The owner and manager of the park was not pleased. It was the first day - the opening day - and already things had been marred with one setback after setback. Rides had been damaged, people had been injured and worst of all this was when the number of people who were in the park could still be counted off the top of one's head.
She should have hired security. Oh, why didn't she hire security? Probably because there was no one without a job here.
Stopping right in front of the ruckus, the commander-turned-park manager crossed her arms and gave each of the people trying to figure out what happened a passing glance.
"So," she said with a curt tone that didn't remotely resemble that of a host entertaining their guests, "Would somebody care to give an explanation?"
"Hello, Commander. In light of the recent extraterrestrial incursion, this Council of Nations has convened to approve the activation of the XCOM Project. You have been chosen to lead this initiative. To oversee our first—and last—line of defense. Your efforts will have considerable influence on this planet's future. We urge you to keep that in mind as you proceed. Good luck, Commander."
Full Name Commander Emelia Elwin
Nickname None.
Gender Female
Age 30
Birthday April 2nd
Astrological Sign Aries
From & Creator Xcom: Enemy Within
Personality
Curt and often to the point, Commander Elwin is someone who expresses her opinions openly and without hesitation. She likes to set a clear distinction between work and play, and as such she will often drive her employees to high standards. She is also accustomed to making extremely hard decisions, ones dealing with matters of life and death, but she has long since decided that there was no point in regrets, only lessons.
Despite her rather rigid personality, the Commander is often a risk taker and, more surprisingly, someone who is willing to bend morals to get things done - as necessary for someone who had to consider the approval of concepts such as transhumanism and "playing god".
Powers & Abilities
The Commander, unlike some of her troops, is a completely normal human.
Likes & Dislikes
The Commander enjoys a positive report as well as succeeding in tasks. She also likes jets and a nice cup of coffee. The Commander is known to dislike traitors, people willing to switch to other sides. She really had enough of those kinds of people from EXALT.
Occupation/Hobby She Manages the Amusement Park as well as assisting in the planning of island wide events.
Apartment Interior
Apartment Room 203
Possessions
A Diary she kept of the Extraterrestrial invasion A Computer. A Plasma Pistol Nanofiber Vest
Clothing A Military Uniform with the X-Com insignia on it. She mostly wears it when she's on her job as the manager of the park.
Other Through the Extraterrestrial invasion she managed to lead humanity to victory at the cost of thirteen soldiers excluding the volunteer and the withdrawal of the nations of Nigeria, Brazil and India from the Council.
"Hello, Commander. In light of the recent extraterrestrial incursion, this Council of Nations has convened to approve the activation of the XCOM Project. You have been chosen to lead this initiative. To oversee our first—and last—line of defense. Your efforts will have considerable influence on this planet's future. We urge you to keep that in mind as you proceed. Good luck, Commander."
Full Name Commander Emelia Elwin
Nickname None.
Gender Female
Age 30
Birthday April 2nd
Astrological Sign Aries
From & Creator Xcom: Enemy Within
Personality
Curt and often to the point, Commander Elwin is someone who expresses her opinions openly and without hesitation. She likes to set a clear distinction between work and play, and as such she will often drive her employees to high standards. She is also accustomed to making extremely hard decisions, ones dealing with matters of life and death, but she has long since decided that there was no point in regrets, only lessons.
Despite her rather rigid personality, the Commander is often a risk taker and, more surprisingly, someone who is willing to bend morals to get things done - as necessary for someone who had to consider the approval of concepts such as transhumanism and "playing god".
Powers & Abilities
The Commander, unlike some of her troops, is a completely normal human.
Likes & Dislikes
The Commander enjoys a positive report as well as succeeding in tasks. She also likes jets and a nice cup of coffee. The Commander is known to dislike traitors, people willing to switch to other sides. She really had enough of those kinds of people from EXALT.
Occupation/Hobby She Manages the Amusement Park as well as assisting in the planning of island wide events.
Apartment Interior
Apartment Room 203
Possessions
A Diary she kept of the Extraterrestrial invasion A Computer. A Plasma Pistol Nanofiber Vest
Clothing A Military Uniform with the X-Com insignia on it. She mostly wears it when she's on her job as the manager of the park.
Other Through the Extraterrestrial invasion she managed to lead humanity to victory at the cost of thirteen soldiers excluding the volunteer and the withdrawal of the nations of Nigeria, Brazil and India from the Council.
Gerald remained silent as he approached the group, walking right past Michelle, Perry and Francesca as he joined the group heading into the city. What had he been doing? Turns out that school life was a lot more regulated than he was used to, causing him to miss several important things due to the simple fact he had not considered the existence of something as standard as a timetable. Well, actually, he probably did. The only problem was that he was too used to the idea of making his own to consider the idea of someone else telling him where to be at what time outside of an actual job to be completely foreign.
"Investigating, yeah." Gerald muttered in response to Ravira as he kept one hand on Anwarter at all times. He was too used to pre-planned heists, jobs and attacks where every little move was planned, every single reaction expected and every single contingency considered - and with the map definitely memorized. He had gotten a few glances of the place on the airship ride over, but he had not had the time to commit a detailed image to his memory.
"I don't like this. Too many things for Grimm to jump out of."
Name: Gerald Tarius (Real name: Alexander Lexus)
Nickname: None
Age: 17
Gender: Male
Race: Human
Appearance:
[hider=Gerald Tarius][img=http://i282.photobucket.com/albums/kk241/vampire_of_doom/anime%20guys/Anime-1-1.jpg][/hider]
Personality: Gerald is a pragmatist who has one simple code: He will do anything to maintain his status quo of freedom and standard of living. Helping anyone or anything takes a back seat to that and he will only go out to help someone if it does not threaten him - or his team - first. He has knowledge of living and making one's way on the streets due to his past, and he is quick to come to suspicion on any new information - naive people didn't last long where he came from.
Normally, Gerald puts on a playful mood to make the best of his situation, but deep inside he has a feeling of discomfort and uneasiness at his surroundings, not used to the clean atmosphere of Beacon,
Weapons:
a handheld gun that looks abnormally large, it utilizes two types of ammunition: Red dust, which causes an explosion at the target, and Blue dust, which when fired forms a bayonet of ice and serves as his close range weapon. The bullets are stored in a revolver-style chamber that holds 6 rounds, and Gerald utilizes a Russian Roulette style of combat with his weapon, always mixing up the order of bullets he loads Anwarter in so that only he knows whether or not the next shot will fire an explosion or a close range weapon for him to use. Blue dust bayonets are dispelled with his next shot.
A smaller handheld gun which, unlike Anwarter is rapid firing. SchnellFeur only uses a single type of dust as ammunition and serves as Gerald's general weapon, used to suppress and/or eliminate lightly armoured enemies. Gerald is able to wield SchnellFeur with his left hand.
Semblance:
A passive effect, every one of Gerald's physical strikes is capable of using his gathered aura to disturb the enemy's, damaging and interfering with their Aura and any Aura related ability. The more strikes Gerald lands, the harder and harder it is to use one's semblance.
Gerald knows this is his semblance, but he never utilizes it due to it being completely incompatible with his fighting style.
Strengths:
Gerald is skilled at pulling surprises on the enemy, with a three pronged layer of deception: First, his concealment of his weapons with his longcoat, and with that being seen through Gerald can conceal whether or not he will first pull out Anwarter or Schnellfeur. Finally, his greatest asset towards combat unpredictability is the Russian Roulette style of Anwarter, which forces his opponent to constantly guess whether Gerald will use the red or blue dust next.
With the Red dust and Blue Dust, Gerald is able to adapt his combat style to suit either precision close combat to deal with skilled opponents or long range heavy hitting to battle against larger Grimm, whichever style suits his needs. However, unlike specialized warriors Gerald lacks semblances and/or specially designed weapons to excel at a single role.
Forget sword stances and techniques, forget the proper way to grasp a shield and hold a rifle - Gerald's combat skills and techniques were all learned from one simple and brutally true philosophy: The Best Techniques are passed down from the victors. As such, although many people would find Gerald's combat techniques atrocious or dismiss them as clumsy or crude Gerald does not follow any traditional school of combat - he follows his own techniques of "use any dirty trick to win," even if such tricks included feigning surrender and other "dishonourable" and "cowardly" tactics.
Gerald still has contacts in the underground who are still willing to do him favours after he either broke their people out of prison or erased some compromising information on them. However, the value of these contacts are in question as the underground is aware that Gerald is trying to get his life onto a different track.
Weaknesses:
The same principle as Jack of All trades, being able to do everything means he excels at nothing. Gerald cannot beat anyone in close up combat, nor can he outshoot or outsmash anyone.
Although Anwarter is based on a value of unpredictability, this comes at the cost of utility in the form of it's loading system - to reload quickly in the heat of combat, like Yang's gauntlets Anwarter reloads through a chain of rounds that Gerald configures the bullet order of prior to a battle. As such, although Gerald is able to mix and match to create new combinations of Red bullets and Blue bullets every battle having Gerald wish that his next bullet was a red bullet when he must fire a blue bullet next is a frequent occurence.
Because he mostly worked alone or exclusively with gangs of hired thugs prior to coming to Beacon, Gerald has absolutely zero idea what it means to fight in a team. He had always been fine working alone, and - let's be honest - the thugs were much too incompetent to do anything like proper coordination.