VxR Productions
IT Support
Join Date: Apr 2007
Location: Philippines
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Okay...
*Cooks some food for Cadia Zwei-tan*
This is an idea I've been cooking for a Some time and has already passed the eyes of OCC.
I thought that i might share it with the others.
Spoiler for Rough Draft: Kallan: The Magical Mobile Mermaid:
Name: Kallan Iquilanas (Means Aquamarine of the Water or simply Aquamarine)
Alias / Nickname: Kally, Kalla
Age: 17
Gender: Female
Birthday:
Face/Hair (Head Features): Short pink, with twin tails along the side of her head. Has Green Eyes.
Build: Fair Build, body sculpted by natural beauty and years of work.
Height:
Weight:
Homeworld: Ordered Space Registry World 52, Associated World 27, Ea. (Drawn from the Akkadian and Babylonian name of the Sumerian water god Enki.)
World Location: Green Zone G-4
Heritage: Native. Second Generation of the Iqilanas Family. Only daughter among three siblings.
Magic System: Mid Type
Magic Color: Aqua Blue
Mage Rank: A
Threat Level: A (since she can only operate in water)
Affiliation: Current Status: Level 3 Worker, Entropoint Construction Company. Volunteer, Time Space Administration Bureau, First Fast Response Rescue Unit. In-Water Specialist.
Personality: Very Civil, has a decent work attitude- almost serious. Though she is the heiress of the company, she does not mind the pressure of work and the water. Has an unusual tendency to spot hidden things/wonders and notice the beauty of everyday things- a factor that she highly values.
Device/s: Tethys
Device Type: In-Development Intelligent Device, Suit Type. Self-Developed.
Concept Image: Here - in "shell-down" mode
Description: Takes the form of a choker with a large blue gemstone in the center during standby/Shell-off. Takes the form of a semi-mechanical mermaid suit when setup/Shell-on. Has a standard set of equipment as well as three unique addons, or 'packs' as they are called.
Spoiler for Device Details:
Spoiler for Standard Tools:
Parts of the Device System that are available by default.
- Dipole Drive: Basically an engine that exploits the dipolar (Having North/+ and South/- poles/charges at the same time) nature of water, enabling the user to travel quickly in water. This is her standard complement to be able to move in the water. In her case, this is powered by her own magic.
- Supercavitation Engine: An Engine that uses the principles of supercavitation to travel very rapidly in water due to the lack of hydrodynamic drag but only in a straight line- making her do a series of "jumps" to get to a destination. This drive is reserved for long distance travel only and can tire her if used too often.
- Spear: A simple weapon that looks like a plain spear but is infact one of her useful tools, using its powerful (water) Jet Cutter to cut thru things instantly. This is often seen when she's wearing the Fighter Pack though.
- Tail Guard: A mechanical shroud that encloses her legs during in-water operation making her streamlined and faster. Can retract certain areas and split to allow her legs free movement and footing.
- Flow Jacket (Barrier Jacket): Basically an underwater use version of the Barrier Jacket, but more body hugging and streamlining for speed. Usually during Shell-Up, it's a full cover, but on Shell-Down, it reveals a two piece bathing suit- only seen when she's slacking off or doing things other than work/rescue/fight, such as relaxation.
- Dive Mask: A simple facemask that protects her face from any underwater hazards, as well as provide some assurance of breathing- though the Barrier/Flow Jacket can supply her with Oxygen (probably thru a liquid breathing system). Only seen during Shell-Up so far but can be used during Shell-down.
- Dive Helmet: A much more rigid kind of head protection that is usually worn when going deeper. It is also streamlined to provide more speed at depth. Can only be used during Shell-Up.
- Maneuver Thrusters: Basically a block in which a set of fans are placed in, providing precise movement in the water column. Though the Dipole Drive can move her thru the water- it's sheer power compared to these thrusters is more of a burden when working or doing other things. She can combine body movements and these to perform turns and moves deemed almost impossible. Each pack tunes this block to suit the use.
Spoiler for Packs:
A set of Equipment that is used depending on the situation on hand, enabling her to do a multitude of tasks. At the most she only has 3 packs on hand, her standard Worker, The Optional Rescue and the untested Fighter. Due to the somewhat bulky nature of the packs, she can only use this and can be mounted only in water. If she tries to talk with it on the surface, it will just simply weigh her down like a beached dolphin and has to be removed.
Worker Pack: A General-purpose pack that she is commonly seen with, esp. during work.
Parts:
- Manipulator Arms: A pair of industrial Robotic Arms that is used for general purpose underwater work. These Arms are either directly controlled by Kallan thru mental or direct command or remotely via an operator on the surface. The tools on the arms can be changed either on the surface or on her onboard Work Toolbox or another toolbox on site.
- Work Toolbox: Basically your on-site/person toolbox containing various work tools, from hand tools to exchange parts for the Manipulator Arms. Can be jettisoned to make more room or be placed somewhere else.
More to add if needed.
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Rescue Pack: A specialized pack that is used for rescue purposes. Only During Rescue Duty is she seen with this.
Parts:
- Manipulator Arms: A pair of industrial Robotic Arms that is used for rescue work. These Arms are either directly controlled by Kallan thru mental or direct command or remotely via an operator on the surface. The tools on the arms can be changed either on the surface or on her onboard Rescue Toolbox or another toolbox on site. The only real difference between work and rescue arms are the tools involved and the toolbox associated with them and also, these arms can also slide along the length of the rescue bay, unlike the worker arms that are affixed near the shoulders.
- Medical Manipulator Arms: A smaller and independent set of arms that is inserted into special access ports in certain Rescue Capsule Models to enable a remote doctor to operate on the injuries of the person inside. Once in operation, Kallan cannot remove them as she surrenders control over to the doctor. The module these arms are connected to can also be detached from her and be attached to the capsule that the doctor is working at the moment.
- Rescue Toolbox: A Rescue Version of the Work toolbox, containing various rescue tools, as well as a first aid kit for both human and animal use. Can also be jettisoned and emplaced someplace like the Work Toolbox.
- Rescue Bay: A rather long and flat section of the pack where the manipulator arms can work over. So-called as this can strap in some types of personal escape capsule, people and animals in a stretcher-like way. Also comes with a streamlined cover that can deployed over it just in case.
More to add if needed.
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Fighter Pack: Basically a Pack she and a few of her father's friends from the Bureau had cooked up just in case. It is experimental at the moment and untested.
Parts:
- Sonic Emitter Dome: A subpart at the front of the backpack just before the dorsal fin in which some of her primary attack spells are projected / channeled out- such as "Sonic Torpedo", "Sonic Wall" and "Sonic Hammer", as well as her search spell "Sonic Track".
- Dispenser: A subpart at the rear of the Backpack which can dispense anything from mechanical decoys to surface flares. Commonly, this is where her evasion spell "Buzzer Decoy" and her search spell "Line Track" is released.
More to add if needed.
Spoiler for Spells/Skills:
Note: Names and effects are tentative and subject to change.
Common: Spells/Skills that can be used with any pack.
- Water Lens: A shield spell that makes use of water. Basically, she manpluates water to a degree that it can weaken or deflect incoming beam type attacks- acting like a lens of sorts.
- Hydro Hoplon: Basically your usual round shield against kinetic and other magical attacks- slightly modified to prevent water resistance hindering.
- (Water) Jet Spear: Using her spear, she projects a blade that looks like any energy blade in water but appears as a powerful water jet when in air which can be directed to almost any angle. Unlike any of her cutting tools, this blade can cut almost thru anything easily- of course enemy protection is also a basis on how easy she can cut.
- "Setup": Her command to activate her device.
- "Shell-on": Her command to fully clothe in her Flow Jacket when the device is active.
- "Shell-off": Her command to fully deactivate the Device and Jacket.
- "Shell-down": Her command to switch to basically a swimsuit from her full cover Flow Jacket.
- "Shell-up": Her command to basically do the reverse of "Shell-down", from swimsuit to Flow Jacket.
Combat: Spells/Skills that can only be used with the fighter pack.
- Hydrostatic Crush: Her most powerful attack that involves a lot of control. This is basically stagnating a spherical area of water (usually about the size of a person to the average size of most one man fighting submarines- about 2-10 meters) around a target/s and attempting to crush the spherical area with increasing water pressure. Since this takes concentration on Kallan's part, it takes a fairly long time to cast, about 2-5 minutes depending on the size of the sphere, depth of water and the target condition. She can move the sphere to try and trap any targets within range- or by that facility targets can move into the almost transparent sphere unknowingly and be trapped by the sudden pressure difference.
- Whirlpool Knuckle: She makes a "knuckle" of water using her tail and anything hit by it can be trapped in an underwater vortex, trying to make them dizzy and unstable, as well as trying to drain them of energy.
- Sonic Torpedo: Basically a huge pulse of sound that runs slowly in a straight line. Anything that it passes thru can be damage, though this is dependent on range. Can only affect slow moving / bulky / massive targets and structures.
- Sonic Wall: Basically an underwater version of Vita's "Iron Howl". Can stun enemies depending on the circumstances, but also reveals to all her location.
- Sonic Hammer: A somewhat varied version of the Sonic Torpedo. Instead of a single huge pulse, this is more rather a continous pulse that feels like a hammer when hitting- attempting to resonate the target into pieces or submission. She has to point herself toward the target though to keep the assault going.
- Photon Torpedo: An underwater version of Accel Shooter but is a bit denser to allow plowing thru the water at speed. This is the only attack that can broach the surface and hit any surface or air targets up to 300 ft above sea level.
- Sonic Track: Her Active Search Spell. This is your classical Sonar Ping (which in reality nowadays is a bad move and only deserved for desperate times- but used wisely it can bring a huge advantage) that she uses to search for objects beyond visual range. She is easily spotted when using this using appropriate equipment.
- Line Track: Her passive search skill, akin to towing a passive sonar array behind her- though the array appears as two lines of light trailing from her dispenser. Can sense Targets beyond the range of visual andsometimes, her Sonic Track spell.
- Buzzer Decoy: She launches an energy ball from either the dispenser end or from her hand, this is basically a magical equivalent to a noisemaker decoy, but with additional capabilities, such as able to create a "lens" around it so any passing beams get refracted away from her at least.
- Cavity Jump: This is her skill when she uses her Supercavitation Engine to make a straight line "jump" across long distances. She might require one to several "jumps" to complete a transit.
More to be added or removed.
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History: Still under creation.
please enjoy
*warps away*
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