Ripple

Name: Andrew James Stryfe
Callsign: Ripple

Rank: Major
Species: Human Enhanced
Position: Married
Credits: 0 gil
Quote: "C'mere tin man, and I'll send you back to Oz..... in pieces."
Power Level: 110 (120 with armor)
Speed Level: 140 (150 with armor)

Physical Stats:
Height: 5'11"
Weight: 220
Hair: Black
Eyes: Blue
Skin tone: White
Birth date: October 21, 2181
Armor: Bio Armor
Heals people who come in contact - 500 HP, 2 PL
+10 PL
+10 SL

Psychological evaluation:
Ripple has had a kind of attitude all his own, which he has had since he was a child. Seems very stable, and has a very Gung-ho attitude toward teamwork. He has a deep love for Spirit, but has had trouble showing it. Depressed at the loss of his only father he knew. Slash. A very dangerous person to piss off, as he channels his rage into his psionics, giving them an emotional power.

RPG Stats:
Exp Level: 23 - 0%
HP: 13,500
Weapons Limit: 7


Skills:
Leadership
Description: The character is a natural leader, and can take charge of situations naturally. They are very good at combining their skills to lead a team.
Game Effects: The character can lead the team well, with his/her skills amplified. The characters may ask you something about the situation which his character "figures out" (since the player doesn't have to be an amazingly strong leader).

Computer Skills
Description: This character has excellent computer skills. This is mainly software skills, as they can create, update, or upgrade programs, decipher codes, and use computers extremely well. Game Effect: This character is has excellent computer skills (relating to software/programs)

Abilities:
Psionics 2
Description: The character has high power in psionics. This allows them to use powerful psionic weapons, have a power mindshield, and allows them to sense incoming enemies almost always.
Game Effect: The character can now use psionic weapons which are undodgable (those weapons get +5AP or the like in effect), the character has a level 2 mindshield, the character can sense incoming enemies almost always.

Combat Proficiency
Description: The character is more formidable than normal in combat, since they have trained fairly heavily in the combat arts. This is fighting skill, not sear strength or speed however.
Game Effect: The character's weapons have plus 500 starting AP on all weapons. The character is better in combat than characters with less skill.

Drawbacks:
Major Enemy
Description: The character and this enemy will stop at nothing to destroy each other. If they meet they will burst into combat regardless of their orders. (example: Mega Man X and Sigma).
Game Effect: The character has a major enemy, and is a major enemy of that enemy. (you may choose this drawback only once)

Fury
Description: The character is unstable and may burst out in rage during combat, often argues with teammates, doesn't except "no" for an answer on their ideas, and may even attack their allies. This makes them unstable in combat, since their rage makes them much more vulnerable then before.
Game Effects: The character has uncontrollable fury, especially in battle (making them twice an vulnerable)


History:
His mother was raped by an unknown assaliant, and she was left to die. A stranger helped her to a hospital, where she recovered. She had him 9 months later, and sent him to get the experiment done on him. His mother was brutally killed in front of him by a black caped reploid, when he was 5 years old, and his only other family, his grandparents succame to the plauge about a month after that. Since then he was living on the streets, picking pockets, and brawling for money. Naturally, a strong willed character, he didnt know his developing psychic powers were helping him fight, by cheating a little. At the age of 8, he moved into a foster care home, and moved from family to family until he found one he liked, in Vesperton. There he met Spirit, Diamondback and Avatar. Though the collective didnt find him until after the attack on Diamondback, which he helped out in. His foster parents decided to send him to a military school, when Slash offered to take him in. Slash taught him everything he knew, and after Slash joined with the Armed forces, Ripple trained for the day that he would join also. Slash disappeared, and Ripple joined to find him. His relationship with Spirit developed after that, and they slowly grew closer together. The special forces went on various missions, and Ripple slowly grew more and more desperate to find Slash. After they were sent into space because of the Tsiv attack on earth, Ripple thought he would never find Slash. Then, while on a supply run, He sensed faint pulses from something similar to Slash's psionic signature. They found him under Xevil and Infinity Inc.'s control, and beat him to sense. He rejoined, but kept to himself. Things went well, up until mission 45, where he was nearly killed saving Spirit from a spike trap. He recovered, and things went smoothly until mission 50, where Slash nearly cut him in half. Slash died battling Death Star, but not before inflicting Huge amounts of damage on Death Star, and Ripple attempted to commit suicide during Christmas eve because he thought he had nothing to live for anymore.

life goes on......


Armaments:
Standard Combat (punches/kicks/etc) Slots Used: 5 / Slots Left: Unlimited Elemental: None / Status Effect: None
Attack 1 capabilities: Punch 1,100 AP / 0 PL
Attack 2 capabilities: Kick 1,050 AP / 0 PL
Attack 3 capabilities: Ram/Headbutt/Throw/Etc 1,025 AP / 0 PL
Defense 1 capabilities: Fist Block/Kick Block No Loss of PL or SL (if your SL is higher than attackers')
Defense 2 capabilities: Grab No Loss of PL or SL (if your SL is higher than attackers')


Standard Hunter Saber (close range weapon) Slots Used: 3 / Slots Left: 3 Elemental: None / Status Effect: None
Attack 1 capabilities: Regular slash 2,000 AP / 1 PL Usage
Attack 2 capabilities: Charged Slash 3,200 AP / 2 PL Usage
Defense 1 capabilities: Standard parry of melee weapons Block Without Loss of PL or SL (if your SL is higher than attackers')


Standard Hunter Rifle (long distance weapon) Slots Used: 4 / Slots Left: 2 Elemental: None / Status Effect: None
Attack 1 capabilities: Level 1 blast, no charge 2,000 AP / 1 PL Usage
Attack 2 capabilities: Level 2 blast, charge 1 3,200 AP / 2 PL Usage
Defense 1 capabilities: Cancel out blast of the same level Block Without Loss of PL or SL (if your SL is higher than attackers')
Special 1 capabilities: Sniper scope addition for long range accuracy Can hit special targets like gun turrents, etc.


Twin Warp Blades (Close-range weapon) Slots Used: 3 / Slots Left: 3 Elemental: None / Status Effect: Warp Residue
Attack 1 capabilities: Hack and slash 2,000 AP, 1 PL
Special 1 capabilities: Warp field effect, a warp residue is left behind in wounds 100 AP per minute; 1 PL to use
Counter 1 capabilities: Standard parry of melee weapons Block without loss of PL/SL (if your SL is higher than attackers')


Psychic Abilities (Special ability) Slots Used: 3 / Slots Left: 3 Elemental: Psionic / Status Effect: None
Attack 1 capabilities: Ripple effect 4,000 AP +Stun, 5 PL
Special 1 capabilities: Ability/Power share Share, 3 PL
Special 2 capabilities: Mind Shield Block without loss of PL/SL (if your PL is higher than attackers')


Psychic Rapport Slots Used: 3 / Slots Left: 3 Elemental: None / Status Effect: None
Attack 1 Capabilities: Psychic blastwave - By combining their psychic powers, they create a massive explosion, directing that force at either a single target or just for general chaos. This attack is quite powerful, but draining. 7,500 AP / 10 PL Usage (each)
Special 1 Capabilities: Metamerge - An odd ability that somehow allows Ripple & Spirit to merge into one powerful form that combines thier strength and then some. Unlike Spirit's omnimorph abilities, Metamerge can be a mix of two animals, or another form altogether. Combined Powers
Special 2 Capabilities: Mindlink: The nature of the rapport between Spirit and Ripple allows them to share/transfer their psychic powers to each other. It also allows them to feel the others emotions. Transfer


Advanced Psychic Abilities (Special abilities) Slots Used: 3 / Slots Left: 3 Elemental: Psionic / Status Effect: None
Attack 1 capabilities: Plasma ball 3,500 AP, 3 PL
Special 1 capabilities: Mental projection 1 PL per projection
Special 2 capabilities: Psychic healing 1 PL to use

Hyper:
This unpredictable drug stimulates both Power and Speed beyond that of imagine and that can be recorded down. Whatever user takes this has his powers more than tripled and is next to unstopable. However, it's side effects are deadly and while the person is under the influence of the drug, loses his mind and becomes insane, attacking everyone without heed. Not even loved ones can usually get through. Extended use to the drug is known to cause more drawbacks that haven't been recorded as of yet...


Limits:
Ripples Edge - A beam of tightly concentrated power focused from Ripple's Ripplewave, which has the gravitational power nearly equil to a black hole. (Essentially crushing the target on contact.) 15,000 AP


Special:
Warp field generator
Modified by Ripple to be powered by his Psionic ability. Allows the creation of warp portals, which allows instantainous transportation to anywhere within range. (Must be strong enough to use)


Mech:
Bloodstorm
Power: 50
Speed: 30
Agility: 30
Structure: 40 (40,000 HP)
Plasma chain gun: Rapid fire 500 AP each hit
Energy blade Slice 5,000 AP
Special Radioactive flare - Massive flare of radioactive energy, designed to blind opponents, built in filters allow Rips mech to filter it out. Blind