light behind it. It has a pair of retractable wings tucked away in its back to assist it in air-travel, helping to stabilize it in the air (these are not needed for space). When needing to travel in the air, the mech will have additional thrusters deployed on its shoulders, to increase maneuverability in the air and even further increase the speed of the mech.
Weapons and Abilities:
Huginn and Muninn - A pair of large, pick-axe like weapons that are multipurpose. While they can cut through most mechs like butter with their heated edges, they are also designed to assist in maneuverability on the ground (or, occasionally, in the air) and help to latch onto larger mechs. Since they are dual-wielded they give the mech far more options for attack and defense, but the weapons are severely lacking.
It has one grappling cable in each leg, they extend out of the legs to fire and are designed to pierce mech and inanimate surface alike. Their main purposes are to assist in maneuverability in all conditions, and to help fight larger mechs (or toss around smaller ones if necessary).
One of its biggest advantages is its nervous interface, which allows the pilot of the mech to directly interface with the pilots nervous system. This allows for the mech to react as quickly as the pilot, allows for reflexes that wouldn't normally be possible for a mech. The downside of this is the pilot will feel sizable pain whenever the mech's internal hardware is damaged, which can effect the pilot's skills.
And finally it has light armor that is less for protecting the mech from the blows of others (it's mostly meant to dodge attacks), and more for allowing it to function under most conditions.
Stand Burst:
Re-positioning - An ability that allows Cheap Thrills to utilize the power of 19-2000 to teleport a small distance of 10 meters every so often. This ability is unavailable for a considerable amount of time after the use of Cheap Shot.
Cheap Shot - Cheap Thrills can utilize the powers of Enver's stand to teleport to a location up to 70m away in any direction. Everything between the initial location of Cheap Thrills and the final position of Cheap Thrills will receive multiple cuts across it, and if an object or mech is small enough they could be completely bisected (only 3m mechs and under are under threat of this).
Name: Enver Vaughn
Age: 24
Country of Birth: Romania
Country of Residence: Mars Colony
Languages Spoken: Romanian, English
Personality: Enver is, at his core, an emotional person, compassionate, and worried person. This aspect of him only rarely shines through nowadays, as his former self was covered by a much harder and more practical carapace. At first glance he seems to be a cold individual, a soldier through and through, but if you are exposed to him for a time it's easy to notice his attempts to be considerate and warm towards others, whether it be via assurances or jokes. While he operates best while independent, he has a tendency to lead the way if he senses misdirection or confusion among his allies, whether that be figuratively or literally.
History: Born in Romania to a military family, Nicolae Lupu was destined to be raised into the military life. He was a nervous and compassionate child, and adapted well to the social lifestyle that he experienced at the school he attended. It wouldn't have been a surprise if he grew up to be a social butterfly, but due to his parentage it was not long before he was taken out of schooling. At the age of 13, the process of turning him into a real soldier began. He was privately schooled in military tactics and behavior and was introduced into a grueling schedule and lifestyle. This served to prepare his mind and body to help him when the time came for his real training. By the time Nicolae came of age for enlistment at 18, he was almost the shining example of a recruit. The only notable problem he had was the fact that he was still easily startled, notably more nervous than his other peers among the recruits. This would end up earning him the nickname of 'Nerve' among his fellows.
The nickname stuck. Nerve went through his training and eventually came out at the top of his group after a year, earning a commendation for this achievement and further consideration for his assignment. While the vast majority of his fellow soldiers were shipped off to Mars as peacekeeping forces, Nerve and another 'lucky' few were added to a regiment that was responsible for quelling rebellions and small resistance movements with considerable force using mechs. During this period is when Nerve's empathy began to grow cold, as mercy wasn't in the job description for disposing of dangerous criminals and terrorists. He served for a total of two years, losing his nickname thanks to the brutal efficiency he began to develop on the field and his knack for dismantling enemy mechs whenever they appeared. Nicolae was one of the top field agents by the time he was noticed by a more covert organization among the UN Military.
During the final month of his fourth year in the military, Nicolae was recruited into the ranks of an inquisitorial force. They were responsible for a large part of the covert operations of the UN, and were thus always on the lookout for gifted soldiers with particularly desirable abilities, such as teleportation. After undergoing another 6 months of training, Nicolae was assigned to a squad that was focused around sending individual agents behind enemy lines for intelligence, sabotage, or assassination. Nicolae's extensive training in close-quarters and his ability to access any location made him the perfect agent for this line of work, and eventually became a favorite of the organization. He would work for the organization for many years, undertaking countless successful missions that would earn him respect and make him a dependable choice for any situation.
Nicolae's success in the UN military, kept secret for the most part due to the nature of his assignments, would not last through its seventh year. Nicolae's final assignment was a deep cover mission, taking on the identity of a martian drifter taking any jobs he could in a bad section of the city. His assignment was to suss out rebel activity and identify any potential rebels. It was a larger insurgence, so Nicolae was required to take four months to investigate the martian city. During that time, Nicolae went through a change that would lead to a disastrous event in his future. Interacting with civilians and having more free-time than ever before, Nicolae began to get more in touch with his former self, inadvertently softening his psyche for the breakdown that was to come.
Upon Nicolae's return, he was informed that his various deeds and feats in the field had earned him a medal, to be awarded discreetly on Earth. He was excited to see his home-world after such a long time, missing the nice atmosphere and blue sky. Uncharacteristically however, he also felt relief, which he was confused to discover. Over the years he had tricked himself into believing that he took pride in his work, where only jaded apathy lay. His time among the martians had unearthed his true feelings and had begun to shatter the carapace he had so carefully forged over the years. This cruise back to Earth would serve to fully unravel the apathy he had managed to build-up during his time in the military.
Due to the luxury transport being for military use, there were many high-ranking officials and veterans on board, but most noticeably there was a war hero on board, who was heavily advertised by the UN for his single-handed victory over a large, organized insurgence of stand users with merely a platoon of soldiers. He gave a speech as the transport finally breached the atmosphere of Mars, and the content of said speech horrified Nicolae. He had built up a resistance to the distaste for stand users and the disregard of martian lives over the years, but the passion with which this war hero spoke of such things combined with Nicolae's momentary weakness finally caused the soldier's heart to begin beating once more. It only got worse when the war hero announced that a rebel organization in a martian city had been exposed, and that he had orders to eradicate the whole city upon his return due to the size of the resistance. Nicolae knew exactly what city he was talking about, and felt horror flow through him as he realized that he would be responsible for this terrible cleansing.
The soldier managed to excuse himself and, in private, began to have a breakdown. The nerves of his past came back ten-fold, and he began to panic. He couldn't continue to be responsible for these kinds of atrocities, his newly returned conscious couldn't bear it. He couldn't handle being in the UN anymore, he had to get away and escape. But his disappearance would be noticed, and he knew too much for them not to look for them. And he couldn't just leave without somehow stopping the destruction of the city he had scouted. What could he do? The answer came to him clearly in the midst of his haze of panic. If he blew up the ship, the orders would be disrupted and he would be assumed dead. He could rig the engine to blow and take an escape pod out, the resulting destruction would erase any doubt that there was survivors. He would be assumed dead and the city would be saved.
An atrocity occurred that day thanks to Nicolae's breakdown. The official report was that the luxury transport Oceania, holding 1,576 passengers and a UN hero, suffered from a critical engine malfunction and the resulting explosion left no survivors. Many families were left decimated by this tragedy, and the daughter of the war hero would go on to become a deadly sniper for the UN, a terrifying and storied living weapon for the UN. Meanwhile Nicolae, who had fled in an escape pod before the explosion, went into hiding. He took on the name Enver Vaughn, making his first name an anagram of his trainee nickname as a constant reminder of what he had done on that fateful day, and why he had done it. He would live a mediocre life for almost a year, moving between jobs for a while.
Eventually Enver came across a resistance movement that had formed, a massive one that he had never quite seen the likes of before. He saw this as a chance for redemption. He joined and began his quest to make up for his past actions, and to fully wipe the slate clean so that he could live a new life as a new person. His immense skill in close-quarters combat and his past experience with mech fighting quickly earned him a position as a mech pilot among the ranks of the resistance.
Notable Weaknesses: Over the course of a battle he can forget communication and teamwork, tunnel-vision keeping him focused on his own endeavors. Nowadays he has a tendency to hesitate in the face of enemies he can empathize with, even going so far as to plead with one on one occasion. In times of great stress his nerves can have a tendency to return, making him significantly less reliable at times.
Important Items: Ear-piece communicator, military grade side-arm when the occasion calls for it, all-purpose combat suit for mech piloting.
Appearance: He has curly black hair that extends down to middle of his neck, often getting into his face when he doesn't make an effort to tuck it away. His icy blue eyes compliment his surprisingly pale complexion well. His face is rounded out by a hairless, firm jawline. He's rather tall coming in at 6'1 with a build to be expected of a trained soldier, though despite his rather built physique he cannot fully do away with his natural lankiness.
(( Reference Image, drawn by Nat. ))
STAND PROFILE
Name: 19-2000
Ability: 19-2000 has the ability to teleport its user up to 40 meters. It is able to take two other people along with user, and can selectively choose inanimate objects connected to these 'additionals' to leave behind. Along with basic teleportation, 19-2000 can also leave parts of its user's body behind during teleportation if the user wishes, being able to go all the way down to a microscopic level. The flash that results from the actual teleportation can be blinding in close-quarters, acting as a miniature flash-bang of sorts.
Type: Integrated Stand
Power: E
Speed: A
Range: B
Durability: E
Precision: B
Learning: B
Appearance: A flash of yellow light when the stand is used. Occasionally takes the form of a humanoid silhouette behind Enver, its arms wrapped around his neck and chest.
MECH PROFILE
Name: Cheap Thrills
Height: 12 Meters
Firepower: E
Accuracy: E
Melee: A
Speed: A
Maneuverability: A
Durability: D
Appearance: A tall, lean, and humanoid mech that stands at 20m. It's design screams aloud its intention to maximize speed as much as possible. With sleek and narrow limbs and an over-all angular design, this dark-maroon mech was obviously made for interception. It has two large boosters on its back, with the smaller one being under the larger one. Multiple boosters run down the legs before eventually leading to the feet of the mech, which are comprised of skate-like boots that allow for the mech to glide across the ground with ease, leaving a small trail of blue light behind it. It has a pair of retractable wings tucked away in its back to assist it in air-travel, helping to stabilize it in the air (these are not needed for space). When needing to travel in the air, the mech will have additional thrusters deployed on its shoulders, to increase maneuverability in the air and even further increase the speed of the mech.
Weapons and Abilities:
Huginn and Muninn - A pair of large, pick-axe like weapons that are multipurpose. While they can cut through most mechs like butter with their heated edges, they are also designed to assist in maneuverability on the ground (or, occasionally, in the air) and help to latch onto larger mechs. Since they are dual-wielded they give the mech far more options for attack and defense, but the weapons are severely lacking.
It has one grappling cable in each leg, they extend out of the legs to fire and are designed to pierce mech and inanimate surface alike. Their main purposes are to assist in maneuverability in all conditions, and to help fight larger mechs (or toss around smaller ones if necessary).
One of its biggest advantages is its nervous interface, which allows the pilot of the mech to directly interface with the pilots nervous system. This allows for the mech to react as quickly as the pilot, allows for reflexes that wouldn't normally be possible for a mech. The downside of this is the pilot will feel sizable pain whenever the mech's internal hardware is damaged, which can effect the pilot's skills.
And finally it has light armor that is less for protecting the mech from the blows of others (it's mostly meant to dodge attacks), and more for allowing it to function under most conditions.
Stand Burst:
Re-positioning - An ability that allows Cheap Thrills to utilize the power of 19-2000 to teleport a small distance of 10 meters every so often. This ability is unavailable for a considerable amount of time after the use of Cheap Shot.
Cheap Shot - Cheap Thrills can utilize the powers of Enver's stand to teleport to a location up to 70m away in any direction. Everything between the initial location of Cheap Thrills and the final position of Cheap Thrills will receive multiple cuts across it, and if an object or mech is small enough they could be completely bisected (only 3m mechs and under are under threat of this).