Name: Hayashi, Hayato
Gender: Male
Date of Birth: July 6 MC0066
Age: 16 (as of MC0082)
Height: 5’ 5”
Mage Rank: C
Affiliation: TSAB
Rank: Corporal (as of September 8 MC0083)
PFC (Private First Class)
Personality: Hayato for all intents and purpose is a brash, hot-headed young man who prefers to shoot and ask questions later; however, is a brilliant tactician. Capable of thinking on the fly, he was often fielded as the second in command of any teams he had been assigned to during his time at the Academy.
However, his strong preference towards combat has left many of his instructors wary of his future career, due to the fact the TSAB for all intents and purposes was a peace keeping forcing that did not like to resort to violence, despite the number of various powerful weapons they had at their disposal. With that said, despite his strong penchant for combat, he does know when to just settle back, and enjoy the peace, especially whenever he’s around close friends or family.
Magic type: Neo-Belka
Magic color: White
Assignment: Hammer 05 of Riot Force 6, under the command of Captain Reddo Farukon
History
Although born on Mid-Childa, his lineage points out that his family at one point had been from Earth, otherwise known as Non-Administered Planet 97. Coming from a family of military officers, which included his mother and father who were, and presently still in the Navy, and his older sister in the Army, he and his younger brother also enrolled into the Academy.
His strong preference for battle had been born, partly due to his already growing love for gun-type devices, notably used by Enforcer Tiana Lanstar. Also a practitioner of some form of martial arts, coupled with his affinity for guns, he and his siblings also ended up developing a combat style using pistols that he called Gun Kata (More details below).
Having just graduated from the Academy himself, and his brother two years below, and his sister 6 years into the service, and having already gone through various assignments, he knew he had a long way to go before he would be able to truly test out how far he could go.
Appearance
Barrier Jacket
The jacket is composed of the following:
A green Kevlar vest, with the main AI core resting over his heart
White t-shirt
Black fingerless gloves
Green camouflage-pants
Black combat boots
Black vambraces that also carry the pistols, which are also, part of the Device itself
Device:
Device Name: Gundober
Battle Form
The device itself is the vest that Hayato wears, which are connected to the vambraces he wears on his forearms, which therefore connects to the pistols. Although the pistols themselves use magazine clips in which 6 of them are stored inside the vest, Gundober itself has two chambers of its own, located on either shoulders. The purpose of those two is simply to boost the combat prowess of the user, or to provide a power boost, whichever is required. The magazine for the pistols themselves can hold a fair amount of cartridges; however, the number is restricted to the length of the magazine clip itself.
Gundober itself can store up to 6 additional clips, on top of the two clips that are always preloaded into the pistols themselves.
Combat Style
Gun Kata: The style in its most general form revolves around close range combat using nothing more than pistols. For all intents and purposes, the most basic form is only a defensive stance used when the user is forced into a position where close combat melee would normally prevail. The form involves a strong knowledge of martial arts in which to either deflect weapons before they are fired, or to disable the opponent and take their weapon to be used against them.
However, the stances all require a strong personal core which includes good footwork and dexterity required for the more advanced stances, due to the fluidity of movement required in order to flow from one attack sequence to the next.
In terms of stance, the approach is like that of martial arts, rather than the style that Ace Takamachi Nanoha and Enforce Lanstar Tiana use, due to the fact they dig themselves in. Gun Kata in general requires the user to have a solid footing, but ready to immediately react and relocate to find new firing lines and arcs, and obtain the maximum coverage from a salvo. The range of the style lies between point blank and 10 meters.
Positioning of the arms is also critical. Misalignment of the arms can possibly risk injury of the hands, wrists, and elbows, and possibly the bones themselves, due to possible awkward positioning when alignment is achieved. (Refer to Tracer Stance Form 1 for further explanation of ‘alignment’) Awkward positioning will not only lead to discomfort for the user, but also if the shooter fires, the recoil would potentially injure the user. In addition, the style is intended to be a two-handed combat style in order to maximize the number of shots per unit of time.
Below is a listing of the known stances created, to date.
Stances:
Basic Stance:
The most basic of all the known stances Hayato and his siblings have created. For all intents and purposes, it is strictly defensive, however, the number of opponents has to be at a low number, or otherwise the stance is useless, leaving the user vulnerable.
Below is a video explanation of the stance. This is not to be confused with the more aggressive Tracer Stance.
Tracer Stance
Form 1:
The primarily used stance, it employs the use of Tracer Spheres (Look at spell section), which are formed prior to entering combat. This form uses only two Spheres, supported and directly controlled by the caster. However, with a device it is possible the device may operate the Spheres. The purpose of the spheres is to act as a guide for the user as they act as a second eye. The form revolves consistent moving in order to dodge and evade enemy fire. The style is employed in combination with the user’s pistols; the left and right hand pistols are homed in on one of the two spheres, which then move around to assist forming firing arcs for the user.
When practiced, the guns are configured to align with the sphere they are set to home into, therefore, eliminating the need to aim, to a certain degree, permitting the user to fire over his or her back, without ever looking behind.
The Tracers themselves function as markers, designed to come into contact with enemy target and mark them for termination, before moving on to mark another target.
Form 2:
A more difficult stance to use, which requires two people, a device, or a user that is capable of supporting the amount of power required. The form revolves using 8 Tracer Sphere’s, and a manual alignment.
The form is used by allowing the 8 Tracers to fly independently, or is operated by the device, marking enemy targets as they fly. Due to the fact the alignment becomes manual, the user must be able to move around the battlefield, and be able to align their weapon to a marker and fire, with little to no hesitation.
In terms of how the user knows the weapon is aligned, when the gun momentarily locks in a certain position, the user knows that the gun has achieved alignment with one of the markers placed by the spheres, and would therefore fire, releasing the lock, as the charge would then be homed in on the marker.
Striker Stance
To be re-evaluated for explanation
Spells
Tracer Sphere: The spell creates a simple energy ball. The formation itself takes very little time and energy, often taking nothing more than 3 seconds to create. The purpose is to act as a placer of homing beacon for the trackers built into the sight of the device, to achieve maximum alignment, with minimal deviation.
In terms of just one person, the caster can support at most two, due to the limitations the mind can handle, in a combat situation.
In a team of two, the supporter may act as the controller for the spheres, up to 8.
In the Striker Stance, the number of spheres created is based on the limitations of the user’s output capabilities.
The Tracer’s primary operation is to have the weapons they are linked to home on them, the moment they have made contact with an enemy target, which are designated by the device or the caster, placing a tracer, which emits the same energy signature the guns are traced on, permitting the gun to achieve a lock.
Strike Shot: To facilitate the need of a sniper rifle to a limited degree, the user discharged a minimum of 3 cartridges in order to use the stored energy and compress it into a tight, narrow cylinder of energy. This is done in order to ensure the strike will achieve the desired range required to strike the target. However, additional cartridges, or an entire clip, may be expended in order to achieve the greatest distance possible, or to cause additional damage from the shot. The distance that can be seen, however, is limited to the sight of the user.
Flak Armour: A low grade auto-defence, Flak Armour at best is meant to block and possibly deflect low class attacks. Anything greater will shatter the shield.
Stun Reflex: A passively active spell, the purpose of this spell is to prevent accidental injury or death of fellow officers or team-mates. Unless indicated otherwise, the spell remains active. The spell immediately goes active when the user draws one of the pistols from the holsters on the vambraces. If they are drawn reflexively, the pistols will discharge a low-power stun shot, providing the user enough time to determine whether the person they have shot is a friendly or not.