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M I R A G E
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< Biometrics >
Codename: Mirage
True Name: N/A
Age: N/A
Height: 167cm (5’5.7”)
Weight: 53kg (116.8lb)
< Appearance >
Wears suit, tie, and formal business(wo)man's dress. This conceals her bodysuit.
Always has her headgear on, though when not in combat it retracts into a simple facemask.
Usually has her white hair tied up into a bun; occasionally, she lets her hair down.
< Weaponry >
Melee | Whisper
TL;DR – When sheathed, this functions as an electrified cane and slow-firing gauss rifle.
Unsheathed, the weapon is a multi-segmented whip-sword with superheated all-cutting edge.
Statistics:
- Class: Variant Electromagnetic Rapier-Staff
- Primary Function: Cudgel/Rifle
- Secondary Function: Whip-Sword
Components:
- Sheath
- Outer Casing
- Appears to be a simple lacquered black cane on superficial surveillance: in truth made of durable non-metallic material, temperature- and radiation-resistant. Insulated from electromagnetic pulses: virtually invulnerable from EMP effects. Cylindrical; radius 1.5cm, length 128cm.
- Casing can release controlled electric pulses on contact with foreign objects if Mirage activates said function. Electric pulses vary in intensity. Confirmed that maximum shock is sufficient to at least knock out most ordinary biotics.
- Optional insulated side handle can project midway down the sheath, for ease of grip as a firearm.
- Teal-green round activation light on end of sheath nearest blade extraction point. This has no purpose whatsoever apart from aesthetics (and confirming activation, of course). Positioned next to energy source for casing.
Depleted Uranium Gauss Rifle
Hidden firearm. Uses electromagnetic acceleration mechanisms to fire projectiles of depleted uranium at high velocity. Stores up to 32 rounds in an ammunition clip.
Depleted uranium projectiles are not radioactive, but if they puncture flesh the chemical damage they cause is irreparable.
Reloading mechanism located midway down the sheath (above insulated side handle).
Rifle’s firing rate is approximately one shot every three seconds, as the gun must reload a new bullet before continuing – substantially inefficient for a firearm.
Rifle has to be charged up once every time ammunition clip is reloaded: this takes approximately 15 seconds. This may be an exploitable loophole.
Sabre
Composite Blade
Sixteen straight segments of highly durable lightweight metal alloy. Full length: 128cm. Eight of these are exposed by default: when unsheathed, blade expands to full length.
Segments are connected along a central axis by high-strength carbon-fibre cable. Virtually unseverable, save for by temperature (melting) or by chemical destruction (acid). When not in whip form, segments lock together electromagnetically.
Optional hook can be projected from final segment. This can be useful for disarming opponents, or as a grappling implement.
Cutting edge of blade can be superheated. Temperature is variable and controlled by blade wielder: confirmed that, at highest temperature, blade can be sufficient to melt through most metals. Can almost instantly cauterize all injuries.
Blunt edge of blade, like its sheath, can be electrified at will to shock opponents.
Magnetic Grip Hilt
Takes form of hand-and-a-half sword grip. Has additional cudgel-like appendage that is folded back when rapier is used as blade.
Hilt has magnetic grip which interacts with Mirage’s combat gloves, adhering to them and decreasing likelihood of disarmament.
Carbon-fibre cable reel is concealed within the hilt, as is the energy source for the blade. The sword’s energy source is vulnerable to EMP.
Functions:
(Default) Rifle-Cane
Melee – Electrified cudgel.
Ranged – Depleted-uranium gauss rifle.
(Variation C) Composite Blade
Superheated cutting edge.
Electrified blunt edge.
Individual segments split into whip.
Projected hook: can be used as grappling tool.
Ranged| Flourish (x8)
TL;DR – Disc-like remotely controlled projectiles that can emit bursts of light, heat or sound.
Similar to flashbangs (apart from the thermal function); used for distractive purposes.
Statistics:
- Class: Radial Energetic Automated Projectiles
- Primary Function: Chakram
- Secondary Function: N/A
Components:
- Aerodynamic Polymer Frame
- Highly lightweight and aerodynamic discs, made mostly of a lightweight polymer shaped to attain maximum spin and velocity. Discs insulated against EMP.
- Edges of the discs are not particularly incisive: their primary offensive capabilities do not rely on cutting.
Pulse Emission Unit
Taking the shape of a groove-like incision in the side of each disc, this is an emission point from which each disc’s energy can be fired off in one of three forms: light, heat and sound. The effects of each pulse are denoted below.
Pulse Type 01: Light
The disc or discs fire off a blast of light in an arc from their emission units, of similar intensity to that of a flashbang. Can blind for approximately 2-3 seconds (for an average human).
Pulse Type 02: Heat
The disc or discs fire off linear heat rays capable of causing superficial second-degree burns on flesh. Not lethal.
Pulse Type 03: Sound
The disc or discs fire off bursts of kinetic energy that translate into sound as they pass through the air. Generated explosive noise is of sufficient volume to temporarily deafen, for approximately 5-7 seconds (for an average human).
Control Mechanism
Allows for both automated and remote guidance.
Automated guidance: this guides the discs with extreme accuracy towards the opposition and ensures its return to the user - making the discs highly effective boomerangs.
Remote guidance: allows for the user to guide the discs manually via HUD, permitting for accurate targeting.
Functions:
Distractive Projectiles
Function on the same principle as the flashbang grenade (except re-usable), with light and sonic attacks separate.
Heat rays are used as pain infliction mechanisms to distract victims from main objectives.
Defence | “Linothorax” Type Lambda Powered Exoskeleton
TL;DR – Force-absorption suit that enables wearer to survive a ten-storey fall with virtually no damage.
Compromised by non-kinetic attacks (chemical weapons, high-temperature explosives, magic etc.)
Has multiple secondary functions, among them being intercom and weapons control.
Statistics:
- Class: Kinetic Force Neutralization Suit
- Primary Function: Bodysuit
- Secondary Function: N/A
Components:
- Graphene Weave Suit
- Thin layer of incredibly force-resistant composite material of unconfirmed composition, covering the whole of wearer’s body. Suspected main constituents are graphene, carbon nanostructure and/or certain artificial protein fibres.
- Has a tensile threshold of above 13000 kPa. Allows wearer to survive high-velocity projectiles with ease: the suit could survive a car crash or a 30m fall without suffering any external damage whatsoever.
Carbon-Nanostructure Scale Suit
Suit composed of interlocking scales, created from a combination of metallic alloys and carbon nanotubes.
Piezoelectric sensors in suit cause scales to lock together upon detecting incoming kinetic force, absorbing the bulk of the damage and preventing it from travelling through into the wearer’s body.
Suit is powered by concealed energy core near Mirage’s sternum. EMP vulnerable; if compromised, suit’s defensive capabilities decrease to that of a mere bullet-proof jacket (insufficient energy to power stronger defence).
Headset
Helmet and visor. Visor is reinforced polymer and is opaque from the outside, keeping wearer’s face completely invisible while allowing full visibility.
Visor has in-built HUD from which user directs – by spoken commands or thoughts, primarily the latter – different parts of his or her arsenal, in this case the rapier-staff and discs. Also permits for communications. Runs on a separate energy system from the rest of the suit.
Visor and ear protectors shield user from any harmful sonic or visual effects, for example flash-bang grenades.
Functions:
(Default) Bodysuit
Absorbs most kinetic damage dealt to wearer.
Allows for control of weaponry via HUD.
Renders virtual immunity to sonic or light-based blinding attacks.
< Abilities >
Enhancement | Biotechnological Augmentation
TL;DR – Mirage has substantially heightened limb strength, observation capacity and reaction speed due to multiple augmentation procedures.
- Muscular Augmentation
- Develops intercellular connections, allowing for increased force tolerance thresholds in the muscles.
- Practical consequences: Mirage can jump higher and faster than most, with increased strength and endurance.
Retinal Enhancement
Enhanced sensitivity of the eye to light, movement and colour by increasing blood supply to back of retina.
Practical consequences: Mirage’s visual perception is significantly increased.
Cerebral Enhancement
Accelerates bioelectrical nervous signals to bolster reflexes, intelligence and other mental faculties.
Practical consequences: Mirage’s reaction speed is, at top performance and concentration, 223% that of a normal human’s (though under normal circumstances it is generally lower, at about 150%).
< Strengths >
- Movement
- Highly agile: added to her biotechnological enhancements, can engage in acrobatic manoeuvres that outdo most humans. Listing a notable example, Mirage can jump up to 2.1m without difficulty.
- High stamina: can hold up well in prolonged fights.
Combat
Adept in both armed and unarmed combat. Can fight with her weapon or without: has mastery of multiple forms of martial arts. Her unarmed style tends to resemble capoeira or wu-shu.
Mirage is ambidextrous, so the injury of one hand will not greatly compromise her in combat.
Thought
Intuition: able to come up with rapid decisions and complex deceptive strategies – essential in the field of combat, where intelligence and intuition are key.
< Weaknesses >
- Movement
- Lacks speed: is merely agile, cannot run at anything remotely resembling superhuman velocity. Relies more on accuracy than velocity to overwhelm her opponents.
- Observation may be compromised if opponent moves faster than she can see or mentally process.
Equipment
Whisper, as well as the body section of Mirage’s Linothorax, are both vulnerable to EMP effects.
Defence is not invulnerable. Though Mirage is essentially immune to all offense reliant on kinetic force, most other attacks are more than capable of harming her. Examples of this are:
Temperature effects
Chemical weaponry
Energy manipulation (i.e. magic)
Thought
Pain tolerance: lower than most. Pain compromises her logic and reasoning faculties.
< Backstory >
Once, she had a name - but in the tumu
lt of battle and the chaos of war, the name was lost along with myriad others. Names, however, are unnecessary in her line of work. All she is referred to now is by her codename, her alias - Mirage. Mirage is now participant in the gauntlet of blood and combat known as RHG: though her reasons for joining – whether obliged by some higher entity, out of vengeance for some past event or something else entirely – is unknown.
Of her past, little is known. The meagre information one might see, after thorough searches through the world’s information databases, shows that she was born to an aristocratic family with three children some years ago. Perhaps if one delves deeper, one might find that she was a prodigy in her youth, as adept physically as she was mentally; one of the most promising young civilians of her city. But then, those are all shadows of the past - mirages, might one say?
Battle leaves scars on all in its path, and it made no exception on Mirage. She herself was evacuated from whatever tragedies fraught her past, as her city was rent asunder by the chaos of war. Yet the same could not be said of her friends, her siblings… her parents. What befell them remains unconfirmed to this day: records are unforthcoming on this subject, and so is Mirage herself. It is suspected that the shock of war has caused severe loss of her memory, leaving her with only vague recollections of that fateful day. Some question whether she is in fact human, and not some automated doppelganger…
Be this truth or falsehood, all that remains of her is a cold, unforgiving soul; her heart hardened to the brutality of war, her tale elusive to all who seek it. Perhaps that is why they call her by that name, a name she has forged for herself.
Mirage.
[/SPOILER]
< Personality >
- Reticent: generally silent, especially in battle. Spoken sentences tend to be less than three words long (though she sometimes deigns to break this custom).
- Cold: almost sociopathic, in her incapability to feel emotion.
- Analytical: has a penchant for testing the waters with her initial attacks - not going full-out immediately but instead probing her foe to see how he or she reacts, in hopes of understanding their strategy.
- Merciless: after having successfully gleaned the general methodology of her opponent, Mirage will not hesitate to give her all to a fight.
- Honourable (to a point): curiously, has a habit of not attacking downed opponents. Will give her enemy three separate opportunities to right him- or herself; on the fourth, she will not hesitate to strike.
< Demonstration >
[SPOILER=Mission Record]
OPERATIVE ‘MIRAGE’| REPORT: 01-09A
Beneath a boot, something cracked.
She turned. A shard of glass, on weakly glowing floor; crushed under her foot. Nothing to be surprised about. In the ruins of this fallen bastion, the fist of war had broken as much glass and metal as it had people.
“War-”
Someone was calling out; a voice soft and pleading. But dark fingers snuffed it out and the words fell limp into the void.
Night’s pale hand cast broken spars of moonlight through the building’s lancet windows. The warehouse complex was surprisingly beautiful in its design, and surprisingly intact. After all, most of the edifices in this zone had been mutilated by