Personality: Sadie is an unrepentant trickster, who enjoys helping others better themselves with a trick or a prank to turn them in the right direction. She is fiercely protective of her friends and her people, and will square up against anyone who messes with them. She doesn’t try to actually hurt or injure others with her pranks, and when that does happen, she fesses up and does what she can to help the unfortunate person. She also acts wise beyond her years; and sometimes, she’s even right.
Background: As the 3rd, and youngest, child of George and Diana Mercury, Sadie grew up wanting for little, and with perhaps too much free time. Since shortly after the young girl figured out walking, aggrieved cries echoed in her wake as she toddled back and forth between interests, tricks, and exploration. As she grew older, her curiosity, and the complexity of her machinations, grew quickly, to the horror of the household at large. The saving grace is that her tricks rarely left any lasting damage, on object or person, though when something did go wrong, she went out of her way to fix things immediately.
The curiosity that led to all of her voracious learning and trickery also led her to follow every rabbit hole, to try and find every secret, every hidden tidbit about anything and everything around her, from her house, to her family and friends, to the world at large. While this curiosity did lead to good things, such as the discovery of her magical potential and subsequent enrollment into Nova Lux, it also got her into trouble more times than she could count.
When she got her acceptance letter to Nova Lux, Sadie was practically bouncing off the walls with excitement! She couldn’t wait to find out everything there was to know at, and about, the Academy.
The Magical Armgaus Name: Shining Steel Kyanite
Gladius: Magitech gauntlets (pictured in the Parma image)
Elementum: Metal
Elementum Abilities: Sadie has the ability to manipulate and reshape any metal within her area of control to augment the offensive and defensive capabilities of herself and nearby allies, by modifying weapons and armor and creating floating shields, alongside other more creative applications.
Notable Features: Dianas eyes are digital displays, and her pupils change unconsciously based on certain factors, including mood and diagnostic displays when necessary.
Appearance: Her body is crafted in the image of her predicted looks, had she grown up biologically. As such, there are few outward signs of her technological nature, outside of her eyes. Her skin, while a very good replica of human skin, isn’t quite perfect, and can be seen as artificial by someone familiar with such differences at distance, or up close by anyone.
Biography: When Diana was 8 years old, she and her parents, both members of the GBA, were victims of a terrorist bombing, critically wounding Diana and killing her parents instantly. Diana's injuries were so severe that the doctors immediately put her in a medical coma and used a medical brain-jack to connect to her mind and tell her what was going on. Outside the hospital, her parents' deaths had triggered a letter to be delivered to her parents lawyer and close friend, a GBA company lawyer by the name of Christoph LeVaughn, asking him to watch over their daughter.
When Christoph arrived at the hospital, he had managed to contain his grief for his friends, and went in to see their daughter, where the doctor told him that the only major organ that wasn’t heavily damaged was her brain, somehow, and that the only way he was sure that Diana would be able to regain full functionality was full cyberization. Christoph was brought in, and Diana was informed through the brain-jack that the best choice for saving her, if she chose life, was to become a full cyborg, but it would mean effectively becoming GBA company property for an unknown amount of time to offset the cost. Diana responded with a question: “Can I find the people who killed my mom and dad?”
After 6 months in the hospital, Diana was discharged in a fairly straightforward cybernetic body, where she started dealing with the new challenges that came with a body that only looked like her old one. During her year and a half of adjustment preceding her enrollment at GBA Academy, she learned all she could find about the group that killed her parents and ruined her dreams, hoping to find something that she could use to find them once she graduated, but she failed. However, she found plenty of information on their past operations, uniforms, and symbols, and vowed to avenge her parents on any cells she found. Her guardian tried to help Diana where he could, but was only just able to pull Diana out of her bullheaded obsession three months before she was to depart. Those last three months, she would say to anyone who asked, were the best time she’d had since the attack.
On her first day at the academy, Diana met her classmates for the first time, and one thing became clear very quickly; she had completely forgotten how to socialize and make friends. This led to predictable challenges, as she worked to relearn teamwork, friendships, and more. Indeed, her work in this area is still incomplete, although she has made a lot of progress, in large part to a fellow student, Syka Alexeyev, who quickly befriended the awkward young cyborg. By the end of their time at the Academy, the two were close friends, doing much to bring Diana back out of her shell.
These troubles were in part because the majority of Dianas free time, and her dorm room itself, were spent in the R&D Labs, where the GASP unit, and its accompanying modules and features, were created, tested, and integrated into Dianas cybernetic body. This required her to be present for large portions of the process, preventing her from participating in campus life as much as the other students, and requiring her to be silent about what she was doing to boot, as the tech was, and still somewhat is, considered a company secret.
Even with these setbacks, however, the socializing she was able to do let Diana graduate with honors, and she was ready to set off to find the group that had her parents and others killed.
I feel I should explain the random bolded and capitalized words that will be appearing shortly. Most of her abilities, weapons, and such will have an amount of Draw applied to Dianas Power Core. During day-to-day usage and light ability use (power draw <= 33%), the Core is able to deal with all waste heat, keeping her body at normal human temperature or slightly above, but when under combat load (power draw > 33%) heat builds up, and she will have to stop and release the heat or risk an emergency shutdown.
Power Draws & Meaning:
Low: These systems put a small but noticeable drain on the system, requiring 1 Unit to activate and maintain.
Medium: These systems put a moderate drain on the system, requiring 3 Units to activate and maintain.
High: These systems put a large drain on the system, requiring 6 Units to activate and maintain.
Extreme: These systems put a, well, extreme drain on the system, requiring 9 Units to activate and maintain.
Cybernetics:
Modified Reactor Core: A military-grade power core that has been modified by GBA technicians for use with the experimental GASP unit, it sits where the heart would normally be. This Core grants 12 Units of Power.
Gravity Adjustment System - Personal (GASP): The piece that makes all the cool shit go. This device is passive, and enables her other abilities. The device also automatically compensates for her ability usage, to prevent her body being damaged by her own abilities. It rests in Diana's chest, opposite to where the heart would be.
Limit Break: A modification of dubious legality, the Limit Break chip allows cyborgs to push their Core past its safety limits for 5 minutes, granting a 50% increase in available Power, but once used the chip needs to be reset, or in the worst cases replaced, and available Power is cut by 50%.
Enhanced Cyber Eyes: These cybereyes double as an AR interface & HUD, and can interface with prepared equipment. They also have optical zoom and infrared capabilities.
Armorweave SenseSkin: This synthetic skin allows the user to retain a sense of touch while also being protected by an equivalent to body armor, able to stop most low- and mid-caliber small arms. This comes with the caveat that the user feels each hit, and would generally be best served by doing their best to avoid even the hits they are sure they can take.
Neural Enhancement Implants: Implants built directly into the brain using special-made medical nanites, these implants greatly improve brain functionality, and are most often used in analysing complex physics problems to assist the GASP unit, and make sure it is running and interfacing properly.
Brain Pod: The heavily protected brain is surrounded by a nanite mesh that connects it to the cybernetic body, as well as a layer of thin but strong armor. For worst case scenarios, the pod contains a small backup generator devoted to keeping the brain alive in case of emergency.
Cybernetic Body: This cybernetic body has been heavily modified by GBA technicians, and comes in two modes, Civilian & Combat. While in Civilian mode, all weapons systems are disabled, and the body is kept within the physical limitations of a particularly fit human, although lite usage of the movement capabilities of the GASP unit is permitted. [33% of max Units of power are available in Civilian mode] In Combat mode, the safety interlocks are removed, and Dianas full combat capabilities are unlocked, including full use of the Core, the GASP unit, and her other abilities. This body is also host to numerous experimental subsystems that interact with the GASP unit to accomplish various things, and is built to be extremely resilient due to the forces it is required to deal with daily.
Forcefield Generators: Forcefield generators with the same strength as her armor are built into strategic locations on her body, and require Low power draw to use. While the Limit Break chip is active, the generators can be overloaded to provide heavy energy weapon defence for Medium power.
Weaknesses/Flaws: A skilled hacker could shut down or mess with her tech, an EMP field or blast could shut her down or temporarily scramble her systems, and her gravity adjustments don’t actually change her durability. Diana also has to be careful to manage her heat, as overheating in the middle of battle would be unwise. She is also very bad at stealth, her idea of picking a lock is shooting it.
Lastly, a lot of her body is still experimental tech, well tested and well made, but still new and prone to potential bugs, errors and other flaws. Also, don’t let her near a kitchen, she is an incurably incompetent cook.
Fighting Style: Diana's fighting style is that of a whirlwind of destruction, constantly in motion and able to attack from nearly any angle. Her GASP unit allows her to move across surfaces most can’t, combined with the greater speed and strength lent to her by her cybernetic body allows her to move around the battlefield quickly to flank enemies, take out priority targets, and keep her enemies guessing. She has been trained in military cybernetic CQC and Firearms techniques, and has adapted them significantly to account for her particular capabilities.
Daily Skills: Living as a cyborg full of experimental tech, and working closely with computer and cybernetic technicians, for 9 and a half years gives you a pretty good grasp of computers and cybernetics. Diana is a competent hacker, coder and cybernetics technician due to this, and can operate and understand the outputs of a variety of data gathering equipment.
Combat Skills/Abilities
Wall Walker: By channeling the output of the GASP unit through emitters built into her hands, feet, elbows and knees, Diana can move as normal at any orientation, across any surface able to hold her apparent weight, at whatever speed she can reach. This ability requires a Medium amount of power.
Weight Adjustment: Diana can adjust her personal gravity to alter her body's mass, allowing her to increase or decrease it for a variety of effects. This ability requires power proportionate to the degree of adjustment, and can only reach Extreme power draw with the Limit Break chip active.
Gravity Well: This ability can ONLY be used when Limit Break is active. This ability temporarily overloads her built-in gravity emitters, allowing her to briefly apply the full output of the GASP unit to whatever she is holding onto, and she must be in contact with, or in very close proximity too, her target with as many emitters as possible. After deactivation, the GASP unit emitters are temporarily disabled. This ability also draws greater than Extreme, requiring 12 Units. If this ability is somehow still active when the Limit Breaker chip burns out and deactivates, an immediate Emergency Shutdown is triggered.
Flaws: Keeping Diana at long range is somewhat effective, and she only has close- and medium-range weaponry, and she suffers from many of the weaknesses of most cyborgs, such as vulnerability to EMPs. Also, while a hacker wouldn’t be able to take over her brain, one could certainly, with some skill, trigger an emergency shutdown of her Core, or mess with equipment some other way. If heat builds up too much without release, her body with shut down and begin venting heat any way possible until it returns to within safe operating temperatures.
Equipment:See Cybernetics
Weapon: Diana uses a pair of experimental weapons designed to synergize with her GASP unit, and can switch between sword hilt and pistol forms with a mental command and a few seconds time. She uses them to focus the output of the unit into plasma bolts or blades depending on the form, and can refine how the bolts or blades are formed.
In Pistol form, without the addition of her installed gravity tech, the Foci are standard heavy energy pistols, but Diana can use her GASP unit to enhance Power, Range, and/or Penetration. Each shot modification has a Low draw on top of the pistols normal draw, the Pistol form itself has a Low draw, split between both pistols, and can be powered with standard handgun power packs if you want to use it as a normal pistol.
In Sword form, one or both of the Foci transform into one-handed sword hilts with crossguards. Diana can then use the GASP unit to extend and shape twin energy blades with a maximum length of about half a meter each. This form has a Medium draw.
Notable Features: Dianas eyes are digital displays, and her pupils change unconsciously based on certain factors, including mood and diagnostic displays when necessary.
Appearance: Her body is crafted in the image of her predicted looks, had she grown up biologically. As such, there are few outward signs of her technological nature, outside of her eyes. Her skin, while a very good replica of human skin, isn’t quite perfect, and can be seen as artificial by someone familiar with such differences at distance, or up close by anyone.
Biography: When Diana was 8 years old, she and her parents, both members of the GBA, were victims of a terrorist bombing, critically wounding Diana and killing her parents instantly. Diana's injuries were so severe that the doctors immediately put her in a medical coma and used a medical brain-jack to connect to her mind and tell her what was going on. Outside the hospital, her parents' deaths had triggered a letter to be delivered to her parents lawyer and close friend, a GBA company lawyer by the name of Christoph LeVaughn, asking him to watch over their daughter.
When Christoph arrived at the hospital, he had managed to contain his grief for his friends, and went in to see their daughter, where the doctor told him that the only major organ that wasn’t heavily damaged was her brain, somehow, and that the only way he was sure that Diana would be able to regain full functionality was full cyberization. Christoph was brought in, and Diana was informed through the brain-jack that the best choice for saving her, if she chose life, was to become a full cyborg, but it would mean effectively becoming GBA company property for an unknown amount of time to offset the cost. Diana responded with a question: “Can I find the people who killed my mom and dad?”
After 6 months in the hospital, Diana was discharged in a fairly straightforward cybernetic body, where she started dealing with the new challenges that came with a body that only looked like her old one. During her year and a half of adjustment preceding her enrollment at GBA Academy, she learned all she could find about the group that killed her parents and ruined her dreams, hoping to find something that she could use to find them once she graduated, but she failed. However, she found plenty of information on their past operations, uniforms, and symbols, and vowed to avenge her parents on any cells she found. Her guardian tried to help Diana where he could, but was only just able to pull Diana out of her bullheaded obsession three months before she was to depart. Those last three months, she would say to anyone who asked, were the best time she’d had since the attack.
On her first day at the academy, Diana met her classmates for the first time, and one thing became clear very quickly; she had completely forgotten how to socialize and make friends. This led to predictable challenges, as she worked to relearn teamwork, friendships, and more. Indeed, her work in this area is still incomplete, although she has made a lot of progress, in large part to a fellow student, Syka Alexeyev, who quickly befriended the awkward young cyborg. By the end of their time at the Academy, the two were close friends, doing much to bring Diana back out of her shell.
These troubles were in part because the majority of Dianas free time, and her dorm room itself, were spent in the R&D Labs, where the GASP unit, and its accompanying modules and features, were created, tested, and integrated into Dianas cybernetic body. This required her to be present for large portions of the process, preventing her from participating in campus life as much as the other students, and requiring her to be silent about what she was doing to boot, as the tech was, and still somewhat is, considered a company secret.
Even with these setbacks, however, the socializing she was able to do let Diana graduate with honors, and she was ready to set off to find the group that had her parents and others killed.
I feel I should explain the random bolded and capitalized words that will be appearing shortly. Most of her abilities, weapons, and such will have an amount of Draw applied to Dianas Power Core. During day-to-day usage and light ability use (power draw <= 33%), the Core is able to deal with all waste heat, keeping her body at normal human temperature or slightly above, but when under combat load (power draw > 33%) heat builds up, and she will have to stop and release the heat or risk an emergency shutdown.
Power Draws & Meaning:
Low: These systems put a small but noticeable drain on the system, requiring 1 Unit to activate and maintain.
Medium: These systems put a moderate drain on the system, requiring 3 Units to activate and maintain.
High: These systems put a large drain on the system, requiring 6 Units to activate and maintain.
Extreme: These systems put a, well, extreme drain on the system, requiring 9 Units to activate and maintain.
Cybernetics:
Modified Reactor Core: A military-grade power core that has been modified by GBA technicians for use with the experimental GASP unit, it sits where the heart would normally be. This Core grants 12 Units of Power.
Gravity Adjustment System - Personal (GASP): The piece that makes all the cool shit go. This device is passive, and enables her other abilities. The device also automatically compensates for her ability usage, to prevent her body being damaged by her own abilities. It rests in Diana's chest, opposite to where the heart would be.
Limit Break: A modification of dubious legality, the Limit Break chip allows cyborgs to push their Core past its safety limits for 5 minutes, granting a 50% increase in available Power, but once used the chip needs to be reset, or in the worst cases replaced, and available Power is cut by 50%.
Enhanced Cyber Eyes: These cybereyes double as an AR interface & HUD, and can interface with prepared equipment. They also have optical zoom and infrared capabilities.
Armorweave SenseSkin: This synthetic skin allows the user to retain a sense of touch while also being protected by an equivalent to body armor, able to stop most low- and mid-caliber small arms. This comes with the caveat that the user feels each hit, and would generally be best served by doing their best to avoid even the hits they are sure they can take.
Neural Enhancement Implants: Implants built directly into the brain using special-made medical nanites, these implants greatly improve brain functionality, and are most often used in analysing complex physics problems to assist the GASP unit, and make sure it is running and interfacing properly.
Brain Pod: The heavily protected brain is surrounded by a nanite mesh that connects it to the cybernetic body, as well as a layer of thin but strong armor. For worst case scenarios, the pod contains a small backup generator devoted to keeping the brain alive in case of emergency.
Cybernetic Body: This cybernetic body has been heavily modified by GBA technicians, and comes in two modes, Civilian & Combat. While in Civilian mode, all weapons systems are disabled, and the body is kept within the physical limitations of a particularly fit human, although lite usage of the movement capabilities of the GASP unit is permitted. [33% of max Units of power are available in Civilian mode] In Combat mode, the safety interlocks are removed, and Dianas full combat capabilities are unlocked, including full use of the Core, the GASP unit, and her other abilities. This body is also host to numerous experimental subsystems that interact with the GASP unit to accomplish various things, and is built to be extremely resilient due to the forces it is required to deal with daily.
Forcefield Generators: Forcefield generators with the same strength as her armor are built into strategic locations on her body, and require Low power draw to use. While the Limit Break chip is active, the generators can be overloaded to provide heavy energy weapon defence for Medium power.
Weaknesses/Flaws: A skilled hacker could shut down or mess with her tech, an EMP field or blast could shut her down or temporarily scramble her systems, and her gravity adjustments don’t actually change her durability. Diana also has to be careful to manage her heat, as overheating in the middle of battle would be unwise. She is also very bad at stealth, her idea of picking a lock is shooting it.
Lastly, a lot of her body is still experimental tech, well tested and well made, but still new and prone to potential bugs, errors and other flaws. Also, don’t let her near a kitchen, she is an incurably incompetent cook.
Fighting Style: Diana's fighting style is that of a whirlwind of destruction, constantly in motion and able to attack from nearly any angle. Her GASP unit allows her to move across surfaces most can’t, combined with the greater speed and strength lent to her by her cybernetic body allows her to move around the battlefield quickly to flank enemies, take out priority targets, and keep her enemies guessing. She has been trained in military cybernetic CQC and Firearms techniques, and has adapted them significantly to account for her particular capabilities.
Daily Skills: Living as a cyborg full of experimental tech, and working closely with computer and cybernetic technicians, for 9 and a half years gives you a pretty good grasp of computers and cybernetics. Diana is a competent hacker, coder and cybernetics technician due to this, and can operate and understand the outputs of a variety of data gathering equipment.
Combat Skills/Abilities
Wall Walker: By channeling the output of the GASP unit through emitters built into her hands, feet, elbows and knees, Diana can move as normal at any orientation, across any surface able to hold her apparent weight, at whatever speed she can reach. This ability requires a Medium amount of power.
Weight Adjustment: Diana can adjust her personal gravity to alter her body's mass, allowing her to increase or decrease it for a variety of effects. This ability requires power proportionate to the degree of adjustment, and can only reach Extreme power draw with the Limit Break chip active.
Gravity Well: This ability can ONLY be used when Limit Break is active. This ability temporarily overloads her built-in gravity emitters, allowing her to briefly apply the full output of the GASP unit to whatever she is holding onto, and she must be in contact with, or in very close proximity too, her target with as many emitters as possible. After deactivation, the GASP unit emitters are temporarily disabled. This ability also draws greater than Extreme, requiring 12 Units. If this ability is somehow still active when the Limit Breaker chip burns out and deactivates, an immediate Emergency Shutdown is triggered.
Flaws: Keeping Diana at long range is somewhat effective, and she only has close- and medium-range weaponry, and she suffers from many of the weaknesses of most cyborgs, such as vulnerability to EMPs. Also, while a hacker wouldn’t be able to take over her brain, one could certainly, with some skill, trigger an emergency shutdown of her Core, or mess with equipment some other way. If heat builds up too much without release, her body with shut down and begin venting heat any way possible until it returns to within safe operating temperatures.
Equipment:See Cybernetics
Weapon: Diana uses a pair of experimental weapons designed to synergize with her GASP unit, and can switch between sword hilt and pistol forms with a mental command and a few seconds time. She uses them to focus the output of the unit into plasma bolts or blades depending on the form, and can refine how the bolts or blades are formed.
In Pistol form, without the addition of her installed gravity tech, the Foci are standard heavy energy pistols, but Diana can use her GASP unit to enhance Power, Range, and/or Penetration. Each shot modification has a Low draw on top of the pistols normal draw, the Pistol form itself has a Low draw, split between both pistols, and can be powered with standard handgun power packs if you want to use it as a normal pistol.
In Sword form, one or both of the Foci transform into one-handed sword hilts with crossguards. Diana can then use the GASP unit to extend and shape twin energy blades with a maximum length of about half a meter each. This form has a Medium draw.
I just wish we knew a little bit more about offensive technology, because its kind of hard to make mutants, if we don't know what we're dealing with. I mean, ideally our character's abilities and the enemies should be close(r) to even grounds
That's why I'm waiting for the OOC to be ready before I commit to a character idea... Got a few kicking around in my head, though