Application!
Aug. 8th, 2011 10:35 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Player Name: Arach
Personal LJ: Arachnion
AIM Contact: Arachnion01@gmail.com
Character Name: Roads Blackwell (Don't expect him to use his last name, though.)
Source Canon: And Though I Walk
Community Tag: Roads_Blackwell
Notes:
Background: Sent to the mod account.
Personality:Roads would be perfectly content to just wander the earth, enjoying the earth's natural beauty as he lives his life, one day after another. Sadly, DESTINY has other plans in mind for him. Roads is not the serious sort; he is normally relaxed and easygoing, and likes to make friends with new people. He deals poorly with authority figures or people who don't like him, often turning to more sarcastic comments. With those he does befriend, Roads is about as reliable as someone could be. He'll cover your back, keep all those annoying mooks off you, and give you that climatic duel you want with your arch-rival. Or, I guess if you're not into that sort of thing, he'll help you shoot them down as well.
Roads can be focused and serious, but he does it rarely. Even when he knows he needs to be serious for something, he has a difficult time managing to calm his emotions and just do what he has to. He can still fight well when not focused, just not to the best of his ability. Roads isn't particularly fond of combat, and would prefer it if everyone could just get along and enjoy life together. That said, he will not shy away from fighting when he thinks it is necessary. He just might need some convincing first, when it comes to fighting human opponents.
His past is a very sore spot for Roads. He doesn’t like to talk about it, and he’s still carrying around a lot of guilt for all the things he’s done. He tries his best to hide it from everyone else, but Roads is not particularly stable; he might mistake some of the crew for people he’s killed on first glance, and anything that brings the righteousness of the White Chalice into question will hit him doubly hard. He has fond memories, too-but he will try to avoid talking about them, to keep people from finding out about what he’s done. He’s rather worried that, if everyone knew all the sorts of things he’s done in his life, they’d hate him/kick him off/try to kill him.
Capabilities and Resources: Roads is exceptionally good at two things: One, mecha engineering, and two, not dying. The first comes from a personal love of giant robots, his focus on such subjects in school, and his time as an engineer for the Federation in the OYW. He'll be able to help out with repairing the machines aboard the White Chalice, and can modify and improve the Zweilicht. The second is less of a general refusal to die, and more that Roads can and has survived out in the wilderness for long periods of time. He knows how to start a fire, scavenge for food, set up a shelter, and break everything down so he can run from wild animals. Though he won’t exactly advertise it, Roads is a skilled mobile suit pilot and soldier. When asked, he’ll just say it’s because of his time in the Earth Federation military.
Robot Name:Zweilicht
Robot Description: The Zweilicht is a made-to-order ground combat mobile suit, based off of the Jegan. Roads's Zweilicht uses a motion capture system for its control. The Zweilicht has wheels in the base of its feet, which coupled with its vernier thrusters allow it a great deal of mobility. The Zweilicht's true strength lies in the ease with which it can be modified-hardpoints for attacking extra equipment are spread all over the frame, and the joints are built in such a fashion that damaged limbs can be ejected. It can briefly enter a super mode of sorts, called “Sunlit Hero.”
Terrain Stats:
Land: S
Air: -
Sea:-
Space: -
Upgrades: Most of the Zweilicht's "upgrades" are patchwork jobs, done by Roads with whatever materials/weapons he has on hand to alter the MS's performance to the occasion. These are the ones that modify the Zweilicht's base performance, and which do not leave once installed.
Zweilicht -Flight Type- After a number of fights, Roads manages to get his hands on the proper materials to make this upgrade. He'll need either the wreckage of an old OYW flying machine, or perhaps he'll just steal spare parts from the Gundam MkII's flying armor. However he gets it, this adds two large thrusters to the back of the Zweilicht, allowing the MS to execute absolutely insane jumps and maneuver somewhat in midair. It can't fly-but it can jump really, really high. The flight booster becomes standard equipment for the Zweilicht.
Zweilicht -Space Type- After moving up into space, Roads will take some time out to modify the Zweilicht for space combat, by reinforcing the seals on the unit to make it airtight, installing the proper AMBAC routines, etc. This will up it's Space terrain rating to B, and its sea terrain rating to C. This upgrade may come before or after the Flight Type, depending upon how things go.
Zweilicht MkII-After the Zweilicht is wrecked fighting Sophia, Roads will begin work on this upgrade. It involves tearing out the generator and replacing it with one as powerful as the mech can handle, and upgrading the magic storage systems spread throughout the Zweilicht's frame with added capictors and more durable wiring. The end result is that the Zweilicht's base performance is on-par with that of a Gundam, it gains atmospheric flight, and it can enter Sunlit Hero Overdrive.
After the events of his plot are concluded, Roads will probably work on altering the Sunlit Hero system to give more spread out power, along with continuing his strategy of "Stick extra stuff onto it to make it better".
Weapons: These are the weapons that show up as part of the Lengthening Shadows plot. Roads is still liable to “borrow” whatever he can find lying around.
Base Weapons
120mm Assault Rifle-A blast from the past, it's a slightly redesigned version of the Zaku's main gun. LOST BY HANA
Armor Penetrator-knives. The handles contain charges that, when detonated, will propel the blade deeper into the target. They can be set to either remote detonation or a timer.
Rocket Anchor-Similar to a Slash Harken, these are wire-guided projectiles meant to latch on to objects and reel them in. They're mounted on the wrists. Unfortunately, the Zweilicht is too weak to drag around anything larger or more powerful than it, so they're best used for movement at the moment.
First Weapons Cache-These are all melee weapons, treated to more easily cut through magical protections and deal more damage to creatures of the night. They’re gained after the first mission.
Ascalon-A mecha-sized blade. It is mounted on the shoulder of Zweilicht when not in use. It's been treated specially so that it can block beam sabers as well.
Chakram Launcher-This fits over either forearm of the Zweilicht, and fires a (comparatively) small spinning disk ringed with blades, connected to a cable that can pull it back.
Gleipnir-A long, flexible whip with a drill bit on the end, Gleipnir is the farthest-reaching of the Zweilicht's melee weapons. Sadly, it can be cut apart rather easily. LOST BY HANA
Triple Pile Bunker-Pretty much exactly as the name says. It's mounted along the upper arm of the Zweilicht, and is heavy enough to act as a sort of shield. When being used, the Zweilicht must grab a handle near the end of the pile bunker to help hold it in place, so no weapons in that hand. It's the most damaging of the Zweilicht's melee weapons, but cannot strike targets who are any sort of distance away.
Second Weapons Cache
50MJ Railguns-A long-range fire support weapon, this rifle launches a person-sized metal dart at extreme speeds. Unlike a beam rifle, it is unaffected by I-fields, and can be configured to provide indirect fire. It also packs a signifigantly larger magazine, storing 100 rounds in each belt. It takes a few seconds to charge up each shot and cool down after one, though, due to the limits of the Zweilicht's generator and the plasma produced when firing.
Type 37 Shotguns-A mecha-sized semi-automatic shotgun, it can be used to launch standard shot, solid shells for anti-armor use, or upsized Dragon's Breath rounds for a blast of firey doom. This gun can act as a launcher for the grenade below.
Thermobaric Hand Grenade-This is a small fuel-air bomb, good for taking out buildings, large amounts of infantry, or other organic targets. It produces a rather sizeable fireball and shockwave, and imparts a large amount of heat to the target.
Third Weapons Cache
Spell Cannon: Argartha-Charged with the ambient leftover magical energy produced by spells and the presence of magical creatures, this weapon emphasizes power over all else. It fires a single, incredibly powerful beam of magical annihilation. Argatha can be used in two other modes. In the first, it fires a single weaker beam that homes in on its target, and in the second it produces a spam of lower-power beams at all targets in a 60° cone from the front of the gun.
Claimh Solais-The Zweilicht’s other final weapon, this takes the form of a empty broadsword handle when not in use. In use, a large blade of white light forms from the hilt. It's much wider and larger than the usual beam saber, and thus packs a bit more punch. Like Argartha, it takes ambient magical energy and uses it power the sword. However, since its power requirements are far lower, it can feed this energy back into the Zweilicht to recharge its Sunlit Hero mode during extended battles with magic-using foes.
Both of these weapons can be powered by using up the energy stored for the Zweilicht's Sunlit Hero mode.
On Sunlit Hero Mode: The Zweilicht is designed to gather and store magical energy from the sun during the day, which can later be used to activate this feature. Sunlit Hero mode drastically improves the Zweilicht's performance, and lets it deliver devastating SOLAR PUNCHES to foes, channeling the might of the sun itself! Unfortunately, Sunlit Hero mode takes a lot of juice, so it can only be used for a brief period of time. Unlike some other power-up modes, the Zweilicht's performance does not drop below normal after using Sunlit Hero mode.
Sunlit Hero Overdrive takes the previous mode and cranks it up even more; the increased capacitor storage means that the Zweilicht dumps even more magical energy in the same short period of time. It's bad enough that the excess energy bleeds off and forms a glowing magical shield around the unit, turning the Zweilicht into a pocket super of sorts. However, the Zweilicht isn't really meant to take this much power at once, so the whole unit has to cool down after using this power up.
Job: Roads is unemployed at the start of the story, but will work on the White Chalice as both a pilot and an engineer.
Suggested Event List: Sent to the mod account.
Sample Post: Right over here.
Personal LJ: Arachnion
AIM Contact: Arachnion01@gmail.com
Character Name: Roads Blackwell (Don't expect him to use his last name, though.)
Source Canon: And Though I Walk
Community Tag: Roads_Blackwell
Notes:
Background: Sent to the mod account.
Personality:Roads would be perfectly content to just wander the earth, enjoying the earth's natural beauty as he lives his life, one day after another. Sadly, DESTINY has other plans in mind for him. Roads is not the serious sort; he is normally relaxed and easygoing, and likes to make friends with new people. He deals poorly with authority figures or people who don't like him, often turning to more sarcastic comments. With those he does befriend, Roads is about as reliable as someone could be. He'll cover your back, keep all those annoying mooks off you, and give you that climatic duel you want with your arch-rival. Or, I guess if you're not into that sort of thing, he'll help you shoot them down as well.
Roads can be focused and serious, but he does it rarely. Even when he knows he needs to be serious for something, he has a difficult time managing to calm his emotions and just do what he has to. He can still fight well when not focused, just not to the best of his ability. Roads isn't particularly fond of combat, and would prefer it if everyone could just get along and enjoy life together. That said, he will not shy away from fighting when he thinks it is necessary. He just might need some convincing first, when it comes to fighting human opponents.
His past is a very sore spot for Roads. He doesn’t like to talk about it, and he’s still carrying around a lot of guilt for all the things he’s done. He tries his best to hide it from everyone else, but Roads is not particularly stable; he might mistake some of the crew for people he’s killed on first glance, and anything that brings the righteousness of the White Chalice into question will hit him doubly hard. He has fond memories, too-but he will try to avoid talking about them, to keep people from finding out about what he’s done. He’s rather worried that, if everyone knew all the sorts of things he’s done in his life, they’d hate him/kick him off/try to kill him.
Capabilities and Resources: Roads is exceptionally good at two things: One, mecha engineering, and two, not dying. The first comes from a personal love of giant robots, his focus on such subjects in school, and his time as an engineer for the Federation in the OYW. He'll be able to help out with repairing the machines aboard the White Chalice, and can modify and improve the Zweilicht. The second is less of a general refusal to die, and more that Roads can and has survived out in the wilderness for long periods of time. He knows how to start a fire, scavenge for food, set up a shelter, and break everything down so he can run from wild animals. Though he won’t exactly advertise it, Roads is a skilled mobile suit pilot and soldier. When asked, he’ll just say it’s because of his time in the Earth Federation military.
Robot Name:
Robot Description: The Zweilicht is a made-to-order ground combat mobile suit, based off of the Jegan. Roads's Zweilicht uses a motion capture system for its control. The Zweilicht has wheels in the base of its feet, which coupled with its vernier thrusters allow it a great deal of mobility. The Zweilicht's true strength lies in the ease with which it can be modified-hardpoints for attacking extra equipment are spread all over the frame, and the joints are built in such a fashion that damaged limbs can be ejected. It can briefly enter a super mode of sorts, called “Sunlit Hero.”
Terrain Stats:
Land: S
Air: -
Sea:-
Space: -
Upgrades: Most of the Zweilicht's "upgrades" are patchwork jobs, done by Roads with whatever materials/weapons he has on hand to alter the MS's performance to the occasion. These are the ones that modify the Zweilicht's base performance, and which do not leave once installed.
Zweilicht -Flight Type- After a number of fights, Roads manages to get his hands on the proper materials to make this upgrade. He'll need either the wreckage of an old OYW flying machine, or perhaps he'll just steal spare parts from the Gundam MkII's flying armor. However he gets it, this adds two large thrusters to the back of the Zweilicht, allowing the MS to execute absolutely insane jumps and maneuver somewhat in midair. It can't fly-but it can jump really, really high. The flight booster becomes standard equipment for the Zweilicht.
Zweilicht -Space Type- After moving up into space, Roads will take some time out to modify the Zweilicht for space combat, by reinforcing the seals on the unit to make it airtight, installing the proper AMBAC routines, etc. This will up it's Space terrain rating to B, and its sea terrain rating to C. This upgrade may come before or after the Flight Type, depending upon how things go.
Zweilicht MkII-After the Zweilicht is wrecked fighting Sophia, Roads will begin work on this upgrade. It involves tearing out the generator and replacing it with one as powerful as the mech can handle, and upgrading the magic storage systems spread throughout the Zweilicht's frame with added capictors and more durable wiring. The end result is that the Zweilicht's base performance is on-par with that of a Gundam, it gains atmospheric flight, and it can enter Sunlit Hero Overdrive.
After the events of his plot are concluded, Roads will probably work on altering the Sunlit Hero system to give more spread out power, along with continuing his strategy of "Stick extra stuff onto it to make it better".
Weapons: These are the weapons that show up as part of the Lengthening Shadows plot. Roads is still liable to “borrow” whatever he can find lying around.
Base Weapons
Armor Penetrator-knives. The handles contain charges that, when detonated, will propel the blade deeper into the target. They can be set to either remote detonation or a timer.
Rocket Anchor-Similar to a Slash Harken, these are wire-guided projectiles meant to latch on to objects and reel them in. They're mounted on the wrists. Unfortunately, the Zweilicht is too weak to drag around anything larger or more powerful than it, so they're best used for movement at the moment.
First Weapons Cache-These are all melee weapons, treated to more easily cut through magical protections and deal more damage to creatures of the night. They’re gained after the first mission.
Ascalon-A mecha-sized blade. It is mounted on the shoulder of Zweilicht when not in use. It's been treated specially so that it can block beam sabers as well.
Chakram Launcher-This fits over either forearm of the Zweilicht, and fires a (comparatively) small spinning disk ringed with blades, connected to a cable that can pull it back.
Triple Pile Bunker-Pretty much exactly as the name says. It's mounted along the upper arm of the Zweilicht, and is heavy enough to act as a sort of shield. When being used, the Zweilicht must grab a handle near the end of the pile bunker to help hold it in place, so no weapons in that hand. It's the most damaging of the Zweilicht's melee weapons, but cannot strike targets who are any sort of distance away.
Second Weapons Cache
50MJ Railguns-A long-range fire support weapon, this rifle launches a person-sized metal dart at extreme speeds. Unlike a beam rifle, it is unaffected by I-fields, and can be configured to provide indirect fire. It also packs a signifigantly larger magazine, storing 100 rounds in each belt. It takes a few seconds to charge up each shot and cool down after one, though, due to the limits of the Zweilicht's generator and the plasma produced when firing.
Type 37 Shotguns-A mecha-sized semi-automatic shotgun, it can be used to launch standard shot, solid shells for anti-armor use, or upsized Dragon's Breath rounds for a blast of firey doom. This gun can act as a launcher for the grenade below.
Thermobaric Hand Grenade-This is a small fuel-air bomb, good for taking out buildings, large amounts of infantry, or other organic targets. It produces a rather sizeable fireball and shockwave, and imparts a large amount of heat to the target.
Third Weapons Cache
Spell Cannon: Argartha-Charged with the ambient leftover magical energy produced by spells and the presence of magical creatures, this weapon emphasizes power over all else. It fires a single, incredibly powerful beam of magical annihilation. Argatha can be used in two other modes. In the first, it fires a single weaker beam that homes in on its target, and in the second it produces a spam of lower-power beams at all targets in a 60° cone from the front of the gun.
Claimh Solais-The Zweilicht’s other final weapon, this takes the form of a empty broadsword handle when not in use. In use, a large blade of white light forms from the hilt. It's much wider and larger than the usual beam saber, and thus packs a bit more punch. Like Argartha, it takes ambient magical energy and uses it power the sword. However, since its power requirements are far lower, it can feed this energy back into the Zweilicht to recharge its Sunlit Hero mode during extended battles with magic-using foes.
Both of these weapons can be powered by using up the energy stored for the Zweilicht's Sunlit Hero mode.
On Sunlit Hero Mode: The Zweilicht is designed to gather and store magical energy from the sun during the day, which can later be used to activate this feature. Sunlit Hero mode drastically improves the Zweilicht's performance, and lets it deliver devastating SOLAR PUNCHES to foes, channeling the might of the sun itself! Unfortunately, Sunlit Hero mode takes a lot of juice, so it can only be used for a brief period of time. Unlike some other power-up modes, the Zweilicht's performance does not drop below normal after using Sunlit Hero mode.
Sunlit Hero Overdrive takes the previous mode and cranks it up even more; the increased capacitor storage means that the Zweilicht dumps even more magical energy in the same short period of time. It's bad enough that the excess energy bleeds off and forms a glowing magical shield around the unit, turning the Zweilicht into a pocket super of sorts. However, the Zweilicht isn't really meant to take this much power at once, so the whole unit has to cool down after using this power up.
Job: Roads is unemployed at the start of the story, but will work on the White Chalice as both a pilot and an engineer.
Suggested Event List: Sent to the mod account.
Sample Post: Right over here.