Name: Andrea Rachel Williams Callsign: Spirit Rank: Major Species: Human Position: None chosen Credits: 16,800 gil Quote: "You wanna dance? I'll show you the steps..." Power Level: 70 Speed Level: 140 (counting armor) Physical Stats: |
Psychological evaluation:
Spirit is very carefree and playful usually, often late, rarely
takes things seriously, but she will defend a friend will her
life (if necessary) and doesn't shy away from a fight.
RPG Stats:
Exp Level: 19:45%
HP: 11,600
Weapons Limit: 7
Skills:
Spy
Description: The character is an excellent spy and can enter most
situations others cannot.
Game Effects: He's a spy, what more can I say.
Medical Skills 1
Description: This character has medium medical skills. They have
first aid skills, the ability to aid skilled medics, the ability
to fix low to moderate wounds, ect. Note that these skills apply
to humans and not reploids. Note that to successfully aid a
cyborg with require both medical and mechanic skills.
Game Effect: This character has the ability to heal low to
moderate skills, aid skilled medics, ect
Abilities:
Psionics 1
Description: The character has power in psionics (physic attacks).
This allows them to use psionic weapons, gives them a mind shield,
and allows them to sense incoming enemies.
Game Effects: The character can now use psionic weapons which are
undodgable without a mind shield, this character has a level 1
mindshield, this character can sense incoming enemies usually.
Psionics 2 (must click Psi twice in advantages, using two
advantages)
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 Effects: 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.
Stealth and Disguise
Description: The character has the ability to move stealthy and
undetected. They can also disguise themselves as others. Their
stealth allows them to be almost invisible through a combination
of invisibility, hiding, anti-radar, and more.
Game Effect: The character can move stealthy and undetected by
sensors, enemies, ect until they attack. They can also disguise
themselves.
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)
Compulsion
Description: The character has a compulsion about something (must
be fairly broad), that will freeze them in fear and make them
refuse to follow orders pertaining to it. This compulsion may
influence their judgment.
Game Effect: The character has a compulsion about something (must
be fairly broad).
History:
Born on December 21, 2181, the daughter of Charlotte "FoxFire"
Williams, and David Williams, Andrea has been considered a
trouble maker almost as long. Her psychic powers didn't show them
selves until just after her sixth birthday when she broke her leg
when she was out playing, and called her mother for help
telepathically. Later her powers caused her alot of trouble with
the other kids (even though they didn't really know about the
powers), and most considered her an outcast. In junior high, she
skipped alot of classes because of this, but managed to make
decent grades none the less. In highschool, she was accepted more.
She had many more friend than the small group she had before, and
finally felt like she was going to fit in. Near the end of her
first year though, mavericks attacked the shopping mall that she
and one of her friends were at. They had hid behind a phone booth,
but as the mavs were leaving, the leader spotted them and ordered
one of his men to kill them before leaving. The mav took his time
as he lowered his rifle and fired... The blast hit Andrea's
friend Jennifer, killing her instantly. Andrea flew off the
handel at this. The rifle flew from the mavericks hand, torn by
some invisible force and she charged at him. The maverick swung
at her twice with his steel fists, but Andrea ducked under the
punches and hit him square in the chest. There was an explosion
from the impact and Andrea stumbled back. The maverick fell to
the ground, a large hole in his chest where Andrea hit him.
Andrea did not take Jennifer's death lightly, and became
increasingly withdraw. She got in fights repeatedly at school,
and it got so bad that she was expelled. Her parents sent her to
the military academy. She stayed there until 2199 when she joined
the EarthGov Elite Forces shortly after 'DiamondBack' had. To the
day, a hatred for that maverick that ordered her friend to be
kill burns in her heart, and she will do what ever she can to
protect her friends.
Armaments:
Standard Combat (punches/kicks/etc) | Slots Used: 5 / Slots Left: Unlimited | Elemental: None / Status Effect: None |
Attack 1 capabilities: | Punch | 300 AP / 0 PL |
Attack 2 capabilities: | Kick | 350 AP / 0 PL |
Attack 3 capabilities: | Ram/Headbutt/Throw/Etc | 325 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 | 750 AP / 1 PL Usage |
Attack 2 capabilities: | Charged Slash | 1,700 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 | 750 AP / 1 PL Usage |
Attack 2 capabilities: | Level 2 blast, charge 1 | 1,700 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. |
Psychic I (special abilities) | Slots Used: 3 / Slots Left: 3 | Elemental: None / Status Effect: None |
Attack 1 capabilities: | PsiShocker, physically distorts an enemy | 750 AP / 1 PL Usage |
Special 1 capabilities: | Telekenesis | Move things / 0 PL Usage |
Special 2 capabilities: | Mind probe, Spirit can easily read a persons thoughts, but it take more time and efforts to probe into their memory. | Probing / 0 PL Usage |
Psychic II (special abilities) | Slots Used: 3 / Slots Left: 3 | Elemental: None / Status Effect: None |
Attack 1 Capabilities: | PsiBurst, a powerful psychic attack that is used in conjunction with a physical attack | +500 AP to physical attacks |
Defense 1 Capabilities: | Psi-Invisibility. Spirit can directly influence a persons mind (more as she gets stronger) to make it seem like she's not there. | N/A |
Special 1 Capabilities: | PsiHealing. Excellerates the healing process on humans, by causing cells to regenerate at an excellerated rate. | +50 HP per minute |
Ominmorph abilities | Slots: None | Elemental: None / Status Effect: Animal Transformation |
Spirit has the ability to shapeshift into either half or full animal forms. In the half form, Spirit stands upright but has some triats such as the head, claws, wings, tail, etc of said animal. In the full form, Spirit becomes said animal and loses all human traits excluding intelligence. | Varies | 1 PL Usage per attack |
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 |
Kitsunebi (close range weapon) | Slots Used: 5 / Slots Left: 1 | Elemental: None / Status Effect: None |
Attack 1 Capabilities: | Slash | 750 AP / 1 PL Usage |
Attack 2 Capabilities: | Charge, Drawing on energy from it's user, the Kitsunebi can increase it's power. | 2,000 AP / 2 PL Usage |
Special 1 Capabilities: | PsiField - One of the properities of the Kitsunebi is to increase the strength of Psionic attacks. | +500 AP / 0 PL Usage |
Defense 1 Capabilities: | Disruption field - The Kitsunebi can cut down physical projectiles. | Block Without Loss of PL or SL (if your SL is higher than attackers') |
Defense 2 Capabilities: | Parry - Parry melee attacks | Block Without Loss of PL or SL (if your SL is higher than attackers') |
Limits:
Spirit Drain- Spirit throws her hand out, firing a thin beam of
energy at her opponent that moves at the speed of light. When it
hits, time seems to freeze for her victium, and they are helpless
to watch thier energy be slowly drained away from them. The
actual duration of the beam is about a second. 9,000 AP + 6,000
HP -- Available at 5,000 HP or lower, PL: 50
Seven Sword Strike 30,000 AP -- Available at 3,000 HP or lower, PL: 90
Special:
Prototek armor, ahi-tech armor that has yet to go into
mass production. Deactivated, it is a skin tight bodysuit (simular
to an EVA pod suit). When activated, the actually armor forms. If
nessisary, the armor can seemingly disappear completely, leaving
only a bracelet.
The armor can provide full NBC shielding. It (when activated) is
fully sealed and contains its own air supply. Also, it provides
protection against both extreme heat and cold. The armor,
naturally, protects the wearer from some physical harm, even to a
certain degree when deactivated. There is also a speed
enhancement built into the armor.
Shooting Star
Power: 40 Speed: 20 + Booster Agility: 60 + Booster Structure: 20 (20,000 HP) |
||
Psi Amp: A unique system that amplifies psionic energy many times over until it is released in a powerful blast, unstoppable by conventional defenses. | 4,000 AP | |
Beam Sword: An oversized energy sword that doubles as a shield. | Slash - 4,000 AP; Shield - Can take up to 4,000 AP damage | |
Special: | Steel Falcon- Shooting Star is able to transform into the more energy efficient Steel Falcon (or fighter (or jet)) mode. In this mode Shooting Star is MUCH faster and more agile, but is unable to use its BeamSword/Shield. | Speed +40/Agility +40 |