[hider=Serah] [center][b]Name[/b] Serah Gene [b]Appearance[/b] [img]https://i.imgur.com/XOlCcfo.jpeg[/img] Serah's on the shorter side, about 1m45 and not-likely-counting. Her blue eyes are matched by her hair being an impressive shade of cerulean, poofy and a little messy at all times as if she's suffering from a permanent case of bedhead. At least there's a cute pink ribbon adorning it. She finds pilot suits rather stuffy, which is why she'll casually most often be found wearing a skirt with tights rather than a pair of pants if she can help it. She also has an odd, almost ill-fitting small tattoo on her cheek. Its cutesy like her, but strange she'd have one at all- especially in a place where you can't possibly miss it. [b]Gender[/b] Female [b]Pilot Type[/b] Gifted Pilot [b]Age[/b] 18 [b]Background Potentials[/b] [b]Faint memories:[/b] Serah is an odd one. She feels like she's done this before, like she's been here before, like she's fated to do this. While unable to properly explain it, piloting is second nature to her, and her synergy with Atty is beyond compare. She pilots it like she's been riding it for years, despite being one of the newest pilots around. And [i]only[/i] Atty, as her inexperience shows when tested with any other Framewerk. She also seems to have faint memories of events to come, or events that have happened, but they're not quite the same as the events as they're happening now. (Clairvoyance, sort of) [b]True synchronicity[/b]: Atty and Serah are linked together by a thread of fate and are perfectly in sync with eachother. Serah's reflexes are enhanced while piloting Atty and can move it as if she's moving her own body, with the Framewerk reacting more on her instinct than on her input. However, Serah's emotional state seems to affect Atty too. When distressed or panicked, Atty's systems will override Serah's inputs and go into an autonomous, berserk mode, shielding her from harm. Atty cannot differentiate ally from enemy in this state, blindly attacking anything in its vicinity to clear the threats to its pilot. Serah is similarly protective of Atty, as anything happening to it is likely to impact her emotional state heavily. (Synchronized Agility) [b]Protective:[/b] Serah cares for her friends, and her heart aches when she has faint memories of tragedy and death. She's likely to draw fire from the enemy and make sure she's targeted in an effort to protect her allies, not wanting to see anyone die when she could've taken the blow for them. (Guardian) [b]Perks[/b] [b]Mechanic:[/b] You wouldn't be able to tell, but she's quite the wrench monkey. Growing up at her orphanage there often wasn't much to do, so she spent her time (dis)assembling various little machines. She'll be found personally tending to the maintenance of her framewerk sometimes, just for fun. [b]Signature move:[/b] [u]Core charge[/u]. Serah can overcharge her plasma blade with Atty's core's energy, creating a huge blast of energy but overheating both the blade and the system, making her vulnerable directly after using it. [b]Personality[/b] Very open and eager to meet new people, always puts on a bright face. Just a little bundle of joy on the outside. Doesn't seem to break easily out in the open, but is a fragile little flower on her own. She seems rather nervous when left alone, actively seeking out people's company if she's not preoccupied. [b]Background[/b] Serah's an orphan, being the sole survivor among her family from a Cruxi attack when she was moving to a new system. Her father and mother had both been researchers on the Framewerk project, though neither of them had ever told Serah the truth on what the research was about. Neither did, after all, want to expose their little girl to some of the horrors and unethical practices going on at their job. Maybe its because of their position the cruiser was attacked, as a deliberate sting ops by the Cruxi, or maybe it was a shot of dumb luck on their part in some other related incident. Not like Serah would know the truth; she just remembers blaring sirens from that day. People screaming and flames in the ship. Somehow she'd managed to be one of the lucky few on the escape pod, the children onboard being among the first to be saved. She doesn't really like remembering it. Her parents didn't make it, obviously. How else does one turn orphan? But it did leave her stranded on a new, unfamiliar planet. No relatives, no real connections. Further, space travel was restricted after the attack, so she couldn't get back to anyone. Her age hadn't even reached the double digits at that point, so she wound up in a local orphanage. But, her parents having relocated for work related reasons, and the government being rather shady, it wasn't the most pleasant place to be. She'd often get "health exams", something a child doesn't really question, and plenty of vaccines to local diseases. In theory, anyway. Sometimes they were, but often times they were using the orphans to test various genetic research. The girl was rather often sick because of it, too. Easier to justify the repeated exams with that way. And it felt like she never really grew up properly, either- her body's rather stunted and youthful, as if she was two or three years behind. She was told that most of the kids who left the orphanage suddenly found new homes, but Serah never did. Its unsure if she even really believed that they had, either. Still, she was cheerful. Its her way of coping with how her somewhat luxurious life was upended and turned into something else. She was outgoing, a bright mind and very friendly to everyone. Her caretakers, teachers and all the staff she saw were super nice too. But since she was growing up, and had nowhere really to turn to, the government screened her for compatibility with their new war machines. As fate would have it, she'd soon find herself trained as a pilot for one of the framewerks her parents helped build. Directly built, even. Serah feels a rather spiritual connection to hers. Its like they'd met before, like she could hear its voice, its mechanical heartbeat. And one more voice from deep inside its core, a voice like that of a long lost friend. It sounded sad and melancholic. ...She never did remember when she got that tattoo on her cheek, either. [b]Missing People[/b] For one, her parents. Or any single one of her relatives, given she hasn't heard hide nor hair of them after being orphaned. More than either of those though, is that she feels like she lost a dear friend to her. But its someone she's never met, yet who she can picture in her mind's eye; a girl her age, stark white hair with cold, distant eyes. Somewhere deep down she wonders if she can find this girl someday. [hr][b]Framewerk Code Name[/b] AA-XOTRY. Serah calls it Atty instead. [b]Appearance[/b] [hider=You bet I'm reusing this.][img]https://i.imgur.com/970nuOa.jpg[/img][/hider] [b]Primary Weapon System[/b] Atty has a metal blade with a plasma coating directly bound to its core. A highly experimental weapon, it slices through virtually anything it could touch, but comes at a cost of drawing directly from its power source. A sturdy, long-lasting power source mind you- but still directly connected all the same. Its not suited for long drawn-out engagements, as the longer its plasma is active, the more power is drained from the system. It still has its perks though; plasma can be launched from the blade either by slashing it or as bullets by pointing the tip, though the latter is not very effective due to the design of the framewerk. Its meant to be a close-range scout unit, only getting into skirmishes when its up close and has the upper hand, with some respectable but not spectacular medium-range combat capabilities. [b]Secondary Systems[/b] [b]1:[/b] Atty's wings are only wings as decoration, their true purpose is a morphing detachable close-range barrier. The two units are separately controllable and can combine or individually morph to any shape, within a certain size. The wing-like design is their default configuration but they can be used like a spherical or circular barrier according to the pilot's needs in the moment. While primarily designed to function as defensive modules for Atty itself, them being remote controlled means they can also be sent to protect allies. While durable, these barriers are not invincible- continued usage or an extreme amount of damage and they'll break just like any other shield. [b]2:[/b] Given its role as a highly mobile melee Framewerk, Atty is fitted with an MMORPG module to allow its pilot to freely move its limbs in tandem with their own movement. [b]3:[/b] Atty is fitted with a prototype Phase Shift module, fitted more for stealth than combat. Its able to conceal its presence completely by shifting out of this plane for a few seconds like more recent modules, but its primary mode is to only mostly phase out. Its plasma core makes Atty a giant moving heat signal, less than ideal for a scout unit, so it can activate phase shift to hide most of its glaring components while still retaining momentum and blending into the environment. This does mean its neither invincible or invisible though, and its already fragile armor might as well not be there when taking a direct hit in this state. It being an earlier model also makes it so this module cannot deflect matter in a defensive manner, as its only fitted to move the components of the Framewerk itself. [b]Weight Class[/b] Very Light [b]Framewerk Type[/b] A scout-type frontliner. Its nimble, its agile, its quick and it jumps the candlestick. It can't sustain too much direct damage without crumpling up like a big sheet of aluminum, but its barriers are there to prevent it from taking sustained shots in the first place. (Movement Super Light +1 from Synchronized Agility and 1 free bonus point, armor at Very Light) [/center] [/hider]