Post by Caleb Haus on May 24, 2009 3:44:19 GMT -5
Name: Caleb Haus
Callsign: Rush
Age: 15
Gender: M
Height: 5'
Weight: 115 lbs
Hometown: Acre
Employment: Mercenary?
Strengths
1.) Sleight of Hand;; He is quite capable of theft, and, more importantly, very good at palming, and hand dexterity.
2.) Knife Mastery;; His hand to hand combat skills are relatively extensive in using small knives for both close-quarters and as a thrown weapon.
3.) Tactical Knowledge / Mastery;; Caleb is adept at systematic conflict evaluation and resolution.
Theme Song: Zetsubou Billy -- Maximum the Hormone
Personality: Caleb is a really nice person. Really. Really nice. He is usually quiet, and will often remain that way, especially when others are talking and making their points. If he's asked to speak, he often will decline, instead preferring to make his decisions under the veil of secrecy. If he disagrees, he will often not voice his concern, instead taking matters in to his own hands.
He is polite and soft-spoken when he does bring himself to speak, and rarely speaks angrily of anyone. When he does lose his temper, it is usually brief, unless of course, whatever is the trigger is something more than 'just a trigger'. He likes people, and can often be very childish and affectionate, which belies his intuitive abilities.
Caleb is very much one of the most intelligent people his age, but only when it comes to visual puzzle solving. This makes him very good with mechanics, tactics, and puzzles.
History: A life of quiet was not really what this kid was cut out for. His father was a leader of a group of rebels that used Zoids to assault small villages - taking what they wanted, whenever they came 'round. He learned quickly that nothing was ever easy, or ever free, and he grew up quickly. Caleb learned the art of thievery before he learned to read, how to outpace a full grown man before he could do mathematics, and how to hurl a knife before he'd lost his fifth baby tooth.
That, in itself, kept him in shape. It was his mind, however, that was his real pride - even if he didn't show it. He was good at games and formulating strategies - he could see things that a lot of people missed. Not due to good eyes, persay, but due to his amazing visual memory. It wasn't photographic, exactly, simply... very good.
It was not long after he learned to pilot a Zoid, when one of his father's raids turned sour. As it turned out, one of the men of his crew finally developed a 'heart'; or rather, took all of the money from the base, and reported said base and all operations to the proper authorities. It was mostly luck that kept Caleb out of the loop - he'd been out practicing with one of the Zoids from the training grounds.
On his return, he found the base camp deserted. There was massive damage in the surrounding area, making the place just look... wrong.
He couldn't find them, not hide nor hair. He wasn't welcome in surrounding villages - they knew of the child, and had even seen him before.
Instead of sulking, he formulated a plan.
He could either win money, or steal money, and use that money to find out what happened. Where all of his friends and family had disappeared to. That, and why.
Zoid: Glow Fox
Status: Normal
Rank: D
Description:
Weapons[/u]
- two Forpaw mounted Strike Laser Claw units.
Self explanatory - this system runs an energy system link from the generator directly to the front two claws, capable of infusing them with energy not unlike a basic 'charged blade' strike. When in use, the claws glow a bright yellow. Strike Laser Claw attacks are quite adept at piercing through Energy Shields, and, though it adds a little more kick, it does not add too much damage to basic metals.
- Two-Shot Flashbang Canister
Concealed within the hip, there is two Flashbang Grenade concealed within the hip joints. When deployed the Flashbang Grenade, as it's name implies, emits a powerful burst of light. When the Flashbang goes off, atypically, anyone looking in the general direction of the grenade will be temporarily blinded. An added bonus of the Flashbang grenade launcher is a similar temporary radio jamming frequency, rendering most radio-based tracking devises and radio communication null. Needless to say, closing one's eyes won't be enough to save you from this weapon. It can only be fired twice per fight.
Equipment[/u]
- Hypercoolant System
This particular coolant is highly necessary to keep all of the components of the Glow Fox running at maximum efficiency. Enough central damage, and one might rupture the coolant tank, and thus deal a massive blow to the Glow Fox - if the Coolant System is damaged, Generally speaking, the pilot must reduce all capabilities of the Fox by 50%, or they will be in quite a predicament - the CS also keeps the cockpit cool, so after roughly 30 seconds without it, at maximum capacity, the pilot will be piloting a nice ball of fire. Luckily, that is why there is slightly thickened armor around the midsection of the Glow Fox, to attempt to block off the proverbial Achilles heel.
- Anti-flashbang Shielding
Very simply, the anti-flashbang shielding is a special shield that drops in to place upon activation of the Flashbang Grenade launchers, allowing the Glowfox to be unharmed by it - as far as the visuals are concerned. This is an automatic function.
This model, [ lacking the LCG, the Tail Gun, the additional thrust from the LCG, and the fact that the joints are not improved ] would have a cap speed of 285 km/h [ only 15 km/h more than my current Gun Tiger ] has no mid / ranged attacks, and no additional boost to the energy.
Offense: Close Range
Defense: Speed
Strategy: Tactical