[u][b]TEAM MISCHIEF MAVEN / McD Spree[/b][/u] [hider=ETHAN][u][b][:- BASIC INFORMATION -:][/b][/u] [b]Name[/b]: Ethaniel Baine [b]Nicknames[/b]: Ethan, Sugar Kaine, Thanny Hands (and other variations). [b]Gender[/b]: Male ([i]very[/i]) [b]Age[/b]: 39 [u][b][:- AGENT DOSSIER -:][/b][/u] [b]Team Titles[/b]: Mischief Maven, McD Spree [b]Official Titles[/b]: [i]Sciencer, The Lidless Dragon[/i] [b]Position[/b]: Asylum [b]Specialty[/b]: Hybrid [b]Asylum Code[/b]: MC (1100); located on his head, in between his corn-rows. [u][b]Weaponry[/b][/u]: [hider=AEGIS] A 9-ft long, 51 lbs. [I]short staff[/I] with two grip-easy handles that can slide freely and lock in place. The short staff can also retract and be concealed inside a long heavy-duty flashlight. Its metallic frame is coated black with three bright red gradients, one in the center and one tapering off at both ends. Crafted within the labs of AMRO's science department, and using secret limited-access resources, its resilience is almost monomolecular-resistant and required 11 months of refinement to be deemed combat-worthy. Its wooden, medieval predecessor could already apply a single blow with tremendous force, cracking a man's skull or bones, if unprotected; The war-staves, shod with metal for reinforcement and harder strikes, could completely remove vulnerable areas, such as the jaw. In stark contrast, the Aegis is considered a lethally unparalleled anti-personnel CQC (close quarters combat) weapon in the hands of a skilled asylum; Applicants must endure rigorous training and tests to be granted permission to employ one, for the careless can chance the weapon's secrets falling into enemy hands. With a decent variety of blows (strikes, jabs, bludgeons, etc.) and a long, unnerving reach, the short staff's natural advantage of extreme versatility is best exemplified by the speed at which an asylum can alternate her style of attack at any given moment. This makes it hard for the enemy to respond quickly, even with smaller, lighter weapons such as swords and daggers. However, the true power of the Aegis isn't its melee capability, but its variable add-on feature. Its internal structure is hollow, in which tactical payloads are systematically housed. The two slider handles function both as a [i]safety[/i] and an [i]alignment adjuster[/i], meaning they can override the payloads' primary trigger mechanism, as well as reposition them inside. However, one aspect remains the same: the payloads are executed through camouflaged openings located along the short staff's length and at both ends. Under the brow of a creative mind, many different situations can be countered with enough intel and preparation; however, limited by weight, these optional add-ons must not exceed the extra 49 pounds Aegis has to spare. Using payloads also shift the weighted balance of the Aegis, too, so the asylum must account for it. This Aegis has the following attachments assigned to Agent Baine's supply list: [i]Imps[/i]: These are dead-weight traps designed primarily to deter people from grabbing the Aegis in mid combat. Covered with hundreds of tiny hooks, they snag onto targets at the microscopic level, thus making it very difficult to tear off, even on metal surfaces. Without alchemy, surgery is actually required to safely remove them from flesh. However, the minimum surface area for a solid snare is 1/2 square inch. The Imps are 3-in long semi-cylinders that weigh 1 pound each. A max of 32 Imps can be inserted into the Aegis and must be handled by special gloves. [i]Poppers[/i]: These are micro-sized explosive charges, sporting a 2-ft long, cone-shaped blast zone. They can be triggered on strike or manually from the slider handles. The main intention of these payloads is to throw off enemies in the heat of CQC, usually by a sudden force threatening their balance and/or overloading their hearing and sight. The damage is not lethal; however, disregarding the power of the short staff's strikes, the blast alone could cause intense but reparable damage to small, vulnerable areas. The Poppers share the same space as the Imps, but they only weigh half as much. [i]Drillbits[/i]: Inspired by the bunker busters dropped by aircraft, these Drillbits are long, thin bombs designed to penetrate hardened targets, such as a tank or a wall, or even targets buried underground, upon which they detonate with a 10-ft blast radius. They are triggered manually or on [i]thrust[/i]-strikes only (due to their 4-ft length). Very powerful springs then launch the Drillbits out of the end of the Aegis. They also spin due to special grooves similar to those used in gun barrels. When they fully exit, a tiny switch is flipped, thus igniting the 3-second fuse inside. The Drillbits weigh 5 pounds each, and the Aegis is limited to housing only 2. It also cannot retract fully, but as each Drillbit is used up, the Aegis regains half of its retraction length.[/hider] [hider=WILY RINGERS] A pair of large, black utility pistols with 4 kinds of rounds (regular, anti-alchemy, explosive, and bouncer). When they need to be concealed, they are broken down into 2 pieces and hidden on Agent Baine's person. Simple on the surface and rather unassuming, they have been heavily modified; Nobody would guess that their inner mechanisms sport some nifty features. First, almost every action that can be made with them as a gun have specific checks that must be met, or they will not work. Shooting, reloading, taking apart, etc. This will be explained in a moment. Second, the rounds can be rearranged within their 13-shot magazine clip (the trade-off is slow reloading). To do this, the guns have a delicate balancing mechanism, which take into account Agent Baine's bodily position and the guns' location relative to him; they also have sensitive pressure buttons on their handles. The right position, aiming, button, correct pressure amount on the button, will open up holes within the Wily Ringer and shift the rounds. Lastly, only Agent Baine knows the list of combinations and what actions they will unlock; for example, the Wily Ringers won't even fire by trigger-pull if not held just right; contrariwise, they can even fire without the trigger-pull as well! So how does he see which round is currently in the chamber, if he switches it up? [i]He doesn't.[/i] He supposedly only knows the order they went in by feel alone, and remembers where each one goes whenever he changes it up. Then again, maybe he doesn't. Agent Baine is fond of mind games. Oh, and the Wily Ringers have a secret, secondary barrel in line with their handles. BAM![/hider] [hider=PENLIGHT SYSTEM] Agent Baine's lesser known weapon, but nevertheless, very effective. They are a system of tiny, inconspicuous devices strapped to various areas of his body, including his fingers. Basically, they emit completely harmless lasers, albeit staring into any source of intense light is a quick ticket to the Blindmen's Club. Drawing power from his body heat, they are water-, shock- resistant, and, of course, complicatedly triggered. The maximum range is 3 yards, their beams can assume a cone shape (which decreases overall range), and only in fairly dusty environments does one see the laser in full. These penlights were developed by him over the years and refined carefully with each mission. The penlight system is also connected to his ocular implants and work in tandem with them. Agent Baine is currently working on a penlight model that can house a tiny fraction of anti-alchemy material and then stimulate it radioactively; This would theoretically allow a penlight to induce anti-alchemical effects in a person's body on contact.[/hider] [b][u]Alchemy Specialization[/u][/b]: [hider=SCIENCE] [b]Alchemic Styles[/b]: Vocem (primary), Motem (secondary) [b]Description[/b]: Science alchemy is the thoroughly wrought comprehension and precise control of [i]information[/i] in whatever medium that it can be stored, changed, or transferred. Typical mediums include computer software and electronics, but also living organisms and non-electrical, man-made creations, such as a building, that required information to build them. All things contain a mix of active and passive information, which Agent Baine can access by physical touch (or some other suitable connection that bridges the gap). Passive information is for understanding only, so he cannot make building collapse just by changing how it was made, but he can visualize its current structural integrity and exploit weaknesses, or fix it. In contrast, carriers of active data will find themselves subject to data loss, addition, and even different data interpretation. An obvious example would be hacking computers, shutting down electronics, etc. or even making them better. On the organic side, a human target can feel his arm go completely numb because his brain has been blocked from sending information to move it. Or learn about the areas of the human physique and later enhance it naturally, without alchemy. Because once the alchemy vanishes, things go back to normal. Science alchemy does not cover memories, dreams, etc. because while cells might have purposes with them, they do not communicate to those things on an abstract level.[/hider] [u][b][:- PERSONAL DATA -:][/b][/u] [hider=APPEARANCE] [center][img]http://s5.postimg.org/kq475cq5z/ethan.png[/img][/center] Towering at 6' 4" and weighing 230 pounds, Agent Baine has a sleek, robust frame that belies just how strong and agile he truly is. However, in a world of superhuman asylums, he appears a little less intimidating due to the way he carries himself; laid-back, casual, and sometimes aloof. Although he is not nearly as aerial and acrobatic as his partner, Agent Baine makes up for it with several unexpected bodily maneuvers over a small area, even enclosed ones. He can take a lot of punishment as well, albeit this is due to his understanding of the human body and how it can react to attacks, rather than a blanket-shield such as high constitution (alchemically-enhanced or otherwise). Approaching his 40s, Agent Baine continues to excel in his career in the latter stages of his prime. He is a dark-skinned American, meticulously groomed, and fairly handsome, though certainly no Don Juan; however, a closer look would perhaps warrant caution and purpose when engaging him. A street-tough aura exudes from him, perhaps since ghetto-related tragedies seem to haunt the echo of his steps. Many scars, old and new, are tombstoned all over his body, though none yet reside on his face. Black corn-rows grow atop his head, and are accentuated by his thick, pepper goatee. His hands are worn with calluses, like that as a labor worker. Yet his posture exhibits a quiet, confident strength that seems unshakable by even the worst of situations. But the truth might be stranger than you'd think. When not wearing body armor or suits, Agent Baine enjoys a black leather vest with a red Chinese dragon on the back, which hangs over a dark purple long-sleeved muscle shirt. This tucks into a black pair of extra-sturdy, extra-comfortable carhartt jeans (secret pockets have been added), which is belted by the finest leather, and its buckle bearing a rather psychotic yellow smiley face. With laced up leather boots armed with painted-black steel toes, Agent Baine's sauntering gait trades stealth for presence. His hands are covered by finger-less black gloves. Most importantly, one perpetual feature of his wardrobe is his concealed visage; A black and white blindfold covers his eyes and most of his forehead, over which a pair of mirrored sunglasses rest. This means that those who make strong eye-contact with him will see themselves in an unflattering mirror. For all intents and purposes, Agent Baine appears [i]blind[/i]; however, reluctantly having experimental cybernetic eyes, the truth is that he just sees differently than the rest of us. [indent][color=6ecff6][b]NOTE[/b]: More will be revealed IC on his 'ocular implants'. They have both their strengths and weaknesses, has been accepted before, and play a core part of Ethan's personality, and how he 'sees' the world and the people in it.[/color][/indent][/hider] [hider=PERSONALITY] On the surface, Agent Baine is a card-carrying ladies' man and gentleman extraordinaire. Or so he thinks. His demeanor is a strange chimera of loud brashness and clever (almost suave) mannerisms. He seems outgoing and poised in all that he does, and quite able to enjoy social butterflying in a mad world. He is oft-times silly and easygoing, even during the most stressful, life-threatening battles. He likes to prank people, too, and enjoys friendly, light-hearted competition. Those who take time to get to know him and earn his trust will discover a stalwart ally and loving teacher. However, dig deeper down, and Agent Baine's mind becomes a dark, spacious cavern, full of deep, consuming pools and unreasonable, living riddles. The man seems to have no equal in terms of brain-power and tactical analysis. He should have been a Sniffer, but his jack-of-all-trades creed is taken to heart; though he knows he is master of none, he is better than a master of [i]one.[/i] Thus, AMRO has found a good tool in this man, the Sciencer, and with clearance for weapon development, Agent Baine has an outlet to use his creativity to help other scientists outfit all divisions of asylum. But again, those who know him and probe deeper will no doubt experience his sudden quiet moments, peppered with laconic replies and somber tones. But then, change of subject or just location, and the man becomes jovial once again. Truly, Ethaniel Baine is an enigmatic creature.[/hider] [b]History[/b]: Will show IC. [hider=ADDITIONAL INFORMATION] -Ethan is sometimes called out to other branches to assist missions with a certain [i]hands-on[/i] approach; that is to say, his renown as a stress-destroying masseuse has earned him quite a flock of fans. -Ethan has a 9-year-old daughter who is training at Innocence Island; he visits her alone every chance he gets. -As a veteran asylum with 15 years docked, Ethan has written several dozen books aimed at helping young, struggling asylums; the material are distributed throughout AMRO on his dime. -Ethan has experienced 1 Exceed (Level 2 cast) in his career, and Ilana has suffered the brunt of it. She's made him promise that she gets the 'next one.' -Although Ethan has bed many women, his heart and emotions truly only belongs to one lady.[/hider][/hider] [hr] [hider=ILANA][u][b][:- BASIC INFORMATION -:][/b][/u] [b]Name[/b]: Ilana Mhori [b]Nicknames[/b]: Illa, Chef Kosha, Taj. [b]Gender[/b]: Female [b]Age[/b]: 41 [u][b][:- AGENT DOSSIER -:][/b][/u] [b]Team Titles[/b]: Mischief Maven, McD Spree [b]Official Titles[/b]: [i]Breathylum / Breathing Asylum, Huntress Pendeca, The Air Jew[/i] [b]Position[/b]: Asylum [b]Specialty[/b]: Hunter [b]Asylum Code[/b]: D (500); located invisibly on the inside of her throat and glows clearly through her skin if she holds her breath for about 5 seconds. [u][b]Weaponry[/b][/u] [hider=THE HEARTBREAKERS] A set of 3 black and red bamboo rods, each one 3-ft long and 3-inch thick; however, a closer inspection reveals that two of the rods are progressively thinner, but not by much. It means all three of them can slide into each other and be hidden in her clothing. They have been treated with special craftsmanship to render them extremely resistant to water, wear and tear, and fire. They are primarily bludgeon weapons and tend to generate more bruises than deaths, which makes sense as Agent Mhori is a technical pacifist. Of course, since the Heartbreakers were designed by her partner, there is more than what meets the eye. Each one of the rods have unique purposes, but all of them share some things in common. For example, all of them have 3 empty holes at their ends, which lead to a single empty chamber. It's not immediately obvious what this is used for. Now, onto each rod's unique feature: The first one absorbs shock and recoil, and after it builds up, Agent Mhori can deliver it all back into one concentrated blow. The absorption units have a high energy intake, but must be replaced every now and then. The second one has compressed air canisters that can shoot out of hidden holes in the rod; Agent Mhori controls it by the handle, and can put out three flavorful powders: Ax3 (AMRO's anti-alchemy), hallucinogens, and sleeping. The Ax3 and sleeping powders have to be inhaled, but the hallucinogens just require contact with the skin. All three substances are extremely concentrated and potent, and will last quite a long time without proper treatment. Lastly, the third rod has adjustable clasping rings and binds that can pop out of the its sides and be used for subduing an opponent.[/hider] [hider=MOSIN-NAGANT] A simple (even crude) M1891/30 Mosin-Nagant sniper rifle, but also very reliable, fairly easy to use and repair, and remarkably accurate. It is a Russian-made, bolt-action rifle used during both World Wars. This model has been modified to fire special tranquilizer rounds that are not only effective at long range but are even more effective against human bodies with a large build-up of lactic acid. In other words, the rounds deplete stamina, and depletes it even more when an enemy has less stamina, resulting in a cascading effect that soon subdues even the strongest willed targets. Her Mosin-Nagant also has a folding paratrooper's stock and a pistol grip, which adds to her ability to fire accurately whilst airborne. When it needs to be concealed, she breaks it down into pieces and houses them in a forest-green umbrella, which also has an extra-long handle. She carries the tranq rounds on her person, in her umbrella, and sometimes in some bandoliers.[/hider] [hider=HAIRS OF ISTHURIN] A pair of 7-coil urumi that are as twice as long as her arms. A urumi is a coil sword with incredible flexibility and even deadlier sharpness. They are hard to wield properly, require years of practice, and even then, the user can still hurt themselves rather easily. Some urumi, however, have more than one coil, like two, even three. Some urumi have up to 32 coils! In any case, a rather odd weapon for a technical pacifist to have. Nevertheless, she always carries these with her, wrapping them around her waist like a wide belt.[/hider] [b][u]Alchemy Specialization[/u][/b]: [hider=AERIFORM] [b]Alchemic Style[/b]: Motem (primary), Vocem (secondary) [b]Description[/b]: Aeriform alchemy is the art of controlling all manner of gases, their interactions with other things (such as solids, sound, light, etc.), and how they react under different situations involving pressure and heat. Manipulation also includes their absences, namely vacuums, and how one's senses use gas to receive stimuli. As a hunter, Agent Mhori primarily tracks down targets by their breath, hence her namesake; to her, she can tell much detail about a person by how they breathe, and the impression that they leave on the environment. The maximum distance she can track a person is 10 miles and provided they don't stop breathing or leave the area, she will find them. On a more combat related note, she uses her alch-spec to twist the air to bolster her defense, offense, and counters. In CQC, she has been known to steal a person's breath so as to subdue them. But she is as comfortable fighting from a distance as she is up close. So, what she mainly lacks is trapping expertise; however, she is not against devising one on the fly if she is confident that it will work. Being flexible is her partner's strength, so she is prone to using what she knows has always worked.[/hider] [u][b][:- PERSONAL DATA -:][/b][/u] [hider=APPEARANCE] [center][img]http://s5.postimg.org/twmhsmvef/ilana.jpg[/img][/center] Standing proudly at 5'6" and weighing 132 lbs., Agent Mhori has a slim, muscular build and a somewhat recoiled posture, albeit it could be interpreted as submissive rather than threatening. She neither invites attention, nor refuses it; as her partner would say, [i]she is merely there, like a fucking cat.[/i] Her long black hair reaches down to just above her waist, and sometimes she winds it up into an old-fashioned bun if she needs to focus. Accentuating high, elegant facial features, her deep, olive eyes are humble, yet alluring in the right light. Her Jewish Israeli beauty is often likened to a fine wine; mature and stimulating, yet not for the young and reckless. However, in combat, all pretenses fly away, and Agent Mhori embodies the relentless fury of a demon-possessed tornado hellbent on accomplishing her goal. Her aerial maneuvers and acrobatic stunts confound many as her long, powerful legs know very little bounds. It is all her partner can do to keep up with her, let alone most other agents. Agent Mhori dresses for the occasion, and her sense of fashion tries to borderline modesty and taste. One of her mainstays call for a simple black tank-top, white sports bra, dark green cargo pants, and heavy boots. Another is a chef's whites; toque included. A brownish gold shawl often accompanies any other combination of her wardrobe. She sometimes carries an umbrella, which houses her Mosin-Nagant.[/hider] [hider=PERSONALITY] Ilana is fairly quiet lady, seemingly jaded at times, but she simply likes to listen more than speak, allowing whoever needs an ear to have it in the full. She can handle social situations just as well as her partner can, even if it calls for a presentation. It's just she prefers to let Ethan do the talking, whilst she comments as she sees fit; most of the time, she need only clarify what her partner means. She seems somewhat sweet and kind, and considerate. A maternal aura graces her actions, especially when she's around younger asylums. But she chooses her words well, even if she must speak her mind bluntly, especially to scold rascals several years her junior. In any case, she is quick to apologize and assure a person that she means well. So, on one hand, one might consider her humble, but some asylums see her as a snob sitting on a very high horse. [i]She could be both.[/i] For underneath her mask is a mischievous, destructive spirit of her former self trying to revive itself from her distant youth. It peeks through the corner of her eyes, showing up every now and then as she resists it. Sometimes its presence grates an undeniable [i]edge[/i] into her tone, reminiscent of a soothing, melodic drawl of a madman. However, when pushed into a corner or just heavily stressed (and if she cannot flee or shelter herself), Agent Mhori breaks down. [i]Very quickly, very deeply.[/i] For every vice she's ever savored as a teen is brought to the surface, twisting her into a nightmarish banshee that blows the entire situation she's in way out of proportion. Ruthless, crass, and perverse, she forsakes all niceties and retaliates on whim with a huge amount of disproportionate retribution. Surprisingly, this [i]mood[/i] of her has never actually got in the way of the mission, and so, AMRO considers Agent Mhori to be her partner's responsibility outside of getting the job done. On that note, only Ethaniel seems capable of calming her down, taking her aside and encouraging her, reminding her of their pact. But that doesn't always work, and he's had to [i]put[/i] her down using his alch-spec. She's getting worse, too. And she knows it.[/hider] History: Will show IC. [hider=ADDITIONAL INFORMATION] -Ethan isn't the only one good with his hands. Ilana is an excellent chef and loves cooking up the most exquisite, mouth-watering meals for other asylum teams. She even takes notes on who likes what, and spends her own credit to buy ingredients. -Ilana has taken a protege under her wing; she mercilessly tests the young man on a bi-weekly basis, as her missions allow. -As a veteran asylum with 15 years docked, Ilana has brought in over 500 alchemist captives, more than half of which have reformed to serve AMRO. -Considering her age and Ethan's Exceed, Ilana has surprisingly shown very mild signs of insannadiction; only time will tell how well she'll continue to hold up. -Ilana is struggling with an attraction to boys in their mid-to-late teens.[/hider][/hider]