Servant Class: Rider*
True Name: Uesugi Kenshin (Sengoku Rance ver.)
Alignment: Neutral Good
Stats
Strength: B
Mana: C
Endurance: B
Agility: A
N. Phantasm: EX
Luck: C
Appearance:
I kid you not.
Extra Picture 1 Extra Picture 2
At least the Extra Pictures don't have her funny hat, it's optional.
History/Legend: In history, Uesugi Kenshin was one of the most prevalent and influential lords of the Sengoku Era of Japan. He was chiefly remembered for prowess on the battlefield, and as an extremely skillful administrator, his rule seeing a marked rise in the standard of living for his vassals. He was famed for his honorable conduct, military expertise, a long-standing rivalry with Takeda Shingen, numerous campaigns to restore order in the Kanto region as the Kanto Kanrei, and his belief in the Buddhist god of war --Bishamonten. In fact, many of his followers and others believed him the Avatar of Bishamonten, calling Kenshin "God of War" (basically ripped from Wikipedia). In modern legend, and as a growing theory, some believe that Kenshin was a woman masquerading as a man, supported by the fact that "he" never married, and instead opted to adopt four sons to succeed him, along with a few other pieces of historical fact.
Furthermore, an alteration has been made to the historical Uesugi Kenshin's myth and lore, finding basis in the video game Sengoku Rance. In it, Kenshin is detailed to be the absolute strongest swordsman in all of JAPAN (an Alternate Dimension Japan to our current one), and to have eventually gained the position of Emperor (Empress) of JAPAN, meaning by Mandate of Heaven and by decree of Amaterasu, Kenshin is a divine being. Being a rather popular game worldwide (despite it being an eroge), the traits and alterations to the legend have more power and further the conceptualization of skills the real Kenshin never had.
Personality: Strong willed and stubborn, Kenshin acts and speaks with a calm sort of authority that commands respect and adoration. Being a Japanese warlord and eventually Emperor, she carries with herself, at least most of the time, a stately manner and grace befitting someone of her status, and also brings along a sort of love for war and battles token to the Japanese people of the era, setting itself comfortably alongside a love for art and music. Firm and determined, destructive yet merciful, Kenshin is an undoubtedly powerful and absurdly brutal force to be reckoned with as an opponent, contrasted with a feminine charm that, unlike many female warriors, she doesn't quite mind displaying, acting feminine if the situation allows and encouraging lady-like behavior. On a personal basis, Kenshin is generally friendly company, acting rather approachable when not in battle. Kenshin is a huge eater, and can be rather cranky without proper nutrition. She has the capacity to be extremely loyal to friends, comrades and lovers.
Class Skills:
Riding: A+
Creatures on the level of Phantasmal Beast and Divine Beast can be used as mounts. However, that does not apply to members of the Dragon Kind.
Personal Skills:
Bravery: B
The ability to negate mental interference such as pressure, confusion and fascination. Bonus effect of increasing melee damage.
Disengage: C
Bonus effect of returning battle conditions to what they were at the beginning of the match.
Divinity: B (Would be higher if summoned as a Saber Class Servant)
Kenshin has been said to be an Avatar of Bishamonten, and is similarly called the God/Goddess of War. In the course of her history she also became the Emperor(Empress) of Japan, akin to becoming a god due to the Mandate of Heaven and recognized by the Goddess of the Sun Amaterasu. This is also pretty much a requirement in order to maintain ownership of a Kirin.
Eternal Arms Mastership: A+
Mastership of combat arts has reached the point of being said to be unrivaled in one's era. By complete merging of mind, body and technique, it is possible to make use of full fighting skills even when under the influence of any sort of mental hindrance.
Eye of the Mind (True): B
Capable of calm analysis of battle conditions even when in danger and deduce an appropriate course of action after considering all possibilities to escape from a predicament. So long there is even a 1% chance of a comeback, this ability greatly improves the chances of winning.
Judgement of the Righteous: A++
A long history of divinity, righteousness and virtues makes one a natural enemy of evil. Stats increase proportionally against enemies sliding further from a heroic status to an anti-heroic status. Wielder gains a one grade increase to all parameters and to all active noble phantasms for each degree lower an enemy's alignment is, in the case of an "A" parameter, the wielder gets a +.
Knowledge of Respect and Harmony: A
Prevents decrease in the effectiveness of a technique, regardless how many times it is used against the same opponent.
Noble Phantasms:
Goddess of War (Anti-Unit): A++
The ability to use, with proficiency, absolutely anything created to be used as a weapon. This includes conceptual weapons. In effect, this turns anything meant to be, or can be used as a weapon into a Noble Phantasm, reinforcing their attributes to a D rank Noble Phantasm and occasionally granting a small divine attribute to the weapon, depending on its origin (Essentially the same as Berserker's Knight of Honor skill from Fate/Zero). Weapons gained with this ability suddenly become an implied specialization for Kenshin, as if she'd used the weapon her entire life, passively granting an A+ Eternal Arms Mastership on weapons as long as she's using them. Noble Phantasms higher than a D rank gained through this method maintain their original statistics and efficiencies, meaning a Noble Phantasm can be stolen from their original user and used with just the same precision and skill. Kenshin must have had maintained contact with the weapons to "reinforce" them with this Noble Phantasm, it takes a few seconds to understand the weapons and let her divinity spread through it, and the effect leaves a short while after she lets go of the weapon, long enough that they can be thrown or shot and be lethal to an enemy servant. Weapons under this effect have a sort of signature glow, much akin to Kenshin's Aura of the Emperor Noble Phantasm.
Weight of Bishamonten (Support): A
As an Avatar of Bishamonten alongside being a devout follower of the diety, Kenshin is passively blessed by the buddha. Due to the blessing, all objects or entities within a city block radius of Kenshin that have an intent to do harm to her, her master or her vassals are burdened with a heavy weight, putting restrictions on their endurance and causing servants to drain more prana from their masters in order to move normally. The weight put on the affected decreases proportinally to both intent to do harm and magical resistance. At a rank of "A" in magical resistance, the weight is completely lifted, and at a rank of "B", the weight is comparable of wearing 10 pound leg weights to a marathon and finishing the marathon. Put short, servants and masters will have to pass endurance and magic resistance checks just to enter battle with Kenshin.
Heavenly Gift: Kirin (Anti-Army): A
A divine beast of nearly unprecedented power, Kirin are vastly noble beings considered by the Japanese people to be higher in order than dragons or phoenix. They are servants of Asian gods and celestials, capable of tremendous feats such as control over lightning, breathing fire, and healing near incurable diseases and mortal wounds. The Kirin serve none but those equivalent to a god, and as such are considered a pet worthy of a divine being such as Japan's Emperor. Kirin, however, are not without their weaknesses, they shy away and even feel sick upon the sight of blood, which is partially the reason their attacks will burn an enemy rather than cut them, and Kirin are sentient, with a mind of their own and a tremendous sense of justice. A Kirin would never attack someone of a good alignment, but would not hesitate to punish an act of injustice.
More on Kirin Here. For an example of a Kirin in media, refer to the Kirin of Juuni Kokki/The Twelve Kingdoms, Taiki is a good example.
Aura of the Emperor (Support): B-
Being the Emperor of JAPAN, Kenshin is able to project an overwhelming force of charisma, visible as a bright sort of light to those affected. It gives her the ability to forcibly vassalize any individual with too low a magic resistance and/or willpower. The effect is permanent until she either releases the affected from service or an ability is used to lift the curse of servitude. In this case, people would have to pass checks just to successfuly walk into battle with her, or they risk falling at her feet at her mercy. Has a relatively small field of effect these days, mostly since the origin of this skill is honestly just from the video game, it has the range of roughly half of a New York block (30 meters). Exceptions to this are summoned beings or armies like those of a reality marble, as they are literally a part of another hero's personal reality.
In addition to its use as an aura, the Aura of the Emperor can be focused to a much greater potency on one person, seeming similar to a Mystic Eyes skill where gazing into Kenshin's eyes will hypnotize the target. For both this usage and for the normal usage of the Aura, any magical resistance will already give some degree of immunity, but masters are still far more susceptible to being affected by this Noble Phantasm
Emperor's Sanctum: EX
As the Emperor of JAPAN, all of the Land of the Rising sun counts as Kenshin's property. However, the truest and most associated area under the Emperor's control is the Japanese Imperial Palace, and by extension, the Atsuta Shrine and Grand Shrine of Ise, which all hold the Three Imperial Regalia (The Sword Kusanagi, mirror Yata no Kagami and Grand Magatama Yasakani no Magatama). So close to the Emperor's image are these three lands and three items, the latter of which are proof to her Divinity, that they have been imprinted in her very soul, becoming the unnatural phenomenon known as a Reality Marble. In it, the palace and the two shrines are materialized within a single land, their respective divine and youkai guardians inhabiting each, along with the personal guard of the Emperor, the shrine monks and minor deities, and powerful Onmyouji; all of them are like miniature heroic spirits in their own right, and as an army can overwhelm even more powerful Heroic Spirits (most especially those of an evil inclinement). More importantly, the three previously mentioned items are available to Kenshin in their original forms. Being Kenshin's true noble phantasm, there is basically nowhere in the Reality Marble that isn't hostile to intruders; every wall may be false and hiding behind it a squad of fanatically devoted, powerful soldiers and Inukami, each corner may hide a hidden ninja, and traps are lay about every place that can be touched or stepped on by those unwary of their presence. The most worrisome thing in the Reality Marble, however, is Kenshin herself, equipped with her sword, mirror and magatama, she is nearly invincible for the long 20 minutes that the Reality Marble can be sustained. Certain conditions must be met and time must be consumed in order to release this noble phantasm.
~~~~
*As a sort of rule of thumb, almost all servants who qualify for Saber also qualify for Rider, as having a mastery of riding is basically required for most, if not all, warriors of the sword. Either way, status such as Strength and Endurance are lowered in favor of Agility when a Rider versus a Saber. Being one of the three Knight classes (Saber, Lancer, Rider) also pretty much justifies her high stats too.
True Name: Uesugi Kenshin (Sengoku Rance ver.)
Alignment: Neutral Good
Stats
Strength: B
Mana: C
Endurance: B
Agility: A
N. Phantasm: EX
Luck: C
Appearance:
I kid you not.
Extra Picture 1 Extra Picture 2
At least the Extra Pictures don't have her funny hat, it's optional.
History/Legend: In history, Uesugi Kenshin was one of the most prevalent and influential lords of the Sengoku Era of Japan. He was chiefly remembered for prowess on the battlefield, and as an extremely skillful administrator, his rule seeing a marked rise in the standard of living for his vassals. He was famed for his honorable conduct, military expertise, a long-standing rivalry with Takeda Shingen, numerous campaigns to restore order in the Kanto region as the Kanto Kanrei, and his belief in the Buddhist god of war --Bishamonten. In fact, many of his followers and others believed him the Avatar of Bishamonten, calling Kenshin "God of War" (basically ripped from Wikipedia). In modern legend, and as a growing theory, some believe that Kenshin was a woman masquerading as a man, supported by the fact that "he" never married, and instead opted to adopt four sons to succeed him, along with a few other pieces of historical fact.
Furthermore, an alteration has been made to the historical Uesugi Kenshin's myth and lore, finding basis in the video game Sengoku Rance. In it, Kenshin is detailed to be the absolute strongest swordsman in all of JAPAN (an Alternate Dimension Japan to our current one), and to have eventually gained the position of Emperor (Empress) of JAPAN, meaning by Mandate of Heaven and by decree of Amaterasu, Kenshin is a divine being. Being a rather popular game worldwide (despite it being an eroge), the traits and alterations to the legend have more power and further the conceptualization of skills the real Kenshin never had.
Personality: Strong willed and stubborn, Kenshin acts and speaks with a calm sort of authority that commands respect and adoration. Being a Japanese warlord and eventually Emperor, she carries with herself, at least most of the time, a stately manner and grace befitting someone of her status, and also brings along a sort of love for war and battles token to the Japanese people of the era, setting itself comfortably alongside a love for art and music. Firm and determined, destructive yet merciful, Kenshin is an undoubtedly powerful and absurdly brutal force to be reckoned with as an opponent, contrasted with a feminine charm that, unlike many female warriors, she doesn't quite mind displaying, acting feminine if the situation allows and encouraging lady-like behavior. On a personal basis, Kenshin is generally friendly company, acting rather approachable when not in battle. Kenshin is a huge eater, and can be rather cranky without proper nutrition. She has the capacity to be extremely loyal to friends, comrades and lovers.
Class Skills:
Riding: A+
Creatures on the level of Phantasmal Beast and Divine Beast can be used as mounts. However, that does not apply to members of the Dragon Kind.
Personal Skills:
Bravery: B
The ability to negate mental interference such as pressure, confusion and fascination. Bonus effect of increasing melee damage.
Disengage: C
Bonus effect of returning battle conditions to what they were at the beginning of the match.
Divinity: B (Would be higher if summoned as a Saber Class Servant)
Kenshin has been said to be an Avatar of Bishamonten, and is similarly called the God/Goddess of War. In the course of her history she also became the Emperor(Empress) of Japan, akin to becoming a god due to the Mandate of Heaven and recognized by the Goddess of the Sun Amaterasu. This is also pretty much a requirement in order to maintain ownership of a Kirin.
Eternal Arms Mastership: A+
Mastership of combat arts has reached the point of being said to be unrivaled in one's era. By complete merging of mind, body and technique, it is possible to make use of full fighting skills even when under the influence of any sort of mental hindrance.
Eye of the Mind (True): B
Capable of calm analysis of battle conditions even when in danger and deduce an appropriate course of action after considering all possibilities to escape from a predicament. So long there is even a 1% chance of a comeback, this ability greatly improves the chances of winning.
Judgement of the Righteous: A++
A long history of divinity, righteousness and virtues makes one a natural enemy of evil. Stats increase proportionally against enemies sliding further from a heroic status to an anti-heroic status. Wielder gains a one grade increase to all parameters and to all active noble phantasms for each degree lower an enemy's alignment is, in the case of an "A" parameter, the wielder gets a +.
Knowledge of Respect and Harmony: A
Prevents decrease in the effectiveness of a technique, regardless how many times it is used against the same opponent.
Noble Phantasms:
Goddess of War (Anti-Unit): A++
The ability to use, with proficiency, absolutely anything created to be used as a weapon. This includes conceptual weapons. In effect, this turns anything meant to be, or can be used as a weapon into a Noble Phantasm, reinforcing their attributes to a D rank Noble Phantasm and occasionally granting a small divine attribute to the weapon, depending on its origin (Essentially the same as Berserker's Knight of Honor skill from Fate/Zero). Weapons gained with this ability suddenly become an implied specialization for Kenshin, as if she'd used the weapon her entire life, passively granting an A+ Eternal Arms Mastership on weapons as long as she's using them. Noble Phantasms higher than a D rank gained through this method maintain their original statistics and efficiencies, meaning a Noble Phantasm can be stolen from their original user and used with just the same precision and skill. Kenshin must have had maintained contact with the weapons to "reinforce" them with this Noble Phantasm, it takes a few seconds to understand the weapons and let her divinity spread through it, and the effect leaves a short while after she lets go of the weapon, long enough that they can be thrown or shot and be lethal to an enemy servant. Weapons under this effect have a sort of signature glow, much akin to Kenshin's Aura of the Emperor Noble Phantasm.
Weight of Bishamonten (Support): A
As an Avatar of Bishamonten alongside being a devout follower of the diety, Kenshin is passively blessed by the buddha. Due to the blessing, all objects or entities within a city block radius of Kenshin that have an intent to do harm to her, her master or her vassals are burdened with a heavy weight, putting restrictions on their endurance and causing servants to drain more prana from their masters in order to move normally. The weight put on the affected decreases proportinally to both intent to do harm and magical resistance. At a rank of "A" in magical resistance, the weight is completely lifted, and at a rank of "B", the weight is comparable of wearing 10 pound leg weights to a marathon and finishing the marathon. Put short, servants and masters will have to pass endurance and magic resistance checks just to enter battle with Kenshin.
Heavenly Gift: Kirin (Anti-Army): A
A divine beast of nearly unprecedented power, Kirin are vastly noble beings considered by the Japanese people to be higher in order than dragons or phoenix. They are servants of Asian gods and celestials, capable of tremendous feats such as control over lightning, breathing fire, and healing near incurable diseases and mortal wounds. The Kirin serve none but those equivalent to a god, and as such are considered a pet worthy of a divine being such as Japan's Emperor. Kirin, however, are not without their weaknesses, they shy away and even feel sick upon the sight of blood, which is partially the reason their attacks will burn an enemy rather than cut them, and Kirin are sentient, with a mind of their own and a tremendous sense of justice. A Kirin would never attack someone of a good alignment, but would not hesitate to punish an act of injustice.
More on Kirin Here. For an example of a Kirin in media, refer to the Kirin of Juuni Kokki/The Twelve Kingdoms, Taiki is a good example.
Aura of the Emperor (Support): B-
Being the Emperor of JAPAN, Kenshin is able to project an overwhelming force of charisma, visible as a bright sort of light to those affected. It gives her the ability to forcibly vassalize any individual with too low a magic resistance and/or willpower. The effect is permanent until she either releases the affected from service or an ability is used to lift the curse of servitude. In this case, people would have to pass checks just to successfuly walk into battle with her, or they risk falling at her feet at her mercy. Has a relatively small field of effect these days, mostly since the origin of this skill is honestly just from the video game, it has the range of roughly half of a New York block (30 meters). Exceptions to this are summoned beings or armies like those of a reality marble, as they are literally a part of another hero's personal reality.
In addition to its use as an aura, the Aura of the Emperor can be focused to a much greater potency on one person, seeming similar to a Mystic Eyes skill where gazing into Kenshin's eyes will hypnotize the target. For both this usage and for the normal usage of the Aura, any magical resistance will already give some degree of immunity, but masters are still far more susceptible to being affected by this Noble Phantasm
Emperor's Sanctum: EX
As the Emperor of JAPAN, all of the Land of the Rising sun counts as Kenshin's property. However, the truest and most associated area under the Emperor's control is the Japanese Imperial Palace, and by extension, the Atsuta Shrine and Grand Shrine of Ise, which all hold the Three Imperial Regalia (The Sword Kusanagi, mirror Yata no Kagami and Grand Magatama Yasakani no Magatama). So close to the Emperor's image are these three lands and three items, the latter of which are proof to her Divinity, that they have been imprinted in her very soul, becoming the unnatural phenomenon known as a Reality Marble. In it, the palace and the two shrines are materialized within a single land, their respective divine and youkai guardians inhabiting each, along with the personal guard of the Emperor, the shrine monks and minor deities, and powerful Onmyouji; all of them are like miniature heroic spirits in their own right, and as an army can overwhelm even more powerful Heroic Spirits (most especially those of an evil inclinement). More importantly, the three previously mentioned items are available to Kenshin in their original forms. Being Kenshin's true noble phantasm, there is basically nowhere in the Reality Marble that isn't hostile to intruders; every wall may be false and hiding behind it a squad of fanatically devoted, powerful soldiers and Inukami, each corner may hide a hidden ninja, and traps are lay about every place that can be touched or stepped on by those unwary of their presence. The most worrisome thing in the Reality Marble, however, is Kenshin herself, equipped with her sword, mirror and magatama, she is nearly invincible for the long 20 minutes that the Reality Marble can be sustained. Certain conditions must be met and time must be consumed in order to release this noble phantasm.
~~~~
*As a sort of rule of thumb, almost all servants who qualify for Saber also qualify for Rider, as having a mastery of riding is basically required for most, if not all, warriors of the sword. Either way, status such as Strength and Endurance are lowered in favor of Agility when a Rider versus a Saber. Being one of the three Knight classes (Saber, Lancer, Rider) also pretty much justifies her high stats too.
[bARGH! 500 INTERNAL SERVER ERROR![/b] This profile may still be edited <3
Edit - Added some speed statistics to her thrusters/boosters; added her ID code for when she was still a Tungsten Knight test subject; added details to appearance
[SIZE="5"][FONT="Impact"]Character:[/FONT][/SIZE]
Name: Katya Nikolayev ("Number": TKF-F101-52-2173)
Age: 19
Gender: Female
Appearance:
Hair is actually a light blonde, eyes really are that kind of crystalline blue. She has a barcode tattooed to her arm and the back of her neck that reads her alphanumeric ID as a test subject. When not in armor for use inside of her ACS, she can be found in either a jumpsuit of sorts, a bodysuit or some mixture of tank tops, jackets and cargo pants.
Personality: Simultaneously both what one would expect and the exact opposite of what one would expect from a trained soldier, Katya has a mind that was for the most part unhindered throughout her history with the Tungsten Knights. She carries with her a once-child soldier's token aloof nature and near-stoic penchant toward those she doesn't actively register as a "comrade", treating things with all the seriousness that was literally and figuratively beat into her and branded on her sleeve. On the opposite side, Katya's mind, through the years of neurological prodding done through experiments, has developed a second sort of mercurial nature with a love for science. Less bipolar than it is just a conscious switch, the young Slavic lady is both soldier and scientist, liking to meddle with things at times, tinkering, and acting every bit as curious as a child experimenting with different flavors of candy, and at others she is just as previously explained: a hardened veteran of indoctrination into the military.
That is of course, only referring to her mental state... Physically speaking, while her mind had been left unfettered to wander when she was given a break from mental conditioning, experiments after experiments to improve the pilot's psychosomatic reflexes and resistance to ill-effects of prototypical Hades OS encounters have left her body... With much to be desired when it comes to being a soldier, and even when it comes to being a matured female. To put it simply, while therapies and the like have very much improved her condition, when not connected to an ACS, Katya is slow. By slow, she has the approximate reflexes of a 4 year old boy, and on occasion a sloth, and her body simply refuses to move very fast at all. Her mind can move faster than many other people, but her body moves almost that much slower. All it leads to is a dichotomy between a spectacular specimen of a pilot and mind, and a failure of a ground trooper. In short... She's a bit of a klutz on the ground, and it's one insecurity that she has.
Incidentally, she's a great team player on the battlefield, talks a bit fast regardless of when she's in either "Soldier" or "Scientist" mode, and sucks at cooking because she burns everything. On the ground, Katya will most likely be wherever her quarters are, reading a book, or inside of her ACS to tune it or just for the comfort of being in the cockpit.
Bio:There had never been a time where Katya was not somehow associated with the military. Born a brat of her country's military, her parents kept her on base using some form of acquired permission, where she was taken care of by some of the soldiers as the base's collective "kid". This would've produced a rather normal, if not slightly more military inclined child, where her parents were nearly never there and a gun was just as familiar to her as a doll or a story book. But, "normal military brat" wasn't on fate's laundry list for this child, perhaps it was that very relationship with the military that had flagged her as a child with certain "Aptitudes". Katya had incredible, near pre-cognitive reflexes, and a fast thinking mind to keep up with it. She could run obstacle courses with ease, and solve complex problems that her older peers couldn't begin to comprehend, it seemed she was almost bred to be a great soldier.
What better specimen then would there be for the country's ever developing ACS program? Taken at the already impressionable age of 7, Katya was moved away from the base, moving on to the testing facilities that would become her home for the next 12 years. Removed from the eyes and care of "normal" soldiers, the young girl was now a guinea pig for officers, officials and scientists, where her prime specimen of a developing body could be put to use for the country. With a little mental conditioning, namely brainwashing, Katya's fond memories of the base she originated from disappeared, her life as a test subject then began. Experiments and training were the entire schedule for her for those years, conditioning her body and testing its limits, prodding at her innate reflexes and incisive mind to find the perfect balance between ACS pilot and ACS. In a place where she wasn't allowed anything a normal child would be given, alternatives had to be found to ease her mind and cull the growing resentment that had began to boil as a backlash against the brainwashed indoctrination.
Katya eventually found her refuge in one of the lead scientists in charge of her, actually finding what would be her sole support at the age of 11 and for years to come, a father figure and mentor of sorts. When she was upset by the barking of officers, without morale from the never ending conditioning, and in pain from whatever the experiment of the day was, she could rely on the good doctor. As fact had it, it was indeed that very doctor that limited whatever experiments were done on her, making sure that she'd be able to survive through the testing and procedures, and genuinely caring for her well being. It was perhaps for this very garnered and growing love that the doctor had eventually made a mistake. After a particularly harsh test on his charge, a test that he had actually disproved, he was angered at the officials and other scientist, feeling distracted by it and not particularly focused on what he was doing at the time, leading to his death when he exposed himself to fatal amounts of radiation from the then prototyped cloaking unit for the incomplete 04-HERMES.
Though unable to remove such strong memories from an already developed mind, Katya was, rather than devastated as they had expected and feared, simply left feeling that she was without purpose. She still made the occasional lab experiment to consume time between lessons, conditioning and testing, but other than that, everything suddenly became dull and routine to her. The time between experiments became muddled as she simply floated through life, not even realizing that without her doctor, the things being done to her were becoming increasingly invasive and detrimental to her health. It was due to the increasing harshness that her body began to deteriorate, eventually leading to her becoming a failure of a soldier, only useful for ACS testing as that was the only place she could move as she wished.
Eventually, at the age of 19, even with therapy and medicine, the small but significant damage to her nerves was permanent and her usefulness was rapidly waning. The 04-HERMES, the model named after the fastest of the Greek Gods and an ACS that had basically grown alongside the girl, was finished, the prototype model was created. With the necessary information already extracted from their precious dying guinea pig, Katya was no longer needed, and while the full production model lacked certain capabilities of the prototype due to monetary constraints, the Tungsten Knights had what they needed.
Realizing that she was marked for termination after one final test on the unit for bug fixes to the newest Hades-OS, a spark was lit that reignited Katya's will to live and memories of her mentor's caring and legacy. Quickly hacking the OS to remove the failsafes on her prototype unit, the soldier quickly and easily shot down any possible opposition and ran away using the mech based on her very data. Katya's ACS was perfect for the purpose it was built for: it was absurdly fast, nearly impossible to hit when paired with the pilot's calculative power, its modularity was unquestionable as she quickly stole the weapons meant for other testing units and used them to break away, and most of all, through whatever repeated raids that involved the unit, a near vampiric sort of visage was beginning to form around it, earning it the name of "Tepes" after the original vampire due to its demonic speed, red color scheme and tendency to leave enemies looking as if their ACS units, wrangled and completely beaten, have been sucked dry of life.
Now part of the incredibly small resistance, Katya aims to be as active as possible in commandeering supplies from any of the three factions. A recent raid was successful enough that she was able to take a few trucks, including an ACS transport with maintenance supplies and a weapons cache, bolstering the sustainability of the movement by a good deal.
[FONT="Impact"][SIZE="5"]ACS:[/SIZE][/FONT]
Name: 04-HEREMES-P "Tepes"
Appearance:
Notes:
Seen Equipped:
2x ACS Submachine Guns, 120mm Hybrid* APFSDS "Bolter" Rounds
1x Radar
1x Flare/Chaff Launcher
1x Shoulder Mounted Spread Rocket launcher; 150mm Non-Tracking Rockets
1x Basic ECM unit
[indent]*Hybrid refers to a round that is both solid state and energy in form, a "Charged" shot of sorts. Normally used to do damage to defensive shields and to melt non-ablative armor.[/indent]
Weapons: Modular due to being a humanoid analogue ACS; Sticks to weapons suitable to a HADES-OS unit's speed, namely shotguns, machine guns, grenade launchers and high tracking missiles. Defensively, ECM is frequently used alongside "flash" bombs to make up for the lack of thicker armor and for situations where cloaking isn't an available option (i.e. rainy days).
These loadouts are not set in stone, but are just the typical set ups that are used. Weapons are interchangeable as the focus with the 04-Hermes was modularity
Standard Loadout:
1x "Elysium" Variant grenade launcher, specifically tuned for the high movement speed of Tungsten Knight ACS units, carries an incredibly wide range of ACS scale "Grenades" 1x Ablative plated ceramic and metal buckler style shield, comfortably shields against most standard and energy weapons, somewhat weak against high inertia, but can deflect hits in melee combat 1x Ultra-High Refresh rate Radar, aids in target acquirement and aiming 2x "Progressive" Combat Knives; Uses a blade made of an obscure alloyed metal that vibrates at high frequencies to literally sunder armor, this is a backup weapon 1x Flare, Chaff, "Flashbang" or Rocket Launcher; Carries approximately 10 of any mixture of munitions in a pod, easily interchangeable when the ACS unit is in for refitting [/list]
Revised Standard Loadout:
Reconnaissance Loadout:
2x Progressive Combat Knives 1x Ultra-High Refresh Rate RADAR Enhanced Visual Systems 1x Flare, chaff and EMP disruptor launcher
"Vanguard" Loadout:
2x Ablative Plated Bucklers "Vanguard" Armor modifications 2x shoulder mounted missile pods holding one type of the following munition: 1x Ultra-High Refresh Rate Radar 6x EMP "Flashbangs" to disable enemy units without proper shielding [/list]
Abilities :
A.S.I.S (Artificial Synaptic Impulse Stimulator) - The most controversial of the new Hades-OS prototype technologies, A.S.I.S simulates adrenal responses and imposes various neurological effects on the pilot to increase performance and reflexes. Short term use of this system gives pilots an edge over others through multiple means: vastly improved reflexes, a closer neural link to the ACS systems and subsystems, and visual enhancement. Long term use (namely using it for intervals longer than half a minute), is incredibly detrimental to the brain and body of the pilot as it interferes with the synapses and brain. In the case of Katya, her already disproportionate calculative ability and mental reflexes are increased to the point of basically slowing down time in her perception, giving her a practical pre-cognition. This function has a few bugs in the prototype, most of which have been dealt with in the production models.
Prototype Advanced Thrusters - With a more efficient energy to power ratio, the newest and greatest of technology from the Tungsten Knights has been poured into these thrusters, capable of sustaining flight for short intervals and providing more than ample thrust and power for quick, incredibly powerful bursts of speed in the ground and air. On the ground, provides a slight hovering lift that allows the ACS to quite literally glide at speeds reaching in the hundreds of miles per hour. Many maneuvers using these thrusters would be impossible without the aid of Inertial Dampeners. Any and all limiters to the thrusters have been removed for Katya and Inertial dampening upgraded and tuned to hopefully keep the pilot from fainting or dying from excessive forces. Thrusters CAN be used while cloaking is active to an incredibly limited extent, though they obviously are very loud, hot and will probably tip off the enemy to a location.
The fullest "burst" and maximum outputs of the thrusters reach somewhere above the speed of sound at roughly 2120km/h (1317 mp/h). Maximum speed requires a massive amount of energy and damages the unit's structure, and in the case of a "burst" will lead to potentially fatal g forces from the rapid acceleration, but in an emergency situation, either can lead to an advantageous maneuver. Maximum "Safe" speeds are subsonic to supersonic, ranging from 483-1770 km/h (300 - 1100 mp/h), with "bursts" occasionally breaking the sound barrier.
"Mirage" ECM System - When sheer speed and reactions fail, and cloaking isn't an option, it's up to ECM systems to back up units for the Tungsten Knights, the "Mirage" pattern ECM is a multi-spectrum Electronic Countermeasure designed to counter all types of electronic detection from infrared, RADAR and LADAR.
"Hassan" Cloaking System - Generally the same as the "Veil" cloaking system seen from the Ferrous guard, literally invisible to the entire spectrum of detection. The main differences between "Hassan" and "Veil" are functioning times (approx. 30 minutes opposed to 1.5 hours), the hardiness of the cloaking generator to keep it working perfectly under strenuous conditions, and the fact that this system also masks any sounds the ACS unit can make. Sometimes used alongside the electronic countermeasures in order to be doubly sure the unit can not be detected.
However, the main advantage and greatest innovation of the Hassan is, ironically, not its actual cloaking. Putting a rather heavy strain on the core and auxiliary power systems, the Hassan can enable the ACS to have a sort of visual, audio and electronic "displacement" effect. Manipulating light and working with sound waves in vain of a ventriloquist, the Hassan displaces the image of the ACS. In layman's terms, it's like throwing a pebble into a body of water, but the impact of the pebble with the water is different in correlation to the sound of the splash, and the ripple appears to have a different origin than the pebble's entry. All this leads to a hallucination that the ACS unit is where it isn't and is moving when it is actually standing still, and while it sounds like simple holograms, it is far more complicated than that. Displacement takes up a godawful amount of energy and lasts only in 5-30 seconds intervals depending on unit and battlefield condition or it'd risk straining the unit's reactor.
The cloaking system's main function does not work when the "Vanguard" Armor modification is equipped. The secondary displacement function works to a small degree, though more on the audio and electronic levels, though it can mask movements to a minute enough degree that actions in melee would be incredibly hard to predict (i.e. seeing the unit stab with a combat knife one second after it had actually been enacted).
Hassan Displacement is unavailable on production models as it requires an absurd amount of money to implement the system and the improved power core to keep up with it.
Inertial Dampeners - Exactly what it says on the package, normally the G forces imposed on both the ACS and the pilot during complex maneuvers would destroy both of them, inertial dampeners basically counteract Newton's Laws while still working with them. The inertial dampening systems found on the pre-production model are superior to its latter sister models as the pre-production model's pilot required it to survive.
Edit - Added some speed statistics to her thrusters/boosters; added her ID code for when she was still a Tungsten Knight test subject; added details to appearance
[SIZE="5"][FONT="Impact"]Character:[/FONT][/SIZE]
Name: Katya Nikolayev ("Number": TKF-F101-52-2173)
Age: 19
Gender: Female
Appearance:
Hair is actually a light blonde, eyes really are that kind of crystalline blue. She has a barcode tattooed to her arm and the back of her neck that reads her alphanumeric ID as a test subject. When not in armor for use inside of her ACS, she can be found in either a jumpsuit of sorts, a bodysuit or some mixture of tank tops, jackets and cargo pants.
Personality: Simultaneously both what one would expect and the exact opposite of what one would expect from a trained soldier, Katya has a mind that was for the most part unhindered throughout her history with the Tungsten Knights. She carries with her a once-child soldier's token aloof nature and near-stoic penchant toward those she doesn't actively register as a "comrade", treating things with all the seriousness that was literally and figuratively beat into her and branded on her sleeve. On the opposite side, Katya's mind, through the years of neurological prodding done through experiments, has developed a second sort of mercurial nature with a love for science. Less bipolar than it is just a conscious switch, the young Slavic lady is both soldier and scientist, liking to meddle with things at times, tinkering, and acting every bit as curious as a child experimenting with different flavors of candy, and at others she is just as previously explained: a hardened veteran of indoctrination into the military.
That is of course, only referring to her mental state... Physically speaking, while her mind had been left unfettered to wander when she was given a break from mental conditioning, experiments after experiments to improve the pilot's psychosomatic reflexes and resistance to ill-effects of prototypical Hades OS encounters have left her body... With much to be desired when it comes to being a soldier, and even when it comes to being a matured female. To put it simply, while therapies and the like have very much improved her condition, when not connected to an ACS, Katya is slow. By slow, she has the approximate reflexes of a 4 year old boy, and on occasion a sloth, and her body simply refuses to move very fast at all. Her mind can move faster than many other people, but her body moves almost that much slower. All it leads to is a dichotomy between a spectacular specimen of a pilot and mind, and a failure of a ground trooper. In short... She's a bit of a klutz on the ground, and it's one insecurity that she has.
Incidentally, she's a great team player on the battlefield, talks a bit fast regardless of when she's in either "Soldier" or "Scientist" mode, and sucks at cooking because she burns everything. On the ground, Katya will most likely be wherever her quarters are, reading a book, or inside of her ACS to tune it or just for the comfort of being in the cockpit.
Bio:There had never been a time where Katya was not somehow associated with the military. Born a brat of her country's military, her parents kept her on base using some form of acquired permission, where she was taken care of by some of the soldiers as the base's collective "kid". This would've produced a rather normal, if not slightly more military inclined child, where her parents were nearly never there and a gun was just as familiar to her as a doll or a story book. But, "normal military brat" wasn't on fate's laundry list for this child, perhaps it was that very relationship with the military that had flagged her as a child with certain "Aptitudes". Katya had incredible, near pre-cognitive reflexes, and a fast thinking mind to keep up with it. She could run obstacle courses with ease, and solve complex problems that her older peers couldn't begin to comprehend, it seemed she was almost bred to be a great soldier.
What better specimen then would there be for the country's ever developing ACS program? Taken at the already impressionable age of 7, Katya was moved away from the base, moving on to the testing facilities that would become her home for the next 12 years. Removed from the eyes and care of "normal" soldiers, the young girl was now a guinea pig for officers, officials and scientists, where her prime specimen of a developing body could be put to use for the country. With a little mental conditioning, namely brainwashing, Katya's fond memories of the base she originated from disappeared, her life as a test subject then began. Experiments and training were the entire schedule for her for those years, conditioning her body and testing its limits, prodding at her innate reflexes and incisive mind to find the perfect balance between ACS pilot and ACS. In a place where she wasn't allowed anything a normal child would be given, alternatives had to be found to ease her mind and cull the growing resentment that had began to boil as a backlash against the brainwashed indoctrination.
Katya eventually found her refuge in one of the lead scientists in charge of her, actually finding what would be her sole support at the age of 11 and for years to come, a father figure and mentor of sorts. When she was upset by the barking of officers, without morale from the never ending conditioning, and in pain from whatever the experiment of the day was, she could rely on the good doctor. As fact had it, it was indeed that very doctor that limited whatever experiments were done on her, making sure that she'd be able to survive through the testing and procedures, and genuinely caring for her well being. It was perhaps for this very garnered and growing love that the doctor had eventually made a mistake. After a particularly harsh test on his charge, a test that he had actually disproved, he was angered at the officials and other scientist, feeling distracted by it and not particularly focused on what he was doing at the time, leading to his death when he exposed himself to fatal amounts of radiation from the then prototyped cloaking unit for the incomplete 04-HERMES.
Though unable to remove such strong memories from an already developed mind, Katya was, rather than devastated as they had expected and feared, simply left feeling that she was without purpose. She still made the occasional lab experiment to consume time between lessons, conditioning and testing, but other than that, everything suddenly became dull and routine to her. The time between experiments became muddled as she simply floated through life, not even realizing that without her doctor, the things being done to her were becoming increasingly invasive and detrimental to her health. It was due to the increasing harshness that her body began to deteriorate, eventually leading to her becoming a failure of a soldier, only useful for ACS testing as that was the only place she could move as she wished.
Eventually, at the age of 19, even with therapy and medicine, the small but significant damage to her nerves was permanent and her usefulness was rapidly waning. The 04-HERMES, the model named after the fastest of the Greek Gods and an ACS that had basically grown alongside the girl, was finished, the prototype model was created. With the necessary information already extracted from their precious dying guinea pig, Katya was no longer needed, and while the full production model lacked certain capabilities of the prototype due to monetary constraints, the Tungsten Knights had what they needed.
Realizing that she was marked for termination after one final test on the unit for bug fixes to the newest Hades-OS, a spark was lit that reignited Katya's will to live and memories of her mentor's caring and legacy. Quickly hacking the OS to remove the failsafes on her prototype unit, the soldier quickly and easily shot down any possible opposition and ran away using the mech based on her very data. Katya's ACS was perfect for the purpose it was built for: it was absurdly fast, nearly impossible to hit when paired with the pilot's calculative power, its modularity was unquestionable as she quickly stole the weapons meant for other testing units and used them to break away, and most of all, through whatever repeated raids that involved the unit, a near vampiric sort of visage was beginning to form around it, earning it the name of "Tepes" after the original vampire due to its demonic speed, red color scheme and tendency to leave enemies looking as if their ACS units, wrangled and completely beaten, have been sucked dry of life.
Now part of the incredibly small resistance, Katya aims to be as active as possible in commandeering supplies from any of the three factions. A recent raid was successful enough that she was able to take a few trucks, including an ACS transport with maintenance supplies and a weapons cache, bolstering the sustainability of the movement by a good deal.
[FONT="Impact"][SIZE="5"]ACS:[/SIZE][/FONT]
Name: 04-HEREMES-P "Tepes"
Appearance:
Notes:
- Slightly shorter than the average ACS height, stands at 14 feet ( 1.4 Stories)
- While not easily seen when in motion, the ACS unit has what appears to be a few vampire motif icons on various places just to support the growing "Tepes" nickname
- Has a cyclopean eye in the middle of its head, both of which are triangular in shape, despite this, the unit has visual and thermal sensors distributed at various points on the body, there are few places the unit can't "see"
- To avoid critical hardware malfunction, many of the joints are almost just as armored as the torso area, though just enough so that movement is not impeded.
Seen Equipped:
2x ACS Submachine Guns, 120mm Hybrid* APFSDS "Bolter" Rounds
1x Radar
1x Flare/Chaff Launcher
1x Shoulder Mounted Spread Rocket launcher; 150mm Non-Tracking Rockets
1x Basic ECM unit
[indent]*Hybrid refers to a round that is both solid state and energy in form, a "Charged" shot of sorts. Normally used to do damage to defensive shields and to melt non-ablative armor.
Weapons: Modular due to being a humanoid analogue ACS; Sticks to weapons suitable to a HADES-OS unit's speed, namely shotguns, machine guns, grenade launchers and high tracking missiles. Defensively, ECM is frequently used alongside "flash" bombs to make up for the lack of thicker armor and for situations where cloaking isn't an available option (i.e. rainy days).
These loadouts are not set in stone, but are just the typical set ups that are used. Weapons are interchangeable as the focus with the 04-Hermes was modularity
Standard Loadout:
- 1x Drum Fed (200 rounds) Twin-Linked "Bolter" [list]
- Fires 120mm Rocket Assisted APFSDS rounds known as "Bolts"
- Rounds come in hybrid, depleted uranium, delayed explosive and diamond penetrator variants
- Has a very high recoil, leading to a spread only suitable for short to mid range combat
- A high rate of fire makes it go through its 200 round clip in seconds, magazines are stored in the waist area of the ACS.
Revised Standard Loadout:
- Loadout seen in the "Appearance" section
- Silencers can be added to this loadout's weapons for stealth [list]
- These work similarly to small arms scale silencers and silence the escaping gasses
- They also do their best to reduce any of the mechanical sounds of the weapon working
- Weapon Durability and firing speed is severely reduced
- Reduces the speed of any round to subsonic
Reconnaissance Loadout:
- 2x "Silenced" 105mm ACS Pistols
- 1x Charged retractable longblade [list]
- Basically a sword, but it's a bit flimsy as it "shrinks" for storage at a waist holster
- Allows the unit to see up to roughly 2.5 miles unhindered
- Only holds two canisters of each type
"Vanguard" Loadout:
- 2x "Hermes" Variant Shotguns or 1x "Hermes" and 1x "Elysium" Grenade Launcher [list]
- The shotgun pellets are primarily a hybrid round (explained earlier) or simply depleted uranium
- Adds extra armor to joints, forearms, shins and torso
- Adds integrated Progressive Wristblades
- A holster is added to the waist area to holster weapons
- A compact extra energy pack is added independently from the armor, this is connected to an array of extra boosters that even further add to Tepes' speed.
- ACS scale Anti-Tank/Anti-Air missiles utilizing shaped charges; they're built similarly to Javelin missiles
- "Micro Missile" canisters; basically, these are tiny missiles within missiles, trading firepower for extreme maneuverability and to make it much harder to dodge
- Delayed explosion missiles that use either a plasma or kinetic penetrator
Abilities :
A.S.I.S (Artificial Synaptic Impulse Stimulator) - The most controversial of the new Hades-OS prototype technologies, A.S.I.S simulates adrenal responses and imposes various neurological effects on the pilot to increase performance and reflexes. Short term use of this system gives pilots an edge over others through multiple means: vastly improved reflexes, a closer neural link to the ACS systems and subsystems, and visual enhancement. Long term use (namely using it for intervals longer than half a minute), is incredibly detrimental to the brain and body of the pilot as it interferes with the synapses and brain. In the case of Katya, her already disproportionate calculative ability and mental reflexes are increased to the point of basically slowing down time in her perception, giving her a practical pre-cognition. This function has a few bugs in the prototype, most of which have been dealt with in the production models.
Prototype Advanced Thrusters - With a more efficient energy to power ratio, the newest and greatest of technology from the Tungsten Knights has been poured into these thrusters, capable of sustaining flight for short intervals and providing more than ample thrust and power for quick, incredibly powerful bursts of speed in the ground and air. On the ground, provides a slight hovering lift that allows the ACS to quite literally glide at speeds reaching in the hundreds of miles per hour. Many maneuvers using these thrusters would be impossible without the aid of Inertial Dampeners. Any and all limiters to the thrusters have been removed for Katya and Inertial dampening upgraded and tuned to hopefully keep the pilot from fainting or dying from excessive forces. Thrusters CAN be used while cloaking is active to an incredibly limited extent, though they obviously are very loud, hot and will probably tip off the enemy to a location.
The fullest "burst" and maximum outputs of the thrusters reach somewhere above the speed of sound at roughly 2120km/h (1317 mp/h). Maximum speed requires a massive amount of energy and damages the unit's structure, and in the case of a "burst" will lead to potentially fatal g forces from the rapid acceleration, but in an emergency situation, either can lead to an advantageous maneuver. Maximum "Safe" speeds are subsonic to supersonic, ranging from 483-1770 km/h (300 - 1100 mp/h), with "bursts" occasionally breaking the sound barrier.
"Mirage" ECM System - When sheer speed and reactions fail, and cloaking isn't an option, it's up to ECM systems to back up units for the Tungsten Knights, the "Mirage" pattern ECM is a multi-spectrum Electronic Countermeasure designed to counter all types of electronic detection from infrared, RADAR and LADAR.
"Hassan" Cloaking System - Generally the same as the "Veil" cloaking system seen from the Ferrous guard, literally invisible to the entire spectrum of detection. The main differences between "Hassan" and "Veil" are functioning times (approx. 30 minutes opposed to 1.5 hours), the hardiness of the cloaking generator to keep it working perfectly under strenuous conditions, and the fact that this system also masks any sounds the ACS unit can make. Sometimes used alongside the electronic countermeasures in order to be doubly sure the unit can not be detected.
However, the main advantage and greatest innovation of the Hassan is, ironically, not its actual cloaking. Putting a rather heavy strain on the core and auxiliary power systems, the Hassan can enable the ACS to have a sort of visual, audio and electronic "displacement" effect. Manipulating light and working with sound waves in vain of a ventriloquist, the Hassan displaces the image of the ACS. In layman's terms, it's like throwing a pebble into a body of water, but the impact of the pebble with the water is different in correlation to the sound of the splash, and the ripple appears to have a different origin than the pebble's entry. All this leads to a hallucination that the ACS unit is where it isn't and is moving when it is actually standing still, and while it sounds like simple holograms, it is far more complicated than that. Displacement takes up a godawful amount of energy and lasts only in 5-30 seconds intervals depending on unit and battlefield condition or it'd risk straining the unit's reactor.
The cloaking system's main function does not work when the "Vanguard" Armor modification is equipped. The secondary displacement function works to a small degree, though more on the audio and electronic levels, though it can mask movements to a minute enough degree that actions in melee would be incredibly hard to predict (i.e. seeing the unit stab with a combat knife one second after it had actually been enacted).
Hassan Displacement is unavailable on production models as it requires an absurd amount of money to implement the system and the improved power core to keep up with it.
Inertial Dampeners - Exactly what it says on the package, normally the G forces imposed on both the ACS and the pilot during complex maneuvers would destroy both of them, inertial dampeners basically counteract Newton's Laws while still working with them. The inertial dampening systems found on the pre-production model are superior to its latter sister models as the pre-production model's pilot required it to survive.
Not really satisfied with it, but here we go... The Fragment's description needs to be rewritten, but the basics are all here.
Name: Saten; Because real names are for people not working for evil organizations!
Gender: Female
Age: 17
Race: Needless
Abilities: A refined sense of apathy, working with laboratory equipment, pulling out strange and trivial facts from nowhere, making tea, throwing things with improbable accuracy, and practicing "medicine"*
Role: Current Saten of the Four Generals; Also seems to be in charge of Simeon's clinic and medical R&D
Appearance: Link 1 Link 2
Link 2 has her "Nemesis" Plasma Claws pictured!
Personality: Saten wears a serious expression most of the time and keeps a very emotionless face while speaking. She is a stoic to nearly extreme levels, preferring not to show her true emotions to other people and instead speaking either sarcastically or sardonically. Calling her emo would probably get you nowhere as she simply wouldn't care and react with either apathy or a sarcastic remark. Saten likes to study and is a master of all forms of science, enjoying experimenting with things and the process of creation. Even with her seeming negativity, Saten appears to enjoy collecting stuffed animals, and has a few up for display in her room. Also, despite the general's penchant for verbally abusing or outright ignoring everyone, she seems to care for her subordinates due to effectively maintaining and running the Simeon building's healthcare facilities with a 100% health recovery rate... Though it might be possible that she's just experimenting with things... Saten may or may not be a chronic liar, and besides the occasional work with other scientists, whether or not she's told the truth about anything to anyone is a mystery.
The one exception to Saten's sarcasm and stoicism is the owner of Simeon, who she seems to suddenly revert to being a respectable and upstanding person around. Though this is probably just so she doesn't get killed.
Fragment: Particle Manipulation
Name: Phaser
Description: Phaser could theoretically be used for many more things than Saten uses it for, and consequently holds a lot more potential than she lets on, most of this is due to a sort of "laziness" that she uses to cover up the fear she has of her Fragment. Particle Manipulation itself covers a broad spectrum of Physics, perhaps lending to the Fragment's status as a Missing Link. In the case of Saten, she usually reserves the use of her fragment to the more "simple" actions of either speeding up or slowing down molecular movement to heat up or cool down the temperature of objects. In a much more complicated action, Saten is able to temporarily scramble the make-up of her body in order to phase through objects or allow things to harmlessly pass through her. While Saten prefers to manipulate things with her hands, her fragment universally stems from her body.
Generally speaking, it's much easier to cool things down when the temperature is cooler and vice versa for heating things up. Another thing to note is that the Fragment can not create "fire" in the sense of a ball of flame, but it can easily make things combust and subsequently catch on flame, and it can easily excite oxygen to its flash point and cause explosions. There is no real set range for Saten's fragment, instead the effectiveness of the temperature manipulation falls off expontentially depending on distance; anything within a third to a full meter is considered to be in the "Kill" zone of Phaser, past that is incidental depending on how thermodynamics can be applied, and beyond 3 meters, heating up objects is a chore. Cooling things down, however, is much easier, and has a larger radius of effect, making for a much more mundane use of being a human air-conditioner.
The actual "Phasing" portion of the Fragment can only be applied to Saten as she's intimately familiar with the workings of her body down to the atomic level.
One can think of this skill as a sort of almagation of Dai Yon Ha/The Fourth Wave and Agni Schwatas, taken to their logical extremes. Some things formed by this ability (blobs of magma and ice crystals) can demonstrate minor telekinetic qualities in being lifted or thrown, but that's just due to a temporary control over the particles that make up those objects.
Weaknesses: As previously stated, the effectiveness of Phaser falls off in terms of exponents the further away the intended target is from Saten. While she can sort of fire particle beams to attempt to heat them up, she has less of a handle on doing this than simply freezing moisture in the air and oxygen itself and throwing absurdly sharp icicles with great accuracy. As for phasing through objects, or even phasing at all, Saten has a bit of a Trauma involving that part of her fragment pertaining to how she lost her eye.
Special Moves:
Nemesis - Manipulating whatever convenient gasseous material is around, Saten forms "energy blades" in the form of three gigantic claws extending from each hand. These plasma lances are able to cut through most materials, even things traditionally resistant to heat like porcelain and ablative armor. Combining this with her rather superior speed and agility, Saten is able to use this move to a catastrophic effect. The size and number of the claws can be changed to a limited extent, and occasionally she can turn the total of six claws into a single large "Sword" or "Lance" of plasma.
Zero Phase - Tossing reason to the curb, Saten is able to ignore any given object or attack thrown at her for a short moment as she stands still. It's a bit of a scary experience for her, but a brave facade and a cocky smile is all it takes for her to seem like she's in full control. In this mode, Saten is rendered mostly immobile, but is practically a ghost in that nothing in the physical world save for radiation and other particle manipulation powers can affect her. There is one rather blaring weakness to this move, but that's a well guarded secret that only those with common sense would ever think about. For all intents and purposes, when under the effect of Zero Phase, rather than becoming somewhat transparent, Saten simply seems out of focus, and is unable to be focused on.
Thousand Gauntlets - This skill can be summed up as throwing glaciers and magma at people. By concentrating and channeling her power to its highest potential, Saten is able to melt down portions of the ground or whatever convenient mineral-rich material is laying around, lifting them up into the air, and throwing them at someone, then following it up for irony by solidifying small glaciers in the air and throwing those as well. Both the magma and glaciers can be split into smaller sections and thrown like blades at the enemy instead, probably easier and more effective anyway, like a sort of primitive machine gun where instead of bullets you get danmaku a hail of rocks and very sharp icicles.
Frostfire - The baseline ability of being able to manipulate things on a molecular level, this is where Saten is able to manipulate her own body temperature, or that of others. This is an instantaneous effect that only requires that the target be within her "Kill" zone of one meter. From there, she is able to freeze things into icicles or make concrete spontaneously combust. Alternatively she can just make cute little ice sculptures that are also on fire at the same time.... Sarcasm aside, Frostfire is an incredibly adaptable skill that mostly just requires Saten to touch a target with whatever part of her body. A bonus effect is that any wounds inflicted on her can be temporarly fixed in an instant by freezing the wound, and as Saten is in control of all of this, she's seemingly "immune" to extreme temperatures.
*The video has nothing to do with her actual abilities. Though it does imply some things.
Name: Saten; Because real names are for people not working for evil organizations!
Gender: Female
Age: 17
Race: Needless
Abilities: A refined sense of apathy, working with laboratory equipment, pulling out strange and trivial facts from nowhere, making tea, throwing things with improbable accuracy, and practicing "medicine"*
Role: Current Saten of the Four Generals; Also seems to be in charge of Simeon's clinic and medical R&D
Appearance: Link 1 Link 2
Link 2 has her "Nemesis" Plasma Claws pictured!
Personality: Saten wears a serious expression most of the time and keeps a very emotionless face while speaking. She is a stoic to nearly extreme levels, preferring not to show her true emotions to other people and instead speaking either sarcastically or sardonically. Calling her emo would probably get you nowhere as she simply wouldn't care and react with either apathy or a sarcastic remark. Saten likes to study and is a master of all forms of science, enjoying experimenting with things and the process of creation. Even with her seeming negativity, Saten appears to enjoy collecting stuffed animals, and has a few up for display in her room. Also, despite the general's penchant for verbally abusing or outright ignoring everyone, she seems to care for her subordinates due to effectively maintaining and running the Simeon building's healthcare facilities with a 100% health recovery rate... Though it might be possible that she's just experimenting with things... Saten may or may not be a chronic liar, and besides the occasional work with other scientists, whether or not she's told the truth about anything to anyone is a mystery.
The one exception to Saten's sarcasm and stoicism is the owner of Simeon, who she seems to suddenly revert to being a respectable and upstanding person around. Though this is probably just so she doesn't get killed.
Fragment: Particle Manipulation
Name: Phaser
Description: Phaser could theoretically be used for many more things than Saten uses it for, and consequently holds a lot more potential than she lets on, most of this is due to a sort of "laziness" that she uses to cover up the fear she has of her Fragment. Particle Manipulation itself covers a broad spectrum of Physics, perhaps lending to the Fragment's status as a Missing Link. In the case of Saten, she usually reserves the use of her fragment to the more "simple" actions of either speeding up or slowing down molecular movement to heat up or cool down the temperature of objects. In a much more complicated action, Saten is able to temporarily scramble the make-up of her body in order to phase through objects or allow things to harmlessly pass through her. While Saten prefers to manipulate things with her hands, her fragment universally stems from her body.
Generally speaking, it's much easier to cool things down when the temperature is cooler and vice versa for heating things up. Another thing to note is that the Fragment can not create "fire" in the sense of a ball of flame, but it can easily make things combust and subsequently catch on flame, and it can easily excite oxygen to its flash point and cause explosions. There is no real set range for Saten's fragment, instead the effectiveness of the temperature manipulation falls off expontentially depending on distance; anything within a third to a full meter is considered to be in the "Kill" zone of Phaser, past that is incidental depending on how thermodynamics can be applied, and beyond 3 meters, heating up objects is a chore. Cooling things down, however, is much easier, and has a larger radius of effect, making for a much more mundane use of being a human air-conditioner.
The actual "Phasing" portion of the Fragment can only be applied to Saten as she's intimately familiar with the workings of her body down to the atomic level.
One can think of this skill as a sort of almagation of Dai Yon Ha/The Fourth Wave and Agni Schwatas, taken to their logical extremes. Some things formed by this ability (blobs of magma and ice crystals) can demonstrate minor telekinetic qualities in being lifted or thrown, but that's just due to a temporary control over the particles that make up those objects.
Weaknesses: As previously stated, the effectiveness of Phaser falls off in terms of exponents the further away the intended target is from Saten. While she can sort of fire particle beams to attempt to heat them up, she has less of a handle on doing this than simply freezing moisture in the air and oxygen itself and throwing absurdly sharp icicles with great accuracy. As for phasing through objects, or even phasing at all, Saten has a bit of a Trauma involving that part of her fragment pertaining to how she lost her eye.
Special Moves:
Nemesis - Manipulating whatever convenient gasseous material is around, Saten forms "energy blades" in the form of three gigantic claws extending from each hand. These plasma lances are able to cut through most materials, even things traditionally resistant to heat like porcelain and ablative armor. Combining this with her rather superior speed and agility, Saten is able to use this move to a catastrophic effect. The size and number of the claws can be changed to a limited extent, and occasionally she can turn the total of six claws into a single large "Sword" or "Lance" of plasma.
Zero Phase - Tossing reason to the curb, Saten is able to ignore any given object or attack thrown at her for a short moment as she stands still. It's a bit of a scary experience for her, but a brave facade and a cocky smile is all it takes for her to seem like she's in full control. In this mode, Saten is rendered mostly immobile, but is practically a ghost in that nothing in the physical world save for radiation and other particle manipulation powers can affect her. There is one rather blaring weakness to this move, but that's a well guarded secret that only those with common sense would ever think about. For all intents and purposes, when under the effect of Zero Phase, rather than becoming somewhat transparent, Saten simply seems out of focus, and is unable to be focused on.
Thousand Gauntlets - This skill can be summed up as throwing glaciers and magma at people. By concentrating and channeling her power to its highest potential, Saten is able to melt down portions of the ground or whatever convenient mineral-rich material is laying around, lifting them up into the air, and throwing them at someone, then following it up for irony by solidifying small glaciers in the air and throwing those as well. Both the magma and glaciers can be split into smaller sections and thrown like blades at the enemy instead, probably easier and more effective anyway, like a sort of primitive machine gun where instead of bullets you get danmaku a hail of rocks and very sharp icicles.
Frostfire - The baseline ability of being able to manipulate things on a molecular level, this is where Saten is able to manipulate her own body temperature, or that of others. This is an instantaneous effect that only requires that the target be within her "Kill" zone of one meter. From there, she is able to freeze things into icicles or make concrete spontaneously combust. Alternatively she can just make cute little ice sculptures that are also on fire at the same time.... Sarcasm aside, Frostfire is an incredibly adaptable skill that mostly just requires Saten to touch a target with whatever part of her body. A bonus effect is that any wounds inflicted on her can be temporarly fixed in an instant by freezing the wound, and as Saten is in control of all of this, she's seemingly "immune" to extreme temperatures.
*The video has nothing to do with her actual abilities. Though it does imply some things.
Holy crap the fragment is laughably weak right now... I might buff it or rewrite it altogether. I think I might actually do something with poison rather than density or ossification, and ride the snake motif more than the gorgon/Medusa motif.
Name: Hanahira Hikaru
Gender: Unknown, claims to be male, but no one's seen "anything". Dresses and acts like a girl though.
Age: 19
Race: Needless
Abilities: Maintaining an incredibly effeminate voice even after hitting puberty, cooking, cleaning, annoying Kudon, making clothes (and applying stitches), and suddenly being able to switch to "Man" mode when he's bored.
Role: Designated Trap; Member of the Misfits; Nurse
Appearance:
Alternative outfit: Link
Hikaru wears glasses at all times appropriate, and generally keeps his hair tied up nicely in a low sort of ponytail.
Personality: Perhaps the fault of some kind of personality disorder, there are two personalities that Hikaru can act upon, their distinction isn't wholly clear and can be rather blurry. They both refer to themselves by the same name, and they both identify as male...
The first personality speaks politely and with reserve, he's considerably effeminate, known to be "more ladylike than any lady" or "girlier than any girl". Hikaru in this personality is a somewhat serious and strong-willed person, somewhat acting like a mother or better yet an older sister to the rest of the misfits where Kudon could be thought of as a father or uncle of sorts. Hikaru is loyal to a fault to the other Misfits, and has a penchant of always carrying a faint and nearly unnoticeable smile, he's cheerful most of the time, giving the occasional witty remark or needed wisdom on a subject. Generally speaking, the easiest way to describe this facet of Hikaru is as a mature, humble yet determined individual who cares for his comrades and likes to crack jokes at Kudon's notions of "Manliness." Despite identifying as male, it seems that Hikaru strives to act at least vaguely like a proper lady... If Kudon is describable as the picture of manliness, then Hikaru would be the picture of femininity... Even if he insists he's male.
On the flip side, the second personality manifests itself in obvious ways, namely when Hikaru stop's wearing girl's clothes, ties his ponytail up a bit higher, starts frowning and being otherwise... Rather masculine.... Hikaru in this form is excitable and hot-blooded, not very much unlike Kudon. However, while acting generally more like a man than normal, Hikaru remains to have some feminine qualities, acting sort of in a sarcastic or snarky fashion... Perhaps this "personality" is just the relatively clever Hikaru feeling bored or frustrated with others and just venting on them.
Either way, Hikaru likes to pick on, tease, or simply annoy Kudon no matter what. Despite this, he still respects the impromptu leader in a sort of unspoken fashion, and would step up to protect him if the need ever arose.
Fragment:
Name: Foul Play
Description: Foul Play is a fragment revolving around and involving the creation and utilization of varying degrees of poisons and their antidotes. The poisons and antidotes themselves are transferred through one of two methods, direct skin contact, or contact with bodily fluids; the latter of the two is far more effective than the former. Hikaru is capable of concocting minor to instantly lethal poisons and their antidotes within his own body, transmitting them through any of his bodily fluids, though most effective through blood, these concoctions can be applied to weapons or administered into food or syringes. In the case of skin contact, poison is secreted through sweat glands then absorbed through the skin of the intended target. In a similar manner to manipulating his own fluids, Hikaru is able to transfigure an enemy's bodily fluids into various poisons, though this requires that he be touching an open wound or an orifice of the target or be otherwise close to said areas. Of course, things other than bodily fluids can be turned into a poison or antidote, such as water or oil... But these things are harder to convert and aren't as potent as poisons created within an enemy or within Hikaru's own body. The poisons that Hikaru makes can take the form of "timed-release" supplements, where they don't seem to be effecting an enemy until a designated time later. The use of these timed-release poisons lends to the name of the Fragment.
On the flip side, Hikaru is able to make antidotes for poisons other than his own, making him an ideal person to keep around for a "Detox" or a trusty Panacea. While he can't heal things like diseases or viral infections, if it's a poison or toxin of any kind, he should be able to inoculate an antidote for it. Yes, that includes indigestion and hangovers.
Weaknesses: Foul Play is in the end a surprise or assassination skill, as it requires direct contact or application to a blade, a great deal of martial prowess or cunning is needed to apply these poisons to enemies. Along with this, the poisons that Hikaru manufactures from non-bodily fluids (his own or an enemy's) are notably weak, this also includes the poisons in his sweat that are used in the skin contact version of the fragment. This would mean that Hikaru would probably have to bleed himself to make any amount of potent poisons...
Special Moves:
Twin-Fangs - This actually refers to one of three things, one of which is the move itself. Primarily, Hikaru's Twin-Fangs are two rather plain, but incredibly durable push daggers that he can coat with any of his varying range of concoctions, he refers to these daggers as his "fangs", things that he uses in conjunction with a martial art that he picked up a long time ago before meeting the Misfits. The name can also refer to Hikaru's nails, which can carry the same poisons and are used alongside the very same martial art. The actual Twin-Fang ability manifests itself in either an unbelievably quick throw of the daggers, or a surge of speed through an unrestrained vertical jump. In the case of the surge of speed, Hikaru puts his all into a single burst of energy, leaping forward with speeds not far from a jump made by someone with a Power Fragment, then driving his poisoned daggers into the enemy. The maximum range of the leap attack is roughly 5-8 meters and he can't use the skill often and has to be held back from its fullest potential lest he ruin his muscles or simply collapse from exhaustion.
Snake Eater - It's a fact that some poisons can actually be made into physically-enhancing drugs, this is an ability Hikaru uses as a rather desperate effort if he needs to either overpower or match an enemy that's more powerful than him. Snake Eater can give a varying degree of effects, most of them not too far from what a shot of adrenaline would give you: enhanced strength and speed, endurance and reflexes. As this is essentially doping himself, Hikaru can potentially overdose and harm himself, or simply concoct the poison improperly and still harm himself. This will also do a large amount of damage to his muscles and organs with repeated use, even if he were to apply antidotes and detoxification.
Crimson Buster - Probably one of the most sinister uses of Foul Play, after successfully administering a special brew of toxins, an enemy is basically doomed to die from a poison that has no cure unless they have unreal healing powers or are administered an antidote from Hikaru. This poison is brewed in the target's stomach much in the same way as appendicitis basically concocts an instantly fatal brew of toxins that kill the afflicted upon the appendix exploding. As a matter of fact, appendicitis is one other method that this poison can instill. Hikaru must puncture his target's abdominal region to successfully administer this poison, giving the stomach or appendix an increase of toxins and infecting those organs to become inflammed then eventually burst. The advantage of this special attack is that all that is required is Hikaru break skin and draw blood, so even a small wound from a syringe or a poison tipped dagger, or even a well placed strike from his nails can administer this poison. Unless the target has extremely powerful healing abilities or reinforced organs, or unless Hikaru gives them an antidote, this poison is lethal. Targets subjected to the Crimson Buster will first notice symptoms of a stomachache and nausea, followed by extreme pain in their abdominal region, massive amounts of vomiting may occur as the body tries to eject the toxins and save the subject, but eventually the area between the esophagus and stomach swells to the point of closure and the stomach will explode, releasing the target's stomach acids and the poison into the body, eating away and poisoning whatever living tissue it comes into contact with... This process is a timed release and Hikaru can adjust the potency to take place over anywhere between 10 short minutes (the onset of extreme pain taking only 4 minutes), and an excruciating 7 hours. In the case of the more tame appendix poison, the appendix can be removed along with the poison in a way similar to appendicitis.
Foul Play - Named after the Fragment itself, this is actually just a combination of all three of the previously mentioned abilities. Hikaru will dope himself to increase his physical energy and strength, then perform the leap-strike of Twin-Fangs while aiming for the opponent's stomach to inject the Crimson Burst poison.... Of course, he could always just use the abilities together without screaming "FOUL PLAYYYY!" but there's no fun in that.
Name: Hanahira Hikaru
Gender: Unknown, claims to be male, but no one's seen "anything". Dresses and acts like a girl though.
Age: 19
Race: Needless
Abilities: Maintaining an incredibly effeminate voice even after hitting puberty, cooking, cleaning, annoying Kudon, making clothes (and applying stitches), and suddenly being able to switch to "Man" mode when he's bored.
Role: Designated Trap; Member of the Misfits; Nurse
Appearance:
Alternative outfit: Link
Hikaru wears glasses at all times appropriate, and generally keeps his hair tied up nicely in a low sort of ponytail.
Personality: Perhaps the fault of some kind of personality disorder, there are two personalities that Hikaru can act upon, their distinction isn't wholly clear and can be rather blurry. They both refer to themselves by the same name, and they both identify as male...
The first personality speaks politely and with reserve, he's considerably effeminate, known to be "more ladylike than any lady" or "girlier than any girl". Hikaru in this personality is a somewhat serious and strong-willed person, somewhat acting like a mother or better yet an older sister to the rest of the misfits where Kudon could be thought of as a father or uncle of sorts. Hikaru is loyal to a fault to the other Misfits, and has a penchant of always carrying a faint and nearly unnoticeable smile, he's cheerful most of the time, giving the occasional witty remark or needed wisdom on a subject. Generally speaking, the easiest way to describe this facet of Hikaru is as a mature, humble yet determined individual who cares for his comrades and likes to crack jokes at Kudon's notions of "Manliness." Despite identifying as male, it seems that Hikaru strives to act at least vaguely like a proper lady... If Kudon is describable as the picture of manliness, then Hikaru would be the picture of femininity... Even if he insists he's male.
On the flip side, the second personality manifests itself in obvious ways, namely when Hikaru stop's wearing girl's clothes, ties his ponytail up a bit higher, starts frowning and being otherwise... Rather masculine.... Hikaru in this form is excitable and hot-blooded, not very much unlike Kudon. However, while acting generally more like a man than normal, Hikaru remains to have some feminine qualities, acting sort of in a sarcastic or snarky fashion... Perhaps this "personality" is just the relatively clever Hikaru feeling bored or frustrated with others and just venting on them.
Either way, Hikaru likes to pick on, tease, or simply annoy Kudon no matter what. Despite this, he still respects the impromptu leader in a sort of unspoken fashion, and would step up to protect him if the need ever arose.
Fragment:
Name: Foul Play
Description: Foul Play is a fragment revolving around and involving the creation and utilization of varying degrees of poisons and their antidotes. The poisons and antidotes themselves are transferred through one of two methods, direct skin contact, or contact with bodily fluids; the latter of the two is far more effective than the former. Hikaru is capable of concocting minor to instantly lethal poisons and their antidotes within his own body, transmitting them through any of his bodily fluids, though most effective through blood, these concoctions can be applied to weapons or administered into food or syringes. In the case of skin contact, poison is secreted through sweat glands then absorbed through the skin of the intended target. In a similar manner to manipulating his own fluids, Hikaru is able to transfigure an enemy's bodily fluids into various poisons, though this requires that he be touching an open wound or an orifice of the target or be otherwise close to said areas. Of course, things other than bodily fluids can be turned into a poison or antidote, such as water or oil... But these things are harder to convert and aren't as potent as poisons created within an enemy or within Hikaru's own body. The poisons that Hikaru makes can take the form of "timed-release" supplements, where they don't seem to be effecting an enemy until a designated time later. The use of these timed-release poisons lends to the name of the Fragment.
On the flip side, Hikaru is able to make antidotes for poisons other than his own, making him an ideal person to keep around for a "Detox" or a trusty Panacea. While he can't heal things like diseases or viral infections, if it's a poison or toxin of any kind, he should be able to inoculate an antidote for it. Yes, that includes indigestion and hangovers.
Weaknesses: Foul Play is in the end a surprise or assassination skill, as it requires direct contact or application to a blade, a great deal of martial prowess or cunning is needed to apply these poisons to enemies. Along with this, the poisons that Hikaru manufactures from non-bodily fluids (his own or an enemy's) are notably weak, this also includes the poisons in his sweat that are used in the skin contact version of the fragment. This would mean that Hikaru would probably have to bleed himself to make any amount of potent poisons...
Special Moves:
Twin-Fangs - This actually refers to one of three things, one of which is the move itself. Primarily, Hikaru's Twin-Fangs are two rather plain, but incredibly durable push daggers that he can coat with any of his varying range of concoctions, he refers to these daggers as his "fangs", things that he uses in conjunction with a martial art that he picked up a long time ago before meeting the Misfits. The name can also refer to Hikaru's nails, which can carry the same poisons and are used alongside the very same martial art. The actual Twin-Fang ability manifests itself in either an unbelievably quick throw of the daggers, or a surge of speed through an unrestrained vertical jump. In the case of the surge of speed, Hikaru puts his all into a single burst of energy, leaping forward with speeds not far from a jump made by someone with a Power Fragment, then driving his poisoned daggers into the enemy. The maximum range of the leap attack is roughly 5-8 meters and he can't use the skill often and has to be held back from its fullest potential lest he ruin his muscles or simply collapse from exhaustion.
Snake Eater - It's a fact that some poisons can actually be made into physically-enhancing drugs, this is an ability Hikaru uses as a rather desperate effort if he needs to either overpower or match an enemy that's more powerful than him. Snake Eater can give a varying degree of effects, most of them not too far from what a shot of adrenaline would give you: enhanced strength and speed, endurance and reflexes. As this is essentially doping himself, Hikaru can potentially overdose and harm himself, or simply concoct the poison improperly and still harm himself. This will also do a large amount of damage to his muscles and organs with repeated use, even if he were to apply antidotes and detoxification.
Crimson Buster - Probably one of the most sinister uses of Foul Play, after successfully administering a special brew of toxins, an enemy is basically doomed to die from a poison that has no cure unless they have unreal healing powers or are administered an antidote from Hikaru. This poison is brewed in the target's stomach much in the same way as appendicitis basically concocts an instantly fatal brew of toxins that kill the afflicted upon the appendix exploding. As a matter of fact, appendicitis is one other method that this poison can instill. Hikaru must puncture his target's abdominal region to successfully administer this poison, giving the stomach or appendix an increase of toxins and infecting those organs to become inflammed then eventually burst. The advantage of this special attack is that all that is required is Hikaru break skin and draw blood, so even a small wound from a syringe or a poison tipped dagger, or even a well placed strike from his nails can administer this poison. Unless the target has extremely powerful healing abilities or reinforced organs, or unless Hikaru gives them an antidote, this poison is lethal. Targets subjected to the Crimson Buster will first notice symptoms of a stomachache and nausea, followed by extreme pain in their abdominal region, massive amounts of vomiting may occur as the body tries to eject the toxins and save the subject, but eventually the area between the esophagus and stomach swells to the point of closure and the stomach will explode, releasing the target's stomach acids and the poison into the body, eating away and poisoning whatever living tissue it comes into contact with... This process is a timed release and Hikaru can adjust the potency to take place over anywhere between 10 short minutes (the onset of extreme pain taking only 4 minutes), and an excruciating 7 hours. In the case of the more tame appendix poison, the appendix can be removed along with the poison in a way similar to appendicitis.
Foul Play - Named after the Fragment itself, this is actually just a combination of all three of the previously mentioned abilities. Hikaru will dope himself to increase his physical energy and strength, then perform the leap-strike of Twin-Fangs while aiming for the opponent's stomach to inject the Crimson Burst poison.... Of course, he could always just use the abilities together without screaming "FOUL PLAYYYY!" but there's no fun in that.
End 2011