[hider=Nell Reworked] [b]NAME:[/b] Nell Trooper [b]AGE:[/b] 28 [b]GENDER:[/b] Female [b]APPEARANCE:[/b] [Image coming later] She is not wielding a mech suit. That's the external part of her endoskeleton. Her legs and skeletal structure completely replaced with metal and magic, she was once a more centered being, on the verge of perfect sync with her body. However, she would not necessarily call what she has now an improvement. Two ferrous metal bars latch onto her shoulders, acting more as a shackle rather than an upgrade. The rest of her torso is covered in lighter armor and polyester, barely tying the conflict between human and machine together. Her face is covered by a G-force resistant visor, able to convert into a full mask. They completely obscure her eyes and are packed with a communication system that links directly to her contacts. Her contractor's calls are automatically answered. She stands at 5 '7", Though she only ever reached this height in her signature skill. [b]ATTRIBUTES:[/b] Mind: 2/10 (3) Body: 2/10 (3) Agility: 3/10 (4) Craft: 0/10 (1) Magic: 3/10 (4) [b]SOLARIS:[/b] Apparently that’s the name the company behind this mess came up with. That being the ten metal bars in her . Their magnetic field implied that they were meant to slide and rotate to accommodate movement, however they usually remained locked as two sets joined at her shoulders, forcing her to work with them or break under their weight. The only somewhat decent thing to come out of it were the engines laced in every piece, an outlet for blinding energy shots and rocket fuel. She's still learning new things about her predicament to this day. [indent]Her legs, more reliable than her arms, are able to hover over smooth surfaces with grace and deliver energy boosted kicks with precision.[/indent] [b]SIGNATURE SKILL: IRON VALKYRIE[/b] - Nell is freed. Interpreting it as incapacitation, her armor starts to siphon latent magic at a rapid rate. Usually it’s meant to stabilize her gear, however if she redirects it to her engines, it enables a burst of speed that helps her outrun her own snapped metal bars that will then threaten to smite her. Starting from a roll check of 10, for each post Metal Valkyrie is active, roll based on Agility. If successful, Agility will temporarily increase by 10 and the minimum for the next roll increases by 10, both up to a maximum of 100. When a roll beyond the first post fails, her capacity to resist the magnetic pull of the bars weakens. By the end of her action Nell will be shackled back to her arms, and depending on the situation a d5 check will dictate recoil damage. If she holds her run for the full duration her magical pool is spent, however she may manage to resist recoil damage and end Metal Valkyrie early with a high enough roll in Mind, Body and/or Magic (or an external force). Requires a Magic check of 50 to activate on command. [indent] Blunt Trauma - If anything is in the trajectory of Nell’s wings during Metal Valkyrie, roll a d5. This’ll determine how many pieces hit.[/indent] [b]GO-TO MOVES/PASSIVES:[/b] Propulsion - Using the engines laced throughout her gear, she's able to propel herself to at most 2/3rds a city block. However, due to how her arms are structured, the sudden jolts tend to break her composure. If she makes a straight jump, after crossing the max distance she will be unable to act for one post. Another application for Propulsion would be to focus on more evasive maneuvers, enhancing her nimbleness. Sustainability - With giant stands for hands, it is very difficult to care for yourself. Much more when it comes to fixing your own gear. That is why her machinery siphons small increments of magic from her surroundings and converts it into nourishment. Apart from eliminating her need to eat or drink, her gear is usually capable of stabilizing her in critical moments, repairing at a sluggish rate, and reacting to non-dark magical healing. Resulting in restored damaged parts and a Nell who doesn't need to know much about crafting. However, it is not a regenerative ability meant for combat, meaning it won't activate when she's preparing a non-signature attack and it won't outpace consecutive attacks. Nell would have probably died if it wasn't for this support system, however, it still takes away a lot of joy from life. Vision - Her mask has actual uses beyond business calls and declining annoying in-laws. With her visor attached, she is able to detect an array of non-magical signatures, including Infrared and Electric. It's good for scouting ahead and discerning clues, however, any decent magic masking these signatures is harder to see through. [b]MAGIC BRANCH:[/b] Enhancement - Though it doesn’t usually manifest in standalone spells. Instead it facilitates the link between her and her magi-tech, altering the magnetic aura and fueling the engines. As of yet it’s one of the only means of control she has over her armor. [b]BIO:[/b] - Born armless. Her father sets her on the path to a mercenary anyway. - Has been taking up contracts since adolescence, saving up for various cybernetics from various corporations to be the best possible version she could be. The only augmentation she didn't bother with was her arms as she felt like it would interfere with her methods. - Ends up being pretty proud of her skill on the battlefield, being able to do what most others could do. - Takes her money to a highly rated company that supposedly specializes in weapon augmentations. - Got turned into an airplane. - Tried to file a lawsuit, but found out that she had no legal standing. - Takes up contract work again to pay for another surgery. - No longer able to conjure record breaking speed on a whim, her usual clients realized that her 'value' had been cut short. As a result, many of them wrote her off as a liability and refused her requests. - The only person willing to contract with her was an old associate she's worked with for a long while. Apparently they wanted someone to attend a party in their place. [/hider]