WANT
Name: Lucen Katawai
Appearance: Female, but very masculine in appearance, at least relatively. She had always tried to be just one if the guys when she was in the mercenary group, and few people can tell that she's a girl without some effort involved. It also helps that her appearance means she doesn't have to deal with the sexism still present in the circles she frequents, at least for a time. Short-cropped green-streaked copper-colored hair frames a face that presents rugged, features, a surprisingly winning smile, and piercing blue eyes. She would almost certainly be pretty if she wanted to, but she feels little need and less desire. Lucen typically wears a pseudo-military uniform, or other semi-formal wear, when not in combat, and fatigues over an interface suit whilst in combat; it helps maintain the illusion of masculinity she's crafted, as it's harder to tell that her already small breasts are bound to keep from showing. Not that her friends don't know she's a girl, of course. She's about 5'9" tall, and maybe 145 lbs., and as befits a former mercenary, quite fit.
Biography: Lucen was on the star-liner when it attacked, an independent now caught up in the struggle between worlds. She was originally born on Earth, in a poor country, to loving but distracted parents, scientists there for the unique phenomena observed in the country. When she was orphaned by a minor upheaval and government overthrow, a group of mercenaries adopted her, and took her as one of their own, showing her how to make a way in the world using what one could. She's shown to be a natural pilot since then, at least in terms of light mechs, and wasn't terrible at foot-combat,(the term for infantry, rather than pilots, way of fighting) either.They'd disbanded for the time being when their leader was arrested, and probably won't be getting back together anytime soon, though they try to stay in touch. Lucen always did manage to find a way to get into trouble, one way or another.
Mech: The SCL 'NeoBug' D-22 Reconnaissance Combat Walker is not all that commonly used, though there are a number of pilots that swear by it. The primary reason is the expense to survivability ratio; many pilots prefer a more heavily armored mech, or one with more wide-ranging stealth systems, or simply one that's faster. While the D-22 has some of each of these, it does not specialize in any of them. Instead, it specializes in reconnaissance and long-distance skirmishing; a multi-meter long gauss gun takes up the right side of the mech, capable of firing on targets from many kilometers away with a surprising amount of accuracy and power. A hardkill active protection system and a CIWS mounted on the left side help keep it shielded from guided missile threats, while distance and pilot awareness is expected to prevent more conventional weaponry from scoring a kill. Active Camouflage prevents visual locks, and while a lack of IR shielding is a significant disadvantage in a world where there are so many systems that use it to track their targets, the shielding on it's main weapon, and the low overall heat signature of the mech, is believed to make up for this downfall. What truly causes this mech to be able to be effective, though, is it's advanced optics system, able to see through almost every portion of the electro-magnetic spectrum and translate it into a usable image for the operator, at incredible distances; combined with the jump jet system and Brain-Breakr™ gravity-flux unit, the D-22 is able to navigate almost any terrain and relay information to it's allies from a safe distance. This is assisted by it's offset leg system, which seem overly large for the mech at first, but truly house a great deal of the important systems on the mech; this was intentional, as if the torso of the mech is damaged, there is a chance of survival still. If a leg system is damaged in a mech with this little armor...well, shifting them seemed like a good idea. The manipulator arms, on the other hand, are almost laughably small, no weapons to speak of being mounted on them.
Skills:
- Reflexes : 14
- Piloting : 16
- Engineering : 9
- Targeting : 11
- Communications: 10
Traits:
- Mech Whisperer: Lucen thinks every mech has it's own personality and spirit; something most pilots would agree with. What most agree with is the idea that they're almost sentient, and can be communicated with. Lucen keeps this to herself, mostly, showing it in the little gestures, but it means she gets a little more out of her mech than most do, as if it really was responding to her, or bonded somehow. Whether this is because what Lucen thinks is true, or simply the extra care he takes keeping his mech in the best condition possible means it can push the limits of it's manufacture more, is yet to be seen.
- Watch for the Silence: Everything leaves a trace of it's passage. Even the best stealth gear available isn't fully transparent; it leaves a gap in it's passage, a region where there isn't the usual background 'noise'. Lucen knows how to look for that, and it can give her the upper hand in scout v. scout engagements.
- Mech Sniper: Lucen's fighting style usually involves short bursts with her primary weapon, before falling back into hiding. She's gotten very good at being very accurate from a very long distance, and finding exactly where her enemy's cockpit is from the way they respond during the rigors of battle; her preferred win method is to send a volley through the cockpit, ruining their controls even if it doesn't kill them outright.
Size: Small
Role: Scout
Posture: Crocodilian Semi-Erect; Bipedal; Plantigrade
Engine: Nuclear
Armor: Plastic-Reinforced AMAP Composite
Additional Defenses: Conventional Hardkill APS
Optics(1): High-Power Adjustable
Optics(2): Hyperspectral Imaging
Weapons:
Main Mount: Shoulder-Mounted Heavy Gauss Gun (11.1mm Calibre)
Traits: Computer-Assisted Gyroscopic Stabilized; Chain-Casette Autoloader; Infrared Barrel Shroud; Enlarged Ammo Storage;
Secondary Mount: Shoulder-Mounted CIWS (10.3mm Calibre)
Trait: Enlarged Ammo Storage
Extra(1): Jump Jets
Extra(2): Active Camouflage
Extra(3): Voice-Activated Computer System
Extra(4): Touchscreen Controls
Traits: Anti-Grav Capable
Wait, do we have to roll, or can we choose?
EDIT:
Rolls, part 1Rolls, part 2 (uhhh, I actually rolled Esoteric Supercharge Source...what do?!?)
Rolls, part 3 (oh come on, a second natural 100?!?)
Rolls, part 4 (This is fucking ridiculous)
Rolls, part 5 (WTF?!?)
Rolls, part 6 (took long enough. Jeezus)
Rolls, part 7 (rerolled Esoteric Supercharge Source, second was a might-as-well see-what-comes-up-reroll of Autoloader. It didn't help)
So, I'm gonna stop listing the rolls here, because they get ridiculous for a while. I rolled once for part 8, got Casette Autoloader. Once for part 9, got Enlarged Ammo Storage, wasn't sure if it applied since Heavy Gauss Cannons say NA for ammo. I'll take it, I think, though. But then I remembered I needed to roll for the extra again. So I went back and did two rolls, calling it part 8, and got Field-Improved and Esoteric Supercharge. Again. Tried again, rolled twice for part 10, and got Field Improved and Chemical Toilet, or Esoteric Supercharge and CAGS, depending on how you looked at it. I don't remember which I had said would be first. But at this point, the number of bloody results I've got, I'm just gonna choose, if that's alright.