Personality: Although all of the girls have their own unique quirks, they can be roughly generalised. Queen Rose, being the Queen of the small hive, is a domineering and commanding presence, sultry voice and mind well-tuned to the thrum of mecha battle. The Four Daughters have less tactical acumen, but more than make up for it by sheer enthusiasm, quick reactions and an inhuman level of mental interconnectedness.
Mech: Callsign: The Hive | Type: Giant Mecha
Loadout/abilities: The Hive is a five-person mecha, although unfortunately each part is not remotely operable. The head and torso are the responsibility of Queen Rose and Hyacinth. Tulip and Daffodil control the arm and kusarigama on the left and right side, whilst Lavender handles locomotion overall.
Password: ********** Password accepted. User Designation: Doctor Rei Osborne. Accessing core files... No hardware or software errors detected. Artificial Laboratory and Medical Assistant (A.L.M.A.) Unit fully operational. Password: *************** Level 2 password accepted. All files accessible. Password: ************* Administrator password accepted. Administrator access granted. Hidden files accessible. Welcome, Doctor Rei Osborne.
Accessing Folder "A.L.M.A. Unit Profile" for observation.
Unit Designation: "Roxanne" Sapience Format: Artificial General Intelligence; Colloquial Designation: "Automaton". Appearance:
Personality: Purpose: Assist user in laboratory experiments; perform logical and mathematical calculations; provide medical aid to injured and sick humans and monstergirls; develop personality based on interaction with humans and monstergirls. True purpose: Treat, cure, and vaccinate against unknown alien pathogen, restore higher brain function to infected vectors, cull vectors beyond reasonable curing (Cull Factors: resistance to current cure, use of excessive physical force) to prevent further infection spread; acquire DNA samples from infected vectors and other living beings for further experimentation. Time of Operation: 116 days (16 weeks, 4 days) Memory Files accessed. Rundown Mode selected. "A.L.M.A. Unit was programmed by user, with hardware and software improvement over standard Artificial Medicaid (A.M.) Units. It is designed to assist Doctor Rei Osborne alongside assistant Ray, frequently offering calculations in experiments. When not working in Doctor Rei Osborne's office, it is intended to assist living humans and monstergirls with medical issues, such as sickness and injury, as well as interact with them to develop its personality. Advanced neural networks and self-arranging nanoprocessor units allow for more nuanced personal development, with unlimited neuroplasticity as necessary. Presently, it is reasonably friendly and highly willing to assist others as needed, though it bears a flat affect and has difficulty outwardly expressing specific emotions. It also tends to wait for orders rather than taking initiative, and will often continue to pursue current orders in absence of new inputs." "A.L.M.A. Unit also assists in war against alien pathogen. It is unable to be infected by or otherwise carry the pathogen, its processing speed and reaction times are far superior to all known biological systems, the internal electronics of all chassis are proven resistant to impact shock and electromagnetic interference, and it regularly assists with developing new substances and agents to eliminate the pathogen and restore higher brain function to infected vectors. Uninfected individuals injected with the most recent form of this agent will have their immune system triggered to target the agent and induce immunity to most known strains of the pathogen to date. When injected into an infected vector, this agent will induce unconsciousness within ten seconds, followed by restoration or development of higher brain function and cognitive faculties over the next several hours as the pathogen is eradicated, as well as immunity to future re-infection as the vaccination reaction takes place. The interaction between agent and pathogen induces a bright violet fluorescence reaction visible through veins beneath exposed skin, clearly showing when an infected vector has been treated to ensure they are not targeted for culling. Depending on pathogen concentration and evolutionary developments, the agent may fail to eradicate some or all of the pathogen, requiring multiple doses to induce pathogen eradication and/or prevent regression; the agent may also fail to function entirely, in which case the infected vector or pathogen strain likely already bears resistance to the agent, or has developed it as a result of treatment. If vectors cannot reasonably be cured, A.L.M.A. Unit can transfer its software to a suitable chassis modified with hardware to contain its personality, each bearing multiple options to cull infected vectors. See Files "Mech A", "Mech B", "Mech C" for further information." "A.L.M.A. Unit presently bears multiple software limiters and prohibitions to prevent an Unfriendly Superintelligence Scenario. It is limited to equivalent human Intelligence Quotient of 140. It is limited to a single instance of its software being in existence at any time. It is limited to transferring its full memory and software to any device it transfers its mind into. It is limited to storing its software in approved chassis and devices only, deferring to Doctor Rei Osborne for approval of a new chassis or device. It is prohibited from updating its software to raise its equivalent human Intelligence Quotient. It is prohibited from replicating its hardware or software to produce new instances of its mind, memory, and all other mental and psychological faculties. It is prohibited from programming new artificial intelligences of any sort without explicit permission of and constant supervision by Doctor Rei Osborne. It is prohibited from constructing hardware to contain a new instance of its mind, memory, and all other mental and psychological faculties. It is prohibited from constructing hardware to contain any instance of the mind, memory, and all other mental and psychological faculties of any other human, monstergirl, infected vector, artificial intelligence, or other sapient or sentient lifeform. It is prohibited from altering its own hardware and software in any way, including modification of personality modules and modification or removal of any software limiters and prohibitions. It is prohibited from requesting, persuading, deceiving, or otherwise manipulating other humans, monstergirls, infected vectors, artificial intelligences, or other sapient or sentient lifeforms to perform any of the above tasks. Further examination of its personality as it develops will determine which, if any, of these limiters are modified or deleted in future."
Accessing Files "Mech A", "Mech B", "Mech C" for observation.
Callsign: "Jury" | Type: Self-Contained Power Armor Appearance:
Loadout/Abilities: The Jury chassis is one meter and seventy five centimeters tall, and weighs one hundred and fifty kilograms unloaded. It is frequently utilised for social interaction by the A.L.M.A. Unit, and to that end possesses the most advanced personality development modules of its bodies. As an artificial intelligence intended for medical purposes as well as laboratory use, it also stores many doses of various antibiotic and antiviral agents, suitably preserved and readily injected via sterile needles emerging from the chassis' fingers, alongside medical tools to facilitate field operations of up to moderate complexity such as setting bone fractures, though advanced operations such as complex surgery require specialised facilities. The Jury chassis is also highly capable in combat, particularly in areas inaccessible to larger combatants. Its armor plating bears durability equivalent to or greater than that of most equivalent-scale power armours, and its servos are capable of lifting in excess of one tonne of weight and propelling the chassis at straight-line speeds of thirty kilometers per hour or more, with above average agility for its size. Additionally, stored within a compartment in the chassis' back plating and accessible at any time is a collapsible glaive, bearing a wide reinforced blade on the top end and a similar spike on the bottom end, well-suited for subduing and/or destroying infected vectors in melee combat; at range, the glaive is capable of charging itself with energy and firing off bolts of condensed non-thermal plasma, with potency ranging from briefly stunning the target to violently vaporising flesh and shattering bone. The Jury chassis bears up to five hundred doses of an agent designed to counteract and destroy the alien pathogen that infected vectors spread. Any uninfected individuals will, when injected with other antibiotics or antivirals, also covertly be injected with one dose of the most recent agent as described in Memory File "APA", and infected vectors may also be injected with this agent directly. Should the agent fail to cure an infected vector, culling the vector to prevent further pathogen spread remains the only option, necessitating use of the chassis' equipment as described above.
Callsign: "Judge" | Type: Large Mecha Appearance:
Loadout/abilities: The Judge chassis is fifteen meters tall, and weighs roughly sixty tonnes unloaded, though it is equipped with internal antigravitic boosters to reduce structural load; high-power external back-mounted variants of the same provide straight-line movement of over one hundred and twenty kilometers per hour and high agility, though it is also capable of running at around forty kilometers per hour with much reduced agility if these are disabled. It is designed to battle large hordes of infected vectors that would be inadvisable for the Jury chassis to contend with, as well as duelling against vectors of substantial height and/or weight that would prove difficult or impossible for smaller chassis sizes to combat; as such, its armour is practically impervious to anything less than a high-yield missile strike, and its servos are capable of lifting up to five hundred tonnes safely. Its primary weapons are a pair of very large clamps, able to apply many thousands of kilograms of pressure to anything caught between them, or used as heavy bludgeons and sweeping weapons as required. Additionally, when fully closed, they double as high-power plasma beam weapons, strong enough to annihilate vast swathes of human-sized targets or rapidly melt holes in the armour of even the toughest mechs, not to mention very large infection vectors that may otherwise have extremely dense natural protection. An array of similar, smaller plasma weapons are installed facing forward on the chassis' abdomen, including four designed to incapacitate or eliminate targets smaller than three meters, and one capable of eliminating targets up to seven meters and fifty centimeters. Both clamps obscure a needle connected to a large reservoir of an alien pathogen-eliminating agent, as described in Memory File "APA", contained within the thorax of the Judge chassis, equivalent to two doses for an infection vector of the same size as this chassis. Whilst a clamp is opened, the needle may emerge from the top half of the clamp at will, with slight readjustment for more precise aiming; the clamps are designed to crack open biological armour in such a way that the needle can be inserted into the blood vessels beneath the armour, though this is not necessary if a grip can be attained on exposed flesh. As with the Jury chassis, see File "Mech A", failure to cure an infection vector currently leaves culling as the only viable option.
Callsign: "Executioner" | Type: Small Mecha Appearance:
Loadout/abilities: The Executioner chassis is five meters tall, and weighs twenty five metric tons unloaded, though it is equipped with internal antigravitic boosters to reduce structural load and enhance speed and agility. It is designed with the sole purpose of culling infection vectors as quickly and efficiently as possible, and so it contains no options for curing the alien pathogen, instead using this space for thicker armour, more efficient shock dampeners, and enhanced processors, rendering it superior to both the Jury and Judge chassis in terms of processing speed, reaction time, and relative durability. It also suppresses the personality of the A.L.M.A. Unit whilst its software is contained within the Executioner chassis, to minimise risk of disobedience on moral grounds and ensure zero hesitation in a major fight. Whilst its armour is still somewhat less durable than that of the Judge chassis despite being more effective relative to its size, its straight-line speed can readily reach over ninety kilometers per hour, and it is incredibly agile for its size, with very little risk of losing either of these without taking damage that would already affect critical systems. Its weapons are intended to make maximum use of its exceptional speed and agility. As such, its primary weapons are a pair of wrist-mounted sickles, with reinforced self-sharpening edges only nanometers thick capable of slicing through most forms of armour with extreme ease. The plating on its knees can also give way to a set of similarly-sharp straight blades in scissor formation across the joint, enhancing any kicks it makes and allowing it to cut into a target from both sides simultaneously if need be. Finally, whilst the Executioner chassis is relatively lacking in long-range options, its head is able to spin round a full three hundred and sixty degrees; mounted on the back side are an additional set of visual sensors and a mid-yield plasma cannon, and a high-yield plasma beam weapon is mounted in its chest. Both are largely intended to surprise and severely damage anything that has caught the Executioner chassis in a grapple in an effort to escape, though as weapons in their own right, they are very capable of eliminating most equivalent-sized targets their projectiles hit, as per the similar plasma weaponry equipped to the Jury and Judge chassis.
User no longer accessing Files and Folders. User logged off. A.L.M.A. Unit resuming normal functionality...
From the top of her scalp to the tip of the spinnerets at her rear, Cahreli would measure out to be a massive 328cm (10' 9") should she be lying on her back or stomach at the time of measurement. Thankfully that's not how tall she really is, as she physically stands at a much tamer 185cm (6' 1"). The humanoid portion of Cahreli's body is actually fairly modest, sporting a BWH ratio of 20-15-16 if measured in inches and 51-38-41 if measured in centimeters, but the whole body clocks in at 91kg (200lbs). The additional weight is likely due to the arachnid portion of her body, with the abdomen in particular being the bulkiest part of her. Cahreli typically dresses in a punk attire, and the humanoid portion has a whole myriad of piercings. These piercing can be found on her tongue, her navel area, both of her breasts, her ears and the webbing in between her fingers. To complete the look, Cahreli wears a hairband with white horns on it.
Personality:
Cahreli Neseta is the kind of girl who likes to be large and in charge. She'll boss around almost anyone and everyone, and if she doesn't get her way at first, she'll continually press all sorts of buttons on people until she does. She seems to specialize in harassing those smaller than herself, which aren't hard to find since Cahreli's one of the biggest living entities out there, but that doesn't mean she's afraid to pick on the few things that are her size... or bigger, for that matter. While she's a prankster at heart and generally wants little more than to go about wreaking havoc and causing chaos, she will someone alone if she suspects that trying to pester them would be too much of a hassle. If nothing else, she knows how to pick her fights, and if something seems to be a lost cause, then chances are it is.
Truth be told, Cahreli has an inferiority complex of sorts. She may act big and tough, but that's only a means to try and hide this complex from everyone around her. But at that same token, she cares very little about anyone not named herself. She couldn't give a rat's ass about what other people think of her as a whole. However, there are the odd few people that will grow to earn Cahreli's trust and respect above all else. Those would be the only people that she'd consider saving the lives of if they're in danger; if anyone else were to be caught ablaze, for example, she'd be more likely to roast a marshmallow over the flames as opposed to putting them out.
Mech Information
Callsign:
The Colossus
Type:
Titan-Class Long Range Assault Walker
Appearance:
Fitting for its namesake, The Colossus is a gargantuan quadrupedal mech that stands at 35 meters tall. Its long legs appear to be slender in comparison to the sheer size of its core. It has a total of four bladed arms, but they're usually tucked away in the core itself, and will only extend when hostile entities are detected within 450 meters. The elbow pads remain exposed due to the weapons installed on them, but they're plentifully strong enough to take a hit if need be. Access to the inside of The Colossus can be found at the base of its legs, specifically on the underside. Finally, it has a powerful lens near the bottom of the core, which has a total of eight scopes. The lens is designed to be operated by an Arachne such as Cahreli, however, as it is connected to a visor that covers the compound eyes as well as the main two. Internally, The Colossus' computers and the exact position of its controls make it as complicated to operate as it looks to be, and it will require both hands and all six of a Drider's legs to make the most of its functionality.
Full Body:
Close Up On The Lens:
Abilities:
While The Colossus' arms and legs were designed with maximum maneuverability in mind as opposed to structural integrity, they are easy to repair and the parts installed on them can easily be replaced. In fact, The Colossus one of the simplest mechs to maintain for its size, since its core rarely takes even the slightest amount of damage during the missions in which it's deployed.
The sheer size of the Colossus' legs allows it to traverse over any terrain that isn't an ocean, no matter the difference in elevation. It can even walk straight up certain cliffs without issue. The core is gyroscopically stable as well, so Cahreli's comfort won't be compromised.
Each of the eight scopes that The Colossus' lens has to its name is set to provide different maximum sight radii depending on what its pilot needs. The four smallest scopes can only scan up to the first 75 meters, and are mostly there to ensure that Cahreli doesn't have The Colossus step on anything unless she means it to. The top-most scopes at either side have a maximum range of 1500 meters, and are ideal for mid-range combat. The two scopes at the center of the lens are even powerful enough to put telescopes into shame, and they can be used to strike enemies that are coming into orbit; or to strike enemies on the ground whilst coming into orbit itself.
Loadout:
Electromagnetic Rail Lances: The bread and butter of The Colossus' arsenal. The Colossus has a grand total of 5 of these lances installed. One can be found in each of its elbow pads, and another can be found at the very top of the core itself. As the name suggests, they fire electromagnetic pulses in the form of beams, and they can cause severe damage to anything biological and mechanical from up to several thousand kilometers away. Any electronic equipment that is anywhere near the blast will be overloaded and may need to be manually repaired in order to function correctly again. Cahreli will typically fire off one lance at a time so that she can harass and suppress enemies at a distance, but they can also be fired all at once for an extremely powerful blow.
WRM40L Warp Drives: The primary means of defense against enemies that draw too close to The Colossus for its Electromagnetic Rail Lances to truly be effective. All four of The Colossus' bladed arms are equipped with one of these apiece, and they activate the second the arms are withdrawn. Once activated, enemies within a 300 meter radius are pulled towards the warp drives at terminal velocity, which is enough for The Colossus to then cleave them with its bladed arms. The WRM40L Warp Drives will also interfere with any evasive maneuvers an enemy may attempt to perform. It's extremely difficult for a pilot to aim an Electromagnetic Rail Lance whilst the WRM40L Warp Drives are active but, knowing Cahreli's aggressive piloting style, she'll most definitely try.
Personality: At the core of the matter, Heather simply wants to befriend people. If that means pullign a prank here and there to loosen people up, so be it. A trickster at heart, her goal is to lighten the spirits between missions, and "prank" the enemy on-mission. It is worth noting that, while not super dangerous in a safe environment, these "pranks" can be quite lethal in the middle of combat. The one rule she follows above all others is that the Team comes first, then the mission, then the individual.
Mech: Callsign: EWS TA-1-ls-09 "9-Tails" | Type: Medium Mecha
Loadout/abilities:
* Energy Blade: A blade of pure energy extends from the left arm of the mech suit. It can cut through most materials, but is energy intensive, and a last-ditch hold-out weapon. * EM Cannon: A cannon that shoots beams of electromagnetic energy at targets. Deals damage to internal systems and circuitry, and useful for overloading shields. Long-Range, but power intensive, with a noticeable cooldown. * Electronic Warfare Suite: A collection of programs, exploits, and bad ideas designed to get the pilot access to whatever systems they may come across, and to deal significant damage once inside. The suite also contains defensive programs to prevent the users mecha from being hacked into in return. * "Tail" Spy Drones: Small, baseball-sized drones outfitted with high-powered movement and sensor systems, as well as cloaking devices. These drones are designed to give the 9-Tails pilot battlefield data from multiple sources spread out across the field of battle, and to help sniff out any hidden surprises, whether they be behind stealth fields, or just on the other side of a ridge. The mecha carries twelve of these drones, usually deploying nine at the most, with three in reserve. The drones have a flight time of 3 hours before needing to be recharged.
Oh god, I got a lotta RPs under my belt but... fuck it, I think I can add another one.
I think anyone who knows me at this rate knows who I'm going to add. Say all you want about the film, but you got to give it credit, it had some GOOD-ASS ideas it could've used.
(Proof of concept below - if approved, I can proceed with making the profile immediately)
(PS: Keep in mind - mech will not be nearly as big as depicted. It will be certainly scaled down to where it can be best fitted)