Still working on it but its getting late here, so this is what I done so far which includes the bit I thought most objectionable. Hope its ok though. [hider= Molly "Cynothoglys" Dunnst (WIP)] Name: Molly "Cynothoglys" Dunnst Quote: "Cause of death, acute lead poisoning" Callsign: Breathing Room NC Origin: (Pick One) Birth: XX-XX-2649 (27) Gender: Female Appearance: Personality: Skillset: Field Medic: Extrodinary Focus: Whether its in the pilot seat or in the theatre, Mollie's focus Inventive: A Tampon, Superglue and Duct Tape are an effective field dressing in a pinch. Backstory: The Mech: Breathing Room is a small support mecha. Orginally designed to assist non-mecha infantry and artillary, it continues to be a cost effective support unit even as the scale of war continues to rise, largely due to its modular design. The entire design is gorilla-esque, which allows a skilled pilot to transition effortously between bipedal and quadrapedal movement. In combination with its impressive physical strength to weight ratio, it has almost unrivaled speed in urban and ex-urban terrain. The powerful but delicate manipulators allow for a range of items to be picked up from human beings to heavier stray mech parts. The cockpit is equiped not only for a pilot, but a field doctor and doubles as a cramped, but functioning emergency theatre when the pilot isn't jacked in. Breathing Room Sports the company colours except on the rear, where high contrast white and red ultrabright LEDs shine a large cross to presumably friendly units. Equipment: Powerful Front Arms: Breathing Room's large, powerful front arms aren't just for lifting debris and function as powerful tools for dismembering other mechs in CQC. Typically, once a mech of this variety gets a hold of you, theres little chance of escape without a brawl. Breathing Room carries no weaponry beyond the strengh of its gorilla grip, which is more than capable of pulling damaged mechs apart. As a result, Breathing Room carries no ammunition and no weapon coolant, leaving additional carrying capacity. Forcefield Generation: Breathing Room's main purpose is to deflect incoming fire, mainly rockets and missiles but also low calibre rounds and light melee weapons. Constructive vibrational interference creates area of invisible barriers where the air itself provides enough force to deflect or repel attacks. In conjunction, electromagnets can be switched on in an attempt to draw more of the fire to the shielded spots and away from the areas of deconstructive vibrational interference, but only when they won't interfere with other friendly units. The more acute the angle of protection, the more effective it is as deflecting and repelling, meaning even if bubbling the entire craft were possible it would be an awful strategy. Hull damage sensors can automatically assign areas of shielding however this is less effective than pro-active placement. The forcefield can be used offensively, however it is poorly suited. A sharp pulse of the forcefield could knock a mech back a step, but with no damage to their craft where the arms could land a damaging blow as well. Small objects could be propelled with it, but wouldn't even scratch the paintwork. The craft is armoured with a cost and weight effective Alluminium, Titanium and Americium Alloy, which combined with the powered shielding Power Generators are high efficiency, low power and Plasma Tanks are designed with prolonged combat in mind, providing the good balance of power required to run the craft. Cells can be incinerated for back up power for a few hours, but only to run the cabin lighting and the LEDs outside. Thrusterless, most are too power hungry to run with the Forcefield. Opiate Overdose Epipens: A cruel reality of war is prisoners get taken. [/hider]