Admiral H. Mishima
CALLSIGN: Thunderfist
RANK: Admiral
POSITION: Naval Commander, 3rd Fleet: CO of the Shock Enforcer Unit (Unit Creator)
AGE: 60
MAGE CLASS: S
Naval Commander Mishima for the TSAB Sailing Force, fifty year veteran, and high level close combat mage. A no nonsense, straight to the point officer with an attitude as hard as his skin.
This is one of the reasons Regius hated the Navy.
Admiral Mishima is, in a word: Elitist. He operates under the belief that mages should be tough in themselves, and has come to head many times with superiors. He simply takes good mages as he sees them to work in his unit, seeing the Navy as the real force that can go anywhere, and do anything. And with this attitude, has pissed off many TSAB officials over the years.
It is with grudging respect however, that they allowed him to climb the chain of command to the rank of Admiral, because despite as much as they started to hate his existence, he tended to be right in his actions, and was just plain good at what he did. (It also helped that asside from being blunt and telling others, even superiors, when they were wrong... he wasn't the kind to rub it in.)
Mishima is a close range mage, and isn't afraid, even at his age, to mix it up with a threat face to face. Often shocking other fleet commanders by showing blatent disreguard for his own well being to go right into action along side his subordinates. (Which incidently, earns a lot of respect from those that worked under him.)
Mishima is the kind to 'talk with his fists'. He's always had a deep dislike for shooting and bombardment magics, thinking the fighting should be done mono-a-mono, where he can look into the eyes of an enemy. As such, he knows no projectile based magics, and has an extreme focus on bare handed fighting, creating and perfecting physical fortifying techniques he would later teach Lynn.
It is said, that at full power, Mishima's skin is as hard as steel, and could deflect blades with ease. Whether this rumor is true or not is uncertain, but Mishima does have a device. Though he dislikes the advanced devices that are available in the TSAB, he has a limited Armed Device known simply as Tekken, a dual pair of armored gauntlets to allow him to create instant shields and allow him to parry bladed magical and non-magical weapons in combat.
On top of his fighting prowess, behind that vicious facade is a cunning mind that knows how to command a unit to victory, and isn't afraid to be rutheless in his execution. He is well known for his Shock and Awe strategies in combat situations.
With an oppertunistic political strategy as ruthless as his fighting style, it's really no surprise that only a week after the death of Regius, he took advantage of the loss of a major dissent to his policies and created the Shock Enforcers, a small elite unit of, while not necissarily ace mages, but extremely tough, hand picked mages, with the sole purpose of being an offensive strike team. Headed up by Lynn, who he is impressed with and considers a prodigy.
Mishima has met Nanoha, and while he has a certain level of Contempt for Admiral Lindy's motherly doting style of command, he has respect for the mages she's brought up due to how strong they have become.
It should be noted that Admiral Mishima was ranked number one on the list of mages Jail REALLY didn't want to piss off. Despite being a madman, Jail was NOT stupid, and made it absoultely clear that nobody was to provoke Mishima. He even went so far as to ensure that Mishima's task force was decoyed well away from Mid-Childa when he began the Cradle operation. Which was probably a good thing, considering with what Jail was attempting to do, Mishima was ready to rip right through the AMF filled warship with his bare hands. (Whether or not he could have done so remains unknown, but most bets are that Quatro would have ended the day with her spine ripped out of her chest rather than slightly singed by an amplified buster attack. Mishima was NOT happy.)
ABILITIES:
Iron Will, Fist of Steel
This basic body fortification technique was first developed long ago by the Belkens, and fell out of standing some time before the war, only to be passed down among masters of small schools of the fighting arts. As a student of one of these schools at a young age, it was a technique that became the foundation of Mishima's magical combat style to this very day. Rather than concentraiting mana into a spell, or into a device or element pattern, mana is focussed into the body, increasing strength, stamina, speed, and endurance beyond what most magical combatants could call 'human'. With fifty years to perfect his use of this ability, Mishima has been known to smash through reinforced concrete from a complete standstill, and sometimes, in a rage, rip entire buildings apart during a fight, usually completely terrifying even otherwise hardened criminals. (Though it takes a moderate amount of time to tear the building apart. It classifies as more COLLATTERAL really.)
Thunderstorm Fist
As a mage with an afinity towards electrical based magic elements, it is no wonder he has the callsign 'Thunderfist'. Augmenting his magical toughening, is a form of contact based lightning element magic. Basicly turning him into a walking livewire capable of imparting a significantly high electrical discharge in a punch. While redundant in ability next to the brute force Mishima can dish out, he has found it useful occaisionally when he's had to deal with Gadget Drones and other electrically sensitive items head on.
Flash Slam
Nothing More than a modified Flash Move, Mishima has altered it's use, using the sudden speed boost to turn himself into a fast moving battering ram. Excelent for those fights where he has to close the distance.
Genocide Dance
Mishima's favorite magically enhanced combo move. It is actually a combination of his Flash Slam, shifted into a rapid flurry of Iron Will reinforced martial arts moves. Observation counts ten individual blows in five seconds, with each blow capable of doing damage to objects made of reinforced concrete. It has been seen, that when he begins execution of the Genocide Dance, most, if not all opponents fall by the final blow. He has never actually gotten to test it out on anyone considered equal to himself.
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NAME: Lynn Ayame Bardou
CALLSIGN: Thanatos 1
RANK: Captain
POSITION: Elite Enforcer Unit Special Weapons And Tactics, Shock Enforcer
AGE: 28
MAGE CLASS: AAA
From age Six, Lynn had been enchanted with the idea of becoming an enforcer. It just tickled her pink to be a bringer of justice to the unjust, and creator of peace and prosperity.
Was she ever wrong.
Lynn's basic training began at a typical age, and normal was also her training. The only abnormality was her rather generous magical abilities. Something she attributed to a little bit of home magical practice before she joined.
But the calamity was during an active duty assignment. Herself and a small squad of Beaurau mages were to corner and arrest a notorious dimensional criminal on a remote world with a culture level of zero.
Something went horribly wrong. Not only was the mission a failure, but Lynn was the only survivor, barely able to give a report a month later.
Having been only just assigned as a squad leader for the mission, she felt the failure was completely her fault, and swore to never let it happen again. The deaths of seven mages, including her best friend from training, weighed heavily on her every day she was idle.
She worked her rehabilitation of her body to the point of near torturous pain in order to get back on her feet faster, bringing herself back to her previous shape, and farther as she worked to improve her skills.
News of her recovery went through the command rings until it hit the ears of Admiral Mishima. At first the Admiral didn't so much as bat an eye, but after curiously checking the full report, set asside time to watch the girl. Not two months later did he approach her with an offer to train her in combat methods beyond what the TSAB's official courses could offer.
But it came with a price.
He wouldn't just train her... she had to prove she could handle the training.
Lynn did not only agree, she took it as a personal challenge. Admiral Mishima taught her skills he himself learned years ago in a routine that most would find simply grueling. Only the famed White Devil that was becoming famous in the TSAB would even consider a similar level of punishment as a training routine.
But Lynn didn't give up, and proved the Admiral's faith in her determination by successfully following his routine to its completion.
After his training, Lynn still needed experience, and continued operating as an Enforcer, honing the skills she'd learned, and sharpening her disapline while modifying the techniques the Admiral taught her to fit her personal style more, as he had encouraged.
The next time the Admiral would approach her, would be the week following the death of Gaias Regius, proposing her to form the team leader of his new Shock Enforcer Unit, with all the privilages and responsibilities the squadron leader position were entitled.
"You are ready to be a leader now," He told her.
Lynn is equipped with a device called Waldron, an Axe styled intelligent device that strangly, lacks the cartridge system of other devices, but is built extremely solid with some of the best engineering in the TSAB. The device weighs six times the normal for devices of equal size. Her barrier jacket has a more utilitarian style to it, stressing Mishima's very straight forward 'no frills' influence.
ABILITIES:
Armed Device (Axe) 'Waldron' : Lynn is a master of pole armed close combat. Her intelligent device, Waldron, is a fearsome single bladed battle axe with a spear point on its head that holds a vicious ability to smash, cut, and peirce through obstacles at will. Foregoing the multiple forms of other devices, Waldron has been heavily reinforced and its abilities of regeneration made more powerful to stand up to the fearsom rigors Lynn will put it through. Considering projectile magics too slow to use, costly, and ineffective, Lynn's device operates almost exclusively in contact magic attacks.
- Raven Call (Logistic/Tactical): Lynn can summon Waldron from just about anywhere. Whether it is calling it to her side in battle, calling it from the corpse of a fallen enemy, or summoning it from a pool of magma (Okay, maybe not a pool of MAGMA...) Waldron obeys, and transports itself to her grasp. The range is limited though. The Raven call requires her to outstretch her hand and whistle where the device can 'hear' her and home in on her.
- Mjolnir Impact (Contact Offensive, protection barrier and shield breaker): *Pronunciation 'MUOLL-neer Impact' *
Concentraiting magical energy into the swing and leading blade edge of Waldron, the most common magical attack (Common being reletive.) Lynn has at her disposal is nothing short of getting straight to the point at maximum force. Upon impact, it detonates the energy in one direction, much like a shaped charge, designed to cause massive stress to barriers and provoke shattering. The attack has moderate effectiveness, but increased physical striking force, cartridge shots (Provided by add ons to her barrier jacket in one mission), or time to build the attack increases the likelyhood of successful shattering. Heavy Swings are often key to maximum effect, which if redirected or dodge leave Lynn overextended, off balance, and open to a counter-attack. For maximum effect, this attack is often coupled with a full scale body rush of some kind, usually exaggerated by movement magic into the force of a freight train. Most personal protection barriers cannot stand up to this much combined stress.
BARE HANDED:
Lynn was taught by the master of bare handed combat himself, Admiral Mishima. As such, the only thing more frightening than her Axe, his her fist, and all the punishment that comes with it.
- Iron will, Iron fist (Reinforcement, condition):
One of many skills Lynn learned and adapted from Admiral Mishima... Concentraiting magical energy into her arms, legs, and hands, Lynn turns her own limbs into tools of pure destruction, able to punch straight into solid plate steel without busting a knuckle. Able to guard from bladed devices and weak magical attacks with unshielded arms, to see her charging you down, and batting stinger blades and axel shooters asside is simply a psychological horror for any conventional mage. This does require active concentraition however, and is very physically draining with extensive use. Lynn tries to limit usage to around ten seconds, and keep her fights extremely short.
- Flash Step (Movement, instantanious)
Flash Step is to Lynn, what Sonic Move, and Flash move are to other mages. Unlike normal flash moving, which carries momenum after accellerating, Flash Step litterally starts, and stops, in one step. Lynn will use it both in the air, or on the ground, to instantly cover distances to the precise spot she wishes to be in the blink of an eye. It requires extreme concentraition however, and even so much as a blink of a distraction can have her tumbling head over heals upon her exit. Actually taught to her by Mishima in the form of his Flash Slam attack, she worked hard to improve her control of the force to come to a stop, rather than just launch forward.
- Flash Dance (Movement, continuous)
Flash step taken to the extreme. It requires Lynn's entire focus and willpower to keep this technique up. She litterally moves continuously at the speed and pacing of a flash step or sonic move, appearing to be a blur at best to the average mage. Like the simplified Flash Step, if her concentraition breaks anywhere for even a moment, she goes flying. In order to keep this up, she also needs to be in Full Drive, or she'll lose speed after only a few 'steps'. Even Mishima admits this is a technique he'd never be able to match without another sixty years to go at it again.
SPECIALS/EQUIPMENT
FORE-CASTER
Just below the shoulder on each arm, one will note three dark bands apiece. These six bands are mana collectors. They gather mana over time from Lynn and feed the readied energy to a pair of gold ornaments on the back of each hand. (Four in total.)
Each of these ornaments is a pre-casting (Fore... caster.) spell holder, and can hold enough energy to cast one of Lynn's typical mid-range spells, allowing her to fire off an attack spell instantly the very moment an oppertunity presents itself.
However once discharged, these ornaments must be recharged before they can be used. Recharging actively typically takes the same amount of time as casting the spell normally. If Lynn recharges them all at once, it would take about the same amount of time as casting four mid level spells... which could take about two minutes.
Passive charging, relying on absorbing mana energy from Lynn, typically takes longer, usually about two minutes apiece... meaning it could take her up to eight minutes to fully recharge all four ornaments in a fight, so long as she doesn't immediately use the spells as they become available.
Another drawback, is that the ornaments will not maintain a charge without a constant in-flow. As soon as the mana stops flowing, the ornaments begain to lose energy. This usually isn't a problem in a fight, but must be considered both before battle, and during luls in battle. They don't start in a fully charged state. Of course, this could also be seen as a safety precaution. The ornaments containing her charges could become a hazzard if damaged, and a good hit would render them protentially explosive, just like cartridges.
For backup purposes, Lynn has two more attatched to the boot of each foot, which she could switch out with her primaries in the event of damage and insufficient time for her barrier jacket to go through the repair process.
The exact reason Lynn uses this modified version of the instant spell card system, over the proven and effective cartridge system is unknown, but perhaps it is a lingering fear of being cutoff from help, and losing the logistics support that entails. However, the ability to instantly cast a spell charge without having to go through the slow tedium of preparation in the middle of a fight has proven to be quite useful.
- Heavenly Descent (Signature Combination Move):
If Lynn has a target in her sight right at the opening of the fight, she will use this to try and start, AND FINISH, the fight. Starting from altitude, she will approach the target while applying flash dance to accellerate, build energy into Waldron for Mjolnir Strike, and then she will employ short range transfer/movement magic at the same time, and attempt to cover over a kilometer of distance to close combat range in no time flat and hit full force with Waldron...
To those who've been caught by this attack, it appears as if Lynn emerges from a fireball descending from the skies to deliver divine punishment in a single axe blow of judgement.
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Alexander Vladius Carrde
CALLSIGN: Nightmare
RANK: Leiutenant
POSITION: Information Management Specialist/Combat Illusionist.
AGE: 27
MAGE CLASS: AAA
Alex had been a very troubled child, a child with incredible talent, the talent for magic. Hailing from Victoria City, Mid-childa, an area that seemed to almost reject the very idea of Magic and Beaurau authority long after it's founding. His parents had seen him as a freak of nature, and felt ashamed of this, keeping him locked up in his formative years, and treating him like he was a special case. He developed sociopathic tendancies, even as he secretly improved his powers through the use of his imagination when he was alone, creating intracate illusions to keep himself occuepied as he read books. With the practice on his own, he eventually created illusion magic so powerful that he could alter what his environment looked like to suit his whim.
It was with great regret what happened around age nine. Terrified by one of his most frighteningly real illusions about a battle of darkness, his parents had inadvertantly thrown themselves off a balcony to escape a messy and painful death from 'demons'.
The investigation into their deaths turned out to be nothing more than officially filed as an 'accident'. Yet the TSAB saw the Potential in Alexander. He accecpted the invitation into the Beaurau, rather than be sent to some foster home.
Alexander proved to be more than most Beaurau trainers could actually handle. The boy was deeply rooted in Sociopathic tendancies as a result of his early years. He had no respect for anyone, and only listened to orders if the instructors proved to be competent, or threatening to simply drop him. But his illusions magic was something of awe. During one training session, Alexander fabricated a complete local illusion that affected twelve different people simultaniously into seeing their own personal variant to a hellish training accident, in which their own friends died in messy ways. After he pulled away the illusion and showed everyone that nothing had actually happened, all twelve people needed psychiatric treatment for Post Traumatic Stress Disorder.
It was, Admiral Mishima that finally knocked some semblance of respect into Alex. Hearing of the troublemaker, he personally went to observe this phenominal illusionist. What he found disgusted him.
Alexandler, seeing this so called 'Admiral', decided to challenge him. What transpired, had to be the single greatest humbling the boy had ever experienced. Unleashing horrendous illusionary terrors at the Admiral, he was shocked when Mishima simply scoffed them off, ignored the entire imaginary facade, and socked the frail boy full force in the face.
"You're living in a dream world boy." Were the first true words the Admiral Spoke. The Admiral took it upon himself to oversee the continuation of Alexander's training, teaching the mage tactics and information management, true skills to fit his ability to manipulate the information of his environment, all the while solidifying Alex's respect for the aging Admiral.
As he grew, so did his mastery and creativity. Instead of exaggerated illusionary horrors, Alex turned his illusions towards the subtle, creating dynamic scenarios against real opponents with the subtle maddening effect of the dripping water faucet you just can't stop. Along with this came assistance from trained shooting mages in the arts of defensive shooting magic. Carrde earned his true callsight, Nightmare, and his position as one of Mishima's best to earn a spot on the Shock Enforcers as Thanatos 2.
Hardenned by Mishima's influence, Alexander finds it difficult to respect most people, seeing them as hypocrites. Respect from him must be earned, by deeds, not words.
Alexander is armed with two devices. Teppes, a pair of sunglasses that act as amplifiers to his illusionary magic, allow him to broadcast his illusions to a large area... and Baskerville, his armed device: The culmination of his shooting skills, a small powerful magical hand gun with a built in AI to assist him. Though he rarely uses the two in concert to their fullest ability, the very idea of not knowing exactly what's going on, and that he may shoot you right in the back in the middle of it would be unnerving even to hardened aces.
ABILITIES:
- Illusion Magic (Basic)
Basic Illusion magic. Conventional Decoys, even multiples, are easy for him.
- Obfuscate
Like decoy illusion magic, but Alexander found something of a reversal to it. Instead of projecting images of himself, he'd project images of his environment onto himself, and appear invisable.
- Dooms-Daydream
This is pretty much his signature ability. The ability he developed as a child to completely shift the perception of those in the environment around him. An ability he can use to completely isolate and terrify his opponents, confuse, trap, and otherwise screw with their heads. He enjoys watching his enemies squirm when he does it, and in fact, as his euphoria increases, so does the strength and complexity of the illusion. (It's Adrenaline Rush.)
- Flight
Alexander has been taught to fly, and he loves to make use of it. Alexander can often be found floating, hovering, flying, or just plain reclining in mid air as if sitting in a chair.
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Abbigail Granger
CALLSIGN: Wyatt Earp -or- Wyatt (Thanatos 3)
RANK Leiutenant
POSITION: Precision Marksman, ranged shooting specialist.
AGE: 24
MAGE CLASS: C
'Abby' grew up on a sparsely populated world a considerable distance from Mid-Childa. A world that for the most part, still Wild by modern terms. As such, from an early age, she learned how to use firearms. Often practicing with pistols and target shooting, even competing in target and speed shooting competitions. A bit of a tomboy, she would often adventure out into the woods and fields surrounding her home town with her favorite pistol strapped to her hip.
It became clear just how advanced her marksmanship skills were during Admiral Mishima's investigation into a Mass Weapons smuggling ring that had been illegially exporting arms off the planet. One of his investigative mages had become lost from the main search group in the forest near Abby's home, and had been attacked by one of the larger, magic sensitive animals that lived there. The Beaurau mage was saved by a precision hip shot from Abbigail's rated .45 calibur revolver to the creature's head, from a hundred meters away. Abby had never thought anything of the shot. Mishima was impressed. (Mishima is NEVER impressed.) He gave her the option to join the TSAB.
Being adventurous, she jumped at the offer to see new worlds, and was quickly sent to Mid-Childa for training.
During the qualifications and training to become a shooting mage, the full extent of her abilities were tested. Abby barely ranks C class in magical ability, barely enough power to create magic bullets, let alone fight as a combat mage... and to make matters more complicated, her trusty pistol was considered illegal in the TSAB. In order to compensate for this, Mishima had her pistol redesigned as a magical device.. The concept was so identical to the mechanics Abbigail had been used to all her life that she made the switch in a single practice session, successfully scoring EXPERT rating in from the hip shooting rated for magic rifle users and qualifying with hip shots against sniper rated targets.
With the help of a customized quickloader, Abby is capable of firing six shots, reloading her cartridges, and unloading those following six downrange, accurately, in under three seconds, making her the fastest, and most accurate hip-shooter in the TSAB. It's a shame her custom mini-cartridges are more expensive than the generic ones. However, it has been arranged for her to have a more powerful shotgun styled device in the times when she needs more firepower, and that uses normal cartridges.
Abby is quite a sweet character, loving to talk to people, and an equal love of shooting, but she hates to fight. She'd rather have a fun target shooting competition than incapacitate people. However, when she decides to fight, even melee fighters have come to respect he inexorable skill with her revolver. She's also quite a well endowed individual, which helps to further disarm unsuspecting opponents.
Abby is number three of Thanatos Squadron of the Shock Enforcers, earning the position on raw skill over any magical talent.
DEVICES:
-THUNDER SIX-
Six Shot, cartridge powered revolver. Armed device. Takes custom made mini cartridges to produce magic bullets.
**RELOAD:
.
-FLANAGAN-
Shotgun styled shooting device, uses full sized cartridges.
ABILITIES:
SHOOTING:
Barely ranking any magical power, Abbigail has to rely almost exclusively on her own physical skill and outstanding accuracy. In fact, as mentioned, her devices require miniature cartridge shots just for the power to fire a single magic bullet, making an extended fight for her a potential logistics breakdown. Thankfully, her speed and accuracy in all aspects of shooting make even trained soldiers gawk. Hip shots are tough enough, as are hundred meter shots with pistols. But hip-shots at a hundred meters with a pistol are something few have ever been able to claim.
ACCURACY = -GODLIKE!-
About the only extra magical trick she really knows, is boosted jumping skills, which she abuses to no end with silly acrobatics displays.
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Gray Edwards
CALLSIGN: Ninjamaster (Thanatos 4)
RANK: Leiutenant
POSITION: Infiltration and Close Combat Support, Shock Enforcers
AGE: 30
MAGE CLASS: B
Considered one of the TSAB's successful failure's Leitenant Gray Edwards of the Shock Enforcers, is a case of one man's ego and dreams far exceding his attitude.
From a young age, Gray was obsessed with Ninja. So much so that he went to great lengths to find all the resources he could on them, and learn their techniques.
Over this time, he found mountains of fictional information, with sprinkles of truth. Training himself through some of the most idiotic routines imaginable. It would come to pass, that through all of this, Gary completely failed at becoming the skilled master ninja legend he'd been dreaming of.
However, through all this training, his body had become the peak of human fitness, and even with all the foolish techniques, he has picked up a few natural ninja techniques. Despite being six feet tall, he is exceptionally quiet, and capable of moving through crowded areas completely undetected. The TSAB were quick to snatch up this raw potential when he finally applied.
Unfortunately, they learned one of the reasons WHY he wasn't a legendary ninja master. His attitude. Gray likes two things, showing off, and girls. While his skills aren't legendary, his ego sure is. Gray will often do extremely risky stunts, and act with more brazen competency than he has shown in actual merit, often getting him into situations where he has been forced to literally fight his way out, more than once.... often getting beaten up quite badly and losing face in the process. It has been noted that litterally, in the official record, if he ever says the words 'watch this...', something bad will probably happen.
Only lately under the strict guidance of Admiral Mishima has Gray mellowed out quite a bit and grown more into his potential as a close combat infiltrator, adding an edge of dissapline he so desperately needed to rise to his earlier dreams and expectations.
As far as mages go, he's mediocre at best. Unable to fly, but able to wield enough magic to be useful, he relies heavily on his strength, skill, and size to do his dirty work. His armed device, which he personally named Murasami after a Ninja blade in one of his refferences, is his primary means of combat, a deviced-up Katana style blade capable of launching weak magic attacks with a swing or a stab. Most of his fighting skill is learned through practice as a TSAB enforcer under Admiral Mishima.
His most noted ability though, comes from years of stupid 'watch this' moments, an extemely high tolerance for pain, and a natural damage soaker of sorts, especially when enraged. He's taken more physical injuries, and managed to continue through the pain until he's managed to show off just how hardcore he really is. While it has been noted to be foolish, the fact that he could do so even after having an arm mangled to the point where other people would go into shock has earned him a 'small' base of respect.
- Abilities
Ninja LIGHT: Gray knows a few skills, such as absolute silence, balance, power jumping, and advanced unsupported climbing. Along with his top level physical fitness, he is quite tough before magic comes into the equation.
Demonic Strike: Gray's magical Limit Break is pretty much the only high level magic he can really pull off. An amplified magical airburst similar to a buster barrel shot... the attack actually has mechanics similar to Nanoha's Starlight Breaker, in that asside from base level mana, it pulls magical energy out of the environment to power the full brunt of the attack. The attack is actually quite flashy, tearing up rocks and concrete around him as he prepares to strike, and glowing with electical sparks, before unleashing a flaming blast.
Unfortunately, the attack is more flashy than powerful, just like Gray... having actually ONLY the power of a mid-level buster attack, and after using it just once, Gray is pretty much completely wiped out, and immediately drops. It has been known to psych out his opponents though. Making them waste way too much mana in defense, or simply cowering in fear.