The Crimson King
Return to the Earth.
Welcome back! Your sheets look much better, though I’ll have to ask you limit yourself to one character per franchise; it keeps the vibe of a large cast of characters from a variety of different worlds fresh, wouldn’t you agree? I would appreciate you picking your favorite of the three Spartans to use as your representative for Halo, if you don’t mind.All Spartan-III commandos possess several augmentations, notably of which are the following:
◤◢◣◥◤ ◢◣◆◢◣◥◤◢◣◥
CHARACTER SHEET
Name: Jack A-122
Age: 32
Source: Halo Reach (OC)
Personality: Jackson is steadfast, direct, and to-the-point as a Spartan. Strictly mission-oriented, Jackson's stoic facade lightens up when around his teammates; opting to engage in typical banter, side conversations and discussing the upcoming or next plans. He rarely ever relaxes in a social setting around others he is unfamiliar with, but it is possible if he sees the person(s) in question to be respected enough in his opinion.
Powers/Abilities:
8942-LQ99: Skeletons become virtually unbreakable, allowing survival in harder impacts. < While coining the term, 'virtually unbreakable', a fall approaching at or near terminal velocity (<120mph), will outright breach the MJOLNIR's protective gel layer, and either incapacitate or outright kill the wearer.
88005-MX77: Increased density of individual muscles, allowing heavier lifting. < Spartan III's can lift, flip or even throw objects, provided they are able to be grappled, weighing no more than 3 metric tons.
8897-OP24: Color sharpness is significantly improved upon, and night vision is adapted. < This allows the Spartan to see greater distances than their motion sensor can pick up; extending their maximum vision out to seven miles from the point to the horizon if they chose to focus.
87556-UD61: Greatly improves the individual's reaction time, decreasing the time taken to react by 300%. "Spartan time." < Perhaps the most unique ability given to all Spartans, this augmentation substantially increases their reflexes to 20ms. As such, they can perceive combat, especially under the influence of adrenaline, in both 'slow' and 'fast'- or 'normal' motion. They can easily dodge projectile file, close in a gap and beat their unsuspecting enemies to a paste.
-Mk. V MJOLNIR/HYBRID Variant: This variant allows greater ballistic protection, maneuverability and mobility in the field; designed with the prototype technologies of the Mk. VI helmet in conjuction with supplemental torso armor and full Mk. V shoulder pauldrons.
-M392 DMR: The M392 Designated Marksman Rifle is an air-cooled, magazine-fed, gas-operated select-fire bullpup rifle that fires 7.62×51mm ammunition from a fifteen round detachable box magazine.
-x2 M7 Caseless SMG: The M7/Caseless Submachine Gun is a fully automatic UNSC submachine gun that fires from a 60-round magazine; firing 5x23mm M443 Caseless Full Metal Jacket/.197 caliber rounds at a horrific rate of 15 rnds/sec (900 rnds/min).
Armor-Lock: The Armor Lock is an external energy shield amplifier, developed by the UNSC as a supplement to the shielding systems of SPARTAN-III personnel issued with a variant of MJOLNIR powered assault armor/Mark V. This device can temporarily amplify a SPARTAN's energy shielding into near-invincibility levels, although when the shield is active, the user is completely immobilized. After a five-second period, the device deactivates and an electromagnetic pulse (EMP) is released from the armor.
Strengths:-Spartan-III augmentations.
Humble: It doesn't seem like it, but beneath all the armor is a man looking to do what's best for his team, and the greater good of the objective. He may close himself off to others, but that can al be remedied the more he is exposed to outsiders.
Effective tactician: Jack is a remarkable battlefield strategist, known for his ability to plan and adapt on the fly during combat operations.
Being a Spartan: Driving, flying, shooting- all of them can do it, as there is no one role for a Spartan III Commando.
Weaknesses:
Loyally Faulted: Jack doesn't trust outsiders, only the UNSC. His attempts to assert himself to others that HE is in control could come as arrogant, or even hostile. He looks out for his team and will even place them above the success of a mission.
Not invincible: Jack, much like the other Spartans of his team, are capable of being killed by molecular-manipulating weapons, magic, high-caliber armor piercing bullets, autocannons, extreme temperatures and explosives.
Appearance:
◣◥◤◢◣ ◥◤◆◥◤◢◣◥◤◢
◤◢◣◥◤ ◢◣◆◢◣◥◤◢◣◥
CHARACTER SHEET
Name: Felix-A231
Age: 30
Source: Halo Reach (OC)
Personality: Felix is gritty, Irish, and perhaps the most 'human' of the team. Cracking jokes and generally being the morale booster or comedic relief of the team seems to be a side-hobby. He doesn't mind engaging in conversation with Civilians, or otherwise unknown individuals if he is addressed. He's a chatterbox, and a bit of a 'space cadet', but his heart is bigger than his military ordinance.
Powers/Abilities:
-Mk. V EOD Variant: The helmet was designed to channel the pressure wave of a nearby detonation around the user's head, significantly reducing the likelihood of decapitation in the event of an explosion. The MJOLNIR/EOD variant's pauldrons and chest plate were designed specifically to reduce the number of grabbing edges on the armor, decreasing the likelihood of dismemberment and protecting Spartans during operations that involve the handling of explosive ordnance (e.g., clearing/planting land mines, demolishing enemy structures/material and, or planting/defusing bombs).
-M319 Individual Grenade Launcher: The M319 Individual Grenade Launcher, more formally known as the Individual Grenade Launcher, Caliber 40mm, M319, is a single-shot, break-action explosives launcher. The M319 IGL fires high-explosive dual-purpose grenades. The grenade launcher has two firing modes. The first launches a single grenade: after hitting a surface, the grenade detonates on impact with an opponent or after about two seconds, in which case the grenade will explode after bouncing off the ground once. The second firing mode shoots a grenade that explodes when the user wishes. This is performed by holding down the trigger, which fires the grenade but merely primes it, leaving the detonation contents inert; the grenade will only explode after the trigger is released. This enables the user to lay a trap if the grenade is bounced properly into position, and essentially creates an explosive with a dead-man's trigger, (a trigger that will go off once it is released, e.g. when the user dies). This function is also helpful if the user wishes to fire at targets that are farther away than the detonation timer would normally allow.
-M41 SSR MAV/AA/AW: The M41 Surface-to-Surface Rocket Medium Anti-Vehicle / Assault Weapon (M41 SSR MAV/AW), formally known as the Medium Anti-Vehicle / Assault Weapon, Bore 102mm, M41 Surface-to-Surface Rocket Launcher, and commonly known as the Jackhammer or the SPNKR (also stylised as SPNKr), is a heavy ordnance weapon used by the UNSC . It holds a maximum of two rockets at a time and fires M19 102mm high-explosive shaped charge missiles. Many M41s and their M19 rockets are equipped with target tracking systems; these systems allow the operator to "home" on a target, which often guarantees that the target will be struck, even if it attempts evasive maneuvers. This variant is capable of tracking ground and aerial targets.
x2 M9 HE-DP Fragmentation Grenades: HE-DP stands for High-Explosive Dual-Purpose. This designation means that it is designed to be effective against infantry and lightly armored vehicles. The grenade has a hard metal casing, with a frangible design meant to break apart into small, regular shards. This surface creates consistent, reliable fragmentation patterns for the grenade, rather than randomly rupturing along metallurgical faults. The grid-shaped casing houses a charge of high-explosive fitted with a mechanical primer. When the charge detonates, it shatters the grenade's casing, sending shrapnel flying away at high velocity. The kill and wounding radius of the grenades is 4.8 meters (16 ft) , and 14.75 meters (49 ft); respectfully.
Sprint: This device briefly overrides the MJOLNIR suit's safety regulators so that the user can move faster than usual for a limited time. Since overuse could result in the suit overheating, the Sprint plug deactivates after 5 seconds, then has 2.5 seconds of cooldown before it can be used again.
-Spartan-III augmentations.
Weaknesses:
Open: Felix is ususally the one to take the time and build rapport with others he encounters, even non-UNSC personnel. For this reason, he is not too appreciated by Jack.
Heavy Weapons Guy: Due to the amount of ordinance he contains, Felix moves slightly slower in battle.
Appearance:
◣◥◤◢◣ ◥◤◆◥◤◢◣◥◤◢
◤◢◣◥◤ ◢◣◆◢◣◥◤◢◣◥
CHARACTER SHEET
Name: Hailey-B160
Age: 21
Source: Halo Reach (OC)
Personality: Speaking only when spoken to, and only socially engaging with her team aside from quips to Civilians, Hailey is notably what other UNSC personnel would refer to as a 'Wannabe Two'. Despite the stoic, edgy nature of her personality, Hailey deeply cares for the well-being of her team, and won't hesitate to ensure proper care is administered to wounded non-UNSC persons.
Powers/Abilities:
-Drop Shield: This is a sophisticated UNSC-manufactured personal defense device. When activated, the Drop Shield generates a blue-tinted spherical protective energy shield, and also provides a regenerative effect to those within it at the cost of disabling MJOLNIR's shield regeneration capabilities for as long as the user remains in the dome of the shield. The Drop Shield will expire if it takes too much damage. The shield is enabled by a small device attached to the user's back. Once activated, the shield stays in place and seems to operate without a visible emitter of any kind. Lastly, the Drop Shield resembles a geodesic dome, made of tessellating hexagons.
-Mk. V RECON Variant: This variation is designed primarily to passively mask signatures, avoid detection by sensor equipment and increase stealth capabilities.
-SRS99C S2-AM: The Sniper Rifle System 99C-Series 2 Anti-Matériel/Suppressed (SRS99C-S2 AM/S), commonly referred to as the Suppressed Sniper Rifle, is a United Nations Space Command special operations firearm and a variant of the SRS99C-S2 AM Sniper Rifle. The SRS99C-S2 AM/S is virtually identical to the standard SRS99C-S2 AM, but features a sound/muzzle flash suppressor directly integrated into the weapon and a green night-vision variant of its blue telescopic scope. These modifications make the Suppressed Sniper Rifle specifically tailored for use in stealth and night-time operations. The Suppressed Sniper Rifle produces a reduced amount of noise and muzzle flash when fired, allowing for the near-silent elimination of enemy targets at long range without giving away the user's position.
-M6C/S PDWS: The M6C/SOCOM variant is a special issued handgun to the UNSC's special operations units. The M6C/SOCOM variant has an integrated sound suppressor, and muzzle brake. It has a maximum magazine size of 12 rounds and fires 12.7×40mm ammunition.
(In the case of the only Gamma-Company Spartan on the team, Ellie, there are three additional augmentations unique to Gamma Company personnel only, alongside the standard Augmentation set. These are:
Weaknesses:
Lesser armored: Compared to the other team-members, Hailey's MJOLNIR set is specifically designed to minimize signature detection and silhouette profile, but offering slightly lowered armor protection to her torso.
Bleeding heart: Providing ample access to medical equipment, Hailey will attempt to heal anyone following combat.
Hit and Run: Hailey only has a pistol for a sidearm. While powerful, utilizing the sniper rifle in close quarters is ultimately useless. Due to her engagement style being suited for long to midrange combat, there is not much she can do if an enemy either flanks, or closes in on her. Fire, move, repeat.
Appearance:
◣◥◤◢◣ ◥◤◆◥◤◢◣◥◤◢
◤◢◣◥◤ ◢◣◆◢◣◥◤◢◣◥
CHARACTER SHEET
Name: Ellie-G296
Age: 18 (mentally) 21 (physically)
Source: Halo Reach (OC)
Personality: Ellie, much like the other Spartan-III personnel, carries a curious, almost childlike innocence about her when not being socially awkward. In combat or other confrontation, she is remarkably fierce and unrelenting- not backing down and being unusually assertive when standing up for herself or others. She carries herself with pride and a disciplined military professionalism when performing most other tasks- but others of her caliber would be quick to note that she is rather prone to getting distracted from her duties when operating outside the jurisdiction of the UNSC.
Powers/Abilities:
009762-OO: Neural-altering non-carcinogenic mutagen - Alters key regions in the individual's frontal lobe to enhance aggressive response, making the animal part of the brain more accessible in times of stress. This allows the subject access to enormous reserves of strength and endurance and enables them to remain fighting even under the influence of a wide systemic shock that would be instantly fatal to a normal human. Depresses higher reason centers of the brain over time; requires regular doses of 009127-PX and 009927-DG to be taken to avoid uncontrollable aggression. < Known as 'tapping in', when under control, this mutagen allows the Spartan to, while in combat, exhibit a hightened state of battlefield awareness, resistance to pain or otherwise debilitating injuries, and increased aggression translating into strength, endurance and agility.
009127-PX: cyclodexione-4, bipolar integration drug - Counters the effects of 009762-OO.
009927-DG: miso-olanzapine - Counters the psychological effects of 009762-OO.
Known colloquially among the Spartan-III's of Gamma as 'Smoothers', these additional augmentations must be taken regularly to avoid the Spartan's sanity dwindling and ultimately spiraling into insanity if operating for long peroids of time in the field. There are several different types of "Smoother". The most common type used during combat operations is administered via a hypodermic injection and lasts approximately twelve hours, after which its effectiveness begins to steadily decrease. Several factors such as stress and fatigue can precipitate the mental unraveling process. The first symptoms, appearing within several hours after the Smoothers' effect wears off, include nervousness and irritability, eventually followed by paranoia, fits of temper and physical outbursts. Another, significantly more expensive type of Smoother is a subcutaneous insert with a longer-lasting effect. While they can only be changed out in a medical facility, they also cannot be lost or destroyed during a mission like the more commonly used kind.
Hailey, being the team's medic, carries six single-use auto injector packages of Smoothers. For timescale reference, Ellie's mental condition will begin to deteriorate upon the admin-determined timescale. If they happen to find a subcutaneous insert, Hailey can change out the devices when needed. These devices have a maximum length of five IC days before needing to be changed out. Ellie starts with one of these inserts activated.
Gear: Generation-One [GEN1] Mark V Powered Assault Armor /SPI/ Variant: Ellie's armor permutation, although an unrecognized variant, was custom-designed purly for nostalgic appeal. Allowing for increased mobility and protection compared to traditional SPI, this variant was also issued with an integrated Active Camouflage generator; however not as technologically superior in comparison to the SPI's photo-reactive plating.
x1 MA5K Carbine: The MA5K is a cut-down variant of the standard MA5B assault rifle. The weapon is lighter and easier to carry than larger assault weapons, making it easier to carry. The MA5K is used almost exclusively for commando operations. It is highly favored because of its light frame, which allows for quick maneuvering and a less visible profile. However, its downsides are inaccuracy and control issues; yet are compensated for a higher rate of fire and slightly better stopping power; firing M118 7.62x51mm FMJ-AP at 900rds/min. The bullpup weapon has a standard box magazine of 30 rounds per mag.
x2 M6G Pistol: These akimbo weapons are semi-automatic, recoil-operated, magazine-fed, large caliber handguns. Carrying a total magazine size of eight rounds per mag and firing 12.7mm × 40mm M225 Semi-Armor-Piercing High-Explosive/.50 Magnum Caliber Rounds, they are usually used as a last resort against extremely powerful targets, or as a final backup weapon once the primary has run out of ammo.
Active Camo: The Active Camo module is an emitter that is attached directly into the back of the powered armor. When used, it immediately bends all light around the user- rendering them completely invisible to detection by the naked eye- save for a shimmering effect if the user happens to get too close. As a secondary effect, when used, it acts as a Radar Jammer, scrambling the radar of the user and all enemies within 25 meters, making the user harder for enemies to detect on their motion trackers. The Active Camo also greatly reduces the volume of all sounds for its user, making it more difficult to notice a grenade being thrown or a nearby enemy firing a weapon.
The strength or effectiveness of the Camo also varies depending on whether/how fast the user is moving. When standing still, the user is rendered almost completely invisible. Moving slowly or crouch-walking will slightly decrease the quality of cloaking, although the user is still hard to spot. When moving faster than crouch-walking speed, the Active Camo becomes much less effective, cloaking the user only partially. Therefore, Active Camo should really only be utilized to get into a better position, evade detection, or prepare to ambush a target.
Strengths:
Hyperlethal: Ellie is efficiently brutal and ruthless in combat.
Innovative: Ellie is creative in combat when the situation permits it; able to
Weaknesses:
Wrathful: Ellie is quick to emotionally irritate and anger when her buttons are pushed. Hope you brought a spare medkit..
Grudging: It is not uncommon for Ellie to be wary, or distrust others who were previously hostile to her, or the team.
Scrambled: What comes with being a Gamma? Efficient brutality. If she happens to be in combat off of her Smoothers, there is a chance she may not recognize her allies from her enemies.
Appearance:
◣◥◤◢◣ ◥◤◆◥◤◢◣◥◤◢