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Post by Balthazar on Dec 1, 2018 7:02:01 GMT
There are 50,000 ways to invent the same thing.
- [Balthazar]
☆Personal Information☆
Full Name: Balthazar du Strahlia
Real Name: Edward Richards
Codename: Patriot
Title: Captain
Nickname(s): N/A
Age: Twenty-Seven
Gender: Male
Race: Metahuman
Ethnicity: Caucasian, American
Orientation/Sexual preference: Heterosexual
Blood Type: O+
☆Appearance☆
General Appearance: Balthazar is, without a doubt, a handsome man. Oh he has his flaws; his nose is a bit crooked, perhaps one eyebrow is a tad bit higher than the other. The fact remains, he is indefinitely attractive in a rugged sort of way. The way he holds himself, the roguish good looks, his quick wit and humor all serve to establish him as someone whom can be trusted and listened to, a leader of a sort, and he plays into this. His swagger is well-defined, the arrogant walk of a man used to getting his way, yet his smile and eyes are kind, without anger or deceit.
Height: 6’3
Weight: 210 pounds
Eye color(s): Brown
Body build: Thin, but muscular and fit
Extra extremities: None
Hair color(s): Brown
Hair style: It’s kept trimmed, with the sides buzzed down. It is styled backwards, with just a hint of a coif at the end.
Complexion: Tan from plenty of sun
Discerning Features: Balthazar does have his battle scars, but nothing terribly distracting from his figure.
☆Personality☆
Most prominent personality trait: Honesty; Balthazar is honest to a fault, never believing in telling lies and always following through on his threats.
Best traits: Smart, Kind, Empathetic
Worst traits: Stubborn, Egotistical, Flirty
Likes: Shooting, Guns, Inventing
Dislikes: Pain, Boredom, the empty vacuum of space
Fears: Losing everything and everybody he loves
Goals: Protect his friends and family
Habits: Inventing. He is a smoker.
☆Character Information☆
Current faith or religion: Agnostic
Current superstitions/quirks: He religiously works on his inventions for fear of being incapable of saving his friends and family when he needs to.
Alignment: Neutral Good
Marital status: Married
Occupation: Professional Hero
Family: Elizabeth Richards, the CEO of Chimera Corps
☆Power/Abilities☆
Origin: Metagene: Like 40% of the human population, Balthazar has a metagene.
Mechanomagic: Thanks to the training of a great and powerful wizard, Balthazar has acquired the ability to magically conjure, control, create, and destroy technology. This isn’t a form of intimate knowledge, however. Most of which require somatic or verbal components, and the more powerful or complex range requiring a casting time. It should be noted that Mechanomagic can only be used to create metallic and man-made materials and can in no way affect living or organic things.
Powers and Abilities: Gauge: A peculiar metahuman ability, Balthazar possesses the ability of calculation. More specifically, Balthazar is constantly aware of the hundreds of different factors involved in long and mid range combat and the variations it might have. Wind pressure, speed and direction, distances, range, curvature of the earth and other minutiae are intimate knowledge to him. If he desires, he can bring them into his field of vision, along with an overlay of projected distances with the firearm he is currently using. A short list of factors Gauge gives him knowledge of is; speed, of both the target and the projectile; distances between targets; distances between objects; wind speed, direction, and pressure; curvature of the earth; projected drop of the weapon; ricochet patterns; density of known objects; and others too numerous to list here.
Crackshot: Balthazar grew up in the Scouts and around guns in general, and later in life was an army Captain and, later, sniper. Training met natural skill to produce one of the best gunman the world has ever seen. His skill with a gun, unaided by his metagene, is already unmatched. When combined with his ability to Gauge, his skill with guns, bows, and other throwing weapons is absolutely superhuman. Pulling off ‘impossible’ shots is commonplace for Balthazar, even in situations where such a thing would be improbable at best.
Mind of a Genius: Balthazar, like his mother, is an inventor extraordinaire. This has given him a nearly encyclopedic knowledge on weaponry and modern tactics to rival the most accomplished general.
Variable Arsenal: Even more than being a soldier and a gunner, Balthazar is an inventor. His inventions tend to run more towards metals and alloys, which he then uses to create bullets. His experience and paranoia about losing what he’s built has led him to create dozens of different types of ammunition and unique attachments for his weapons with varying utility and uses. Everything ranging from anti-infantry bullets, to explosive shells, to specialized bullets for killing metahumans. Mechanically, a description of these bullets will be included in any thread it’s involved in.
Spell: Mechanical Materialization The most basic spell in any Mechanomage’s arsenal, Mechanical Materialization allows the Mage to form from magical energy mechanical parts and tools. At its most basic, this will allow the Mechanomage to materialize wrenches and other basic tools, along with simple things like spark plugs, brake pads, and other basic “replacement” parts. With practice, the practitioner can materialize ever larger parts, even entire sections of vehicles, such as an engine. A master of this spell can theoretically conjure enough materials to create the largest of vehicles. While sections of vehicles can be created whole by an experienced Mechanomage, entire vehicles cannot be created whole, nor can complex tools or machines such as computing or imagery devices.
Spell: Automatic Assembly A core spell of Mechromagic, Automatic Assembly relies on the users knowledge and control of magic to assemble any machine the practitioner wishes. So long as all the disparate pieces are nearby, this spell will create a functioning device. There is no limit to the scope of this power; everything from a microchip to a yacht can be assembled with this spell, so long as all the prerequisites exist.
Spell: Generator: A more advanced application of Mechanomagic, Generator can utilize the vehicle or machines natural mechanism of power and replicate it, using the Mechanomages own magical energy. When it comes to things such as electricity, it will consistently generated from a source of contact. Physical forms of power, such as gasoline, will be replicated instead, so that using Generator on a fossil fuel engine will refuel the tank.
Spell: Rust A somewhat advanced application of Mechanomagic, Rust is perhaps a counter to the traditional usage of Mechanomagic. This spell can be directed at any machine or man-made material within a ten foot radius. Any affected materials will instantly irrevocably rust and decay; metals will flake away, computers and similar objects will crack and their wires snapped, and plastics and similar will erode away and become dirty and unusable. This spell can completely corrode a car within five minutes.
Spell: Rust Bullet A very advanced application of Rust that focuses its power into one point. This drastically increases the range and power. Rust Bullet can hit any mechanical or man-made device or material within one hundred feet of him. Upon contact with appropriate material, the effect of Rust will instantly apply in a one foot radius from the impact area. This spell travels at around 100 MPH.
Weaknesses: Close Combat: Despite Balthazar’s combat-laden past, he has and always will be a specialist, and his speciality is guns. When forced into an outright physical confrontation, Balthazar will attempt escape. He is not talented at boxing or martial arts or anything like that, and thus it is always a last resort to get close to an enemy.
Francine Woodwind: His wife of two years, and their flaming passion has faded into a low ember of romance. She is the only thing that keeps him sane. Were she to be placed in any danger, it would cause his immediate surrender, no matter the consequences.
Natural Energies: Balthazar’s more advanced powers, such as Rust, are unusable in areas with great amounts of flowering plants or flora and fauna. The energy given off by nature interrupts his own magic if it is in greater quantities than his own.
Imperfect Accuracy: Despite his abilities, Balthazar’s aim is not infallible. He can still be distracted by other things, have off days, or be interrupted by a wall or a sudden action made by the target. And some targets are too impossible even for him. He cannot, fire example, do something like shoot through the eye of a hurricane and hit a bullseye. While that’s an extreme example, other things can still hamper his accuracy.
Mechanical Limitations: All of Mechanomagic is only capable of being used on things such as metals, electronics, plastics and the like. It is impossible to be used on anything natural or organic, such as people or plants.
Time Limit: Most, if not all, of Balthazar’s abilities are set on a time limit, requiring precise calculations and specific amounts of time to work. As a result, this restricts Balthazar’s arsenal, making him a lot less useful in the result of surprise attacks or straight conflicts.
Magical Vulnerability: Like all normal humans, Balthazar has no particular resistances to magics or elemental manipulations other than what would be afforded by any items he possesses.
Mundane Limitations: Any materials created by his spells must be those found on the physical plane, and ones he knows well. Super metals can potentially be created, but it would count as an upgrade to learn to craft them. Additionally, all these spells are limited by physical capacity. Generator cannot run a gasoline car off electricity, Automatic Assembly cannot put together ill-fitting pieces, and Mechanical Materialization cannot create more material than the space will hold.
’Humanity-First’: Balthazar is a proponent and active spokesperson of the “Human-First” movement, which focuses on caring for humanity as a whole. Aliens, robots, zombies, and other such non-human entities are a cause of immediate distaste for Balthazar and can even result in immediate, violent action.
Wedding Vows: On the eve of his wedding, his wife and he took vows under the Old Oak, a god among her people. There, he swore to never again take a human life on the sanctity of his marriage. Doing so bound his soul to his wife’s, but the Old Oak keeps its word. Due to circumstances, should he ever break this vow, intentionally or otherwise, the life of his wife will be taken.
Paranoia: Between his intelligent mind, the horrors of war, and the terror he feels every day patrolling the streets, Balthazar has developed a keen sense of paranoia. This can range from him pulling a gun on his wife in a fit of fear to thinking someone is following him. His stubborn pride has led him to refuse treatment for this; however, it does make interacting with most of society more difficult than normal, and has developed into a distrust for strangers.
Obsession: War has taken a toll on Balthazar’s psyche. Where there had once been neatness and order there now only exists chaos. Neurotic is a term that has been used to describe him by his friends and family, and try as he might he cannot shake it. His obsessions can take on many different forms: cleanliness of his house and clothes; counting numbers, people, or in general things being even; requiring things be done a specific way; and a dozen other neurosis that can in many ways impact his life. Consistent among these is his obsession with cleanliness and orderly; and most of all, of control. If control is taken from him, he will start to freak out, causing his neurosis’ to worsen.
Skills and Talents: ”Driving” - An army-trained driver and pilot, very few people possess the raw talent Balthazar does. He is, for many reasons, the designated mechanic and getaway driver of the Outlaws.
”Repair” - Even without his magic, Balthazar is a highly skilled engineer and mechanic. From a young age he’s built and repaired cars and other machinery. He is absolutely in love with machines.
”Horseback Riding” - Balthazar is love with the Old West, even to the point of basing his public persona on a cowboy. To couple with this, he owns a horse called Stars and Stripes and is a master rider.
"Guitar" - Balthazar is a decent player of the electric guitar. While he doesn’t write his own music, he can definitely play along with the best of them.
Equipment:
Name: The Animus Project [Beta]
Item Purpose/Type: Special
Item Description: The Animus Project takes the form of a digital watch worn on Balthazar’s right hand. Three buttons, two on the left and one on the right, provide the basic functionalities of the watch. The touchscreen interface allows allows some basic features to be used. By double-tapping the screen, the holographic interface will appear over the watch, a projected interface for all it’s features. Triple tapping the screen will project a keyboard as well.
Item Powers: Once upon a time, a long time ago, a normal girl had a dream to revolutionize the world. This dream eventually took the form of The Animus Project, a wireless data-based recreation and storage system. The Animus Project has several core functions; it’s secondary and tertiary functions are as a means of communication and a monitoring device meant to provide health feedback and information on whoever uses this. This incomplete version of the Animus Project possesses a holographic interface through which all it’s features can be accessed; in terms of special features, other than monitoring heartbeat, hormone level, and the like, it possesses all the attributes of a cell phone or laptop with 4K recording capacity and 1024 Terabytes of storage.
It is its primary purpose, however, that makes The Animus Project so valuable. It can interface with most physical, not living objects. Through a specialized beam, it can convert the physical blueprint into date and thus store it in it’s systems. Simply by selecting it, it can then be reformed almost instantly. While stored, these objects maintain no presence on the physical realm, no weight, no mass, and no way to track it while stored. Virtually limitless amounts of objects can be stored.
Item Weaknesses: Due to the incomplete nature of The Animus Project, only objects with less than 50 pounds of mass can be stored at once. It can only be used on non-living organisms. This does include things like bones and ashes of once living things. Due to power restrictions and data limits, only a certain amount of objects can be stored at once; the more complex the item, the less that can ‘stacked’ inside Animus Storage. Utilizing any of the Animus features requires Balthazar to physically interact with the watch.
Name: Corporus [Beta]
Item Purpose/Type: Special/Supplementary
Item Description: A leather belt with three pockets, two on the right and one on the left. A belt buckle shaped like a star dominates the center. This belt is connected directly to the Animus Storage. On either side of the belt - in between the two pockets on the right and next to the pocket on the left - there is a magnetic clip, which is where the stored items will materialize when activated. In between the layers of thick leather is the advanced circuitry and power source that enables it to work. The leather is dyed a dark blue, while the buckle is white and set within a red setting. White stars are scattered across the blue backdrop of the belt.
Item Powers: Corporus is connected directly to the Animus watch, and more specifically, the Animus Storage. Designed to be used in conjunction with The Animus and Cormeus, Corporus allows for objects to be directly summoned to his hand while also increasing the speed at which it works; anything under 25 pounds of mass will be retrieved instantly. While also working as a functional belt, Corporus enhances the data retrieval properties of The Animus Project by allowing armor and clothing to be directly stored or retrieved on his body, allowing for clothing changes on the fly.
Item Weaknesses: Despite being thick leather, Corporus is not very durable and thus can be broken easily. Utilizing it’s retrieval capacities requires Balthazar to touch the belt buckle. There is an eternal power problem with Corporus; if used too many times in sQCCession (twice in a post or three times in a five minute period) the power supply will burn out and need to be replaced, a delicate task only possible in the safety of Balthazar’s lab.
Name: Cormeaus [Alpha]
Item Purpose/Type: Special/Supplementary
Item Description: A pair of blue gloves with white stars. These highly delicate instruments are used to interact with The Animus Project and Corporus. The holographic interface projected from Cormeus is blue, unlike the off-orange that is typical for The Animus. The holographic display will appear either in the palm of the hand he chooses to use, similar to a cellphone, or in the air. If interfaced with a device, different options will appear, depending on the machine. If interfaced with the QCC, two options will appear; Ammunition and Attachments. Pressing either option will display the available options.
Item Powers: Cormeus is a scalpel to Corporus’ chainsaw. It’s secondary purpose is as an electronic interface. By laying hands on any electronic or mechanical device, Cormeus will ‘claim ownership’ of it. All but the most powerful computers can be hacked in moments, and Cormeus allows Balthazar to start and use things like cars, and other devices, without needing an ignition key or proper passwords.
It’s primary usage, however, is to interact with the QCC, Balthazar’s Quick Change Core. The holographic interface deployed by Cormeus can display either the regular features of the Animus Watch recreation side or connect directly to the QCC. The latter will allows Balthazar to quickly and effortlessly change ammo or attachments for the current gun without needing to interact directly with the weapon.
Item Weaknesses: Cormeus is simply a pair of leather gloves and circuitry. It is quite fragile, even moderate blows to it enough to damage the circuitry. Cormeus cannot access the Animus Storage, nor retrieve anything not related to the current weapon.
Name: Quick Change Core (QCC) [Version 1.1]
Item Purpose/Type: Special/Power
Item Description: A light blue, crystalline tube about one inch in diameter. When inserted into the Patriot brand of weaponry, it’s visible as a light blue diamond in the stock. Pressing this diamond projects a holographic screen above the barrel with two main items listed: Ammunition and Attachments. Pressing either one of these will show the available icons.
Item Powers: The QCC is used as a power source and magazine for all Patriot weaponry. The bullets are loaded directly from data and fired from the barrel. Additionally, the QCC is used to change out ammunition, and even attachments for the weaponry, allowing Balthazar to change the loud-out on the fly. Due to the lack of gunpowder or any explosive caps, the QCC uses electricity and magnetism to propel bullets at higher velocities than conventional firearms with little to no recoil or sound. Additionally, it makes nearly no sound, only an electric hum, though the intensity can range from a small buzz to an thunderous zap for the more powerful ammunition.
Item Weaknesses: The QCC is pretty unstable. A powerful blow or high-energy blast directly to the core can cause it to crack and violently explode. If someone manages to press it down for five seconds, the core will detach. Using the QCC requires Balthazar to touch it.
Item Purpose/Type: Special
Item Description: The Animus Project takes the form of a digital watch worn on Balthazar’s right hand. Three buttons, two on the left and one on the right, provide the basic functionalities of the watch. The touchscreen interface allows allows some basic features to be used. By double-tapping the screen, the holographic interface will appear over the watch, a projected interface for all it’s features. Triple tapping the screen will project a keyboard as well.
Item Powers: Once upon a time, a long time ago, a normal girl had a dream to revolutionize the world. This dream eventually took the form of The Animus Project, a wireless data-based recreation and storage system. The Animus Project has several core functions; it’s secondary and tertiary functions are as a means of communication and a monitoring device meant to provide health feedback and information on whoever uses this. This incomplete version of the Animus Project possesses a holographic interface through which all it’s features can be accessed; in terms of special features, other than monitoring heartbeat, hormone level, and the like, it possesses all the attributes of a cell phone or laptop with 4K recording capacity and 1024 Terabytes of storage.
It is its primary purpose, however, that makes The Animus Project so valuable. It can interface with most physical, not living objects. Through a specialized beam, it can convert the physical blueprint into date and thus store it in it’s systems. Simply by selecting it, it can then be reformed almost instantly. While stored, these objects maintain no presence on the physical realm, no weight, no mass, and no way to track it while stored. Virtually limitless amounts of objects can be stored.
Item Weaknesses: Due to the incomplete nature of The Animus Project, only objects with less than 50 pounds of mass can be stored at once. It can only be used on non-living organisms. This does include things like bones and ashes of once living things. Due to power restrictions and data limits, only a certain amount of objects can be stored at once; the more complex the item, the less that can ‘stacked’ inside Animus Storage. Utilizing any of the Animus features requires Balthazar to physically interact with the watch.
Name: Corporus [Beta]
Item Purpose/Type: Special/Supplementary
Item Description: A leather belt with three pockets, two on the right and one on the left. A belt buckle shaped like a star dominates the center. This belt is connected directly to the Animus Storage. On either side of the belt - in between the two pockets on the right and next to the pocket on the left - there is a magnetic clip, which is where the stored items will materialize when activated. In between the layers of thick leather is the advanced circuitry and power source that enables it to work. The leather is dyed a dark blue, while the buckle is white and set within a red setting. White stars are scattered across the blue backdrop of the belt.
Item Powers: Corporus is connected directly to the Animus watch, and more specifically, the Animus Storage. Designed to be used in conjunction with The Animus and Cormeus, Corporus allows for objects to be directly summoned to his hand while also increasing the speed at which it works; anything under 25 pounds of mass will be retrieved instantly. While also working as a functional belt, Corporus enhances the data retrieval properties of The Animus Project by allowing armor and clothing to be directly stored or retrieved on his body, allowing for clothing changes on the fly.
Item Weaknesses: Despite being thick leather, Corporus is not very durable and thus can be broken easily. Utilizing it’s retrieval capacities requires Balthazar to touch the belt buckle. There is an eternal power problem with Corporus; if used too many times in sQCCession (twice in a post or three times in a five minute period) the power supply will burn out and need to be replaced, a delicate task only possible in the safety of Balthazar’s lab.
Name: Cormeaus [Alpha]
Item Purpose/Type: Special/Supplementary
Item Description: A pair of blue gloves with white stars. These highly delicate instruments are used to interact with The Animus Project and Corporus. The holographic interface projected from Cormeus is blue, unlike the off-orange that is typical for The Animus. The holographic display will appear either in the palm of the hand he chooses to use, similar to a cellphone, or in the air. If interfaced with a device, different options will appear, depending on the machine. If interfaced with the QCC, two options will appear; Ammunition and Attachments. Pressing either option will display the available options.
Item Powers: Cormeus is a scalpel to Corporus’ chainsaw. It’s secondary purpose is as an electronic interface. By laying hands on any electronic or mechanical device, Cormeus will ‘claim ownership’ of it. All but the most powerful computers can be hacked in moments, and Cormeus allows Balthazar to start and use things like cars, and other devices, without needing an ignition key or proper passwords.
It’s primary usage, however, is to interact with the QCC, Balthazar’s Quick Change Core. The holographic interface deployed by Cormeus can display either the regular features of the Animus Watch recreation side or connect directly to the QCC. The latter will allows Balthazar to quickly and effortlessly change ammo or attachments for the current gun without needing to interact directly with the weapon.
Item Weaknesses: Cormeus is simply a pair of leather gloves and circuitry. It is quite fragile, even moderate blows to it enough to damage the circuitry. Cormeus cannot access the Animus Storage, nor retrieve anything not related to the current weapon.
Name: Quick Change Core (QCC) [Version 1.1]
Item Purpose/Type: Special/Power
Item Description: A light blue, crystalline tube about one inch in diameter. When inserted into the Patriot brand of weaponry, it’s visible as a light blue diamond in the stock. Pressing this diamond projects a holographic screen above the barrel with two main items listed: Ammunition and Attachments. Pressing either one of these will show the available icons.
Item Powers: The QCC is used as a power source and magazine for all Patriot weaponry. The bullets are loaded directly from data and fired from the barrel. Additionally, the QCC is used to change out ammunition, and even attachments for the weaponry, allowing Balthazar to change the loud-out on the fly. Due to the lack of gunpowder or any explosive caps, the QCC uses electricity and magnetism to propel bullets at higher velocities than conventional firearms with little to no recoil or sound. Additionally, it makes nearly no sound, only an electric hum, though the intensity can range from a small buzz to an thunderous zap for the more powerful ammunition.
Item Weaknesses: The QCC is pretty unstable. A powerful blow or high-energy blast directly to the core can cause it to crack and violently explode. If someone manages to press it down for five seconds, the core will detach. Using the QCC requires Balthazar to touch it.
Name: A.M.I. (Adaptable and Mountable Interface)
Item Purpose/Type: Artificial Intelligence
Item Description: A.M.I. calls her home in a small blue chip that is the heart of The Animus. At times, she is mounted into Stars and Stripes or other electronic devices if needed.
Item Powers: AMI is a fully functionable and aware artificial intelligence. She communicates through the holographic and audio receptors of The Animus or whatever other devices she’s on. She is quite critical of Balthazar, gleefully pointing out all his failings while only grudgingly admitting his successes. She is quite sore after being stolen from his mother. Despite this, she can be quite helpful. When inserted into Stars and Stripes, she is capable of utilizing the full range of her capability and speaking through a voice box directly to the crowd.
Item Weaknesses: None.
Name: Stars and Stripes
Item Purpose/Type: Mount
Item Description: A beautiful white mare with her mane painted blue and red with white stars. Underneath the skin, however, is advanced, complex machinery. However, so complex is this machinery that unless you touch her side or somehow injure her, it would be impossible to tell she is a robot. Unless AMI is mounted, Stars and Stripes acts exactly like a regular horse would in any situation. A small slot exists about middle of the head, hidden by the mane.
Item Powers: Stars and Stripes can run up to 45 MPH, carry up to 500 pounds of tack and rider, and jump three feet diagonally fully loaded. Stars and Stripes comes with several unique abilities, though they are only usable with AMI. Two fully-loaded machine guns, firing .557 bullets at 100 a round, can eject out of panels on her side. A chest panel can fire missiles. Her eyes can fire lasers that can cut through steel.
Item Weaknesses: Other than being just a regular horse, Stars and Stripes is vulnerable to electromagnetic interference.
Name: Great Glory
Item Purpose/Type: Horse Armor/Tack
Item Description: A star-spangled set of armor and saddlebags.
Item Powers: Great Glory has two large saddlebags on the side. The material is a unique material capable of stopping up to the average rifle bullet from a moderate range.
Item Weaknesses: It’s heavy, weighing around 100 lbs, and thus can limit the max capacity for Stars and Stripes. It does very little to suppress any elemental effects or the damage caused by electric or electromagnetic energy.
Item Purpose/Type: Artificial Intelligence
Item Description: A.M.I. calls her home in a small blue chip that is the heart of The Animus. At times, she is mounted into Stars and Stripes or other electronic devices if needed.
Item Powers: AMI is a fully functionable and aware artificial intelligence. She communicates through the holographic and audio receptors of The Animus or whatever other devices she’s on. She is quite critical of Balthazar, gleefully pointing out all his failings while only grudgingly admitting his successes. She is quite sore after being stolen from his mother. Despite this, she can be quite helpful. When inserted into Stars and Stripes, she is capable of utilizing the full range of her capability and speaking through a voice box directly to the crowd.
Item Weaknesses: None.
Name: Stars and Stripes
Item Purpose/Type: Mount
Item Description: A beautiful white mare with her mane painted blue and red with white stars. Underneath the skin, however, is advanced, complex machinery. However, so complex is this machinery that unless you touch her side or somehow injure her, it would be impossible to tell she is a robot. Unless AMI is mounted, Stars and Stripes acts exactly like a regular horse would in any situation. A small slot exists about middle of the head, hidden by the mane.
Item Powers: Stars and Stripes can run up to 45 MPH, carry up to 500 pounds of tack and rider, and jump three feet diagonally fully loaded. Stars and Stripes comes with several unique abilities, though they are only usable with AMI. Two fully-loaded machine guns, firing .557 bullets at 100 a round, can eject out of panels on her side. A chest panel can fire missiles. Her eyes can fire lasers that can cut through steel.
Item Weaknesses: Other than being just a regular horse, Stars and Stripes is vulnerable to electromagnetic interference.
Name: Great Glory
Item Purpose/Type: Horse Armor/Tack
Item Description: A star-spangled set of armor and saddlebags.
Item Powers: Great Glory has two large saddlebags on the side. The material is a unique material capable of stopping up to the average rifle bullet from a moderate range.
Item Weaknesses: It’s heavy, weighing around 100 lbs, and thus can limit the max capacity for Stars and Stripes. It does very little to suppress any elemental effects or the damage caused by electric or electromagnetic energy.
Name: Old Glory
Item Purpose/Type: Armor
Item Description: Old Glory is his “typical” outfit for hero work. The outfit is styled after Old West cowboys and colored with the colors of the American flag. A primary blue pallet, red is common, particularly in the seams and in the pockets. The hem of the pants and edge of the sleeves and bottom of the pants are covered in white stars. A long sleeve shirt with two breast pockets and thick jeans protect his modesty. Over this is a vest with an additional pocket and chaps. A star-spangled banner protects his mouth or face (depending on the necessity) and a Stetson cap adorns his head. Classic western-style cowboy boots, complete with spurs, are shod on his feet. Despite the material, it’s very light and breathable.
Item Powers: Durability, like all sets of armor, is the primary goal here, and Old Glory does not disappoint. The articles of clothing themselves are made of a unique polymer in the aramid family of fibers. He calls this Framium. Framium is approximately three times as durable as Kevlar while maintaining its flexibility and cost-effectiveness. When mixed with typical resistant materials, the result is a light, airy, flexible clothing that can resist rifle bullets at a moderate range. While this won’t help much against most piercing or blunt weapons, it’s quite useful for tanking fire. Across the chest of the vest are pockets of kinetic gel; these can stop a high-caliber rifle bullet, so long as it’s not close range. This effect is amplified by a thin layer of a plastic polymer across the outfit, designed to blunt projectiles before it can pierce him.
The Old Glory Stetson appears to be just a typical hat, probably worn to tie the outfit together. However, a closer reveal will show the truth. Lined in this Stetson is a dense metal, almost completely bulletproof. Only the most high caliber bullets can pierce through this hat. The outside layers of this hat are designed to resist tearing and smudging, as well as dirt and other filth.
The Old Glory bandanna is a masterpiece of tactile technology. A weave of nanotechnology and Framium cloth, covered in a kinetic gel, that combines to form a thin cloth capable of withstanding even powerful explosions while maintaining its flexibility.
Item Weaknesses: Water will wash away the kinetic gel, greatly weakening it. Additionally, Old Glory is not infallible. Nearly all close range rounds will penetrate, as will high caliber rounds. Old Glory is not meant as a suit of armor, merely a means of protection; the soft and supple materials still bend and flex with force, and as a result sufficiently powerful attacks and nearly all bullets will still cause severe bruising and potentially broken bones.
Item Purpose/Type: Armor
Item Description: Old Glory is his “typical” outfit for hero work. The outfit is styled after Old West cowboys and colored with the colors of the American flag. A primary blue pallet, red is common, particularly in the seams and in the pockets. The hem of the pants and edge of the sleeves and bottom of the pants are covered in white stars. A long sleeve shirt with two breast pockets and thick jeans protect his modesty. Over this is a vest with an additional pocket and chaps. A star-spangled banner protects his mouth or face (depending on the necessity) and a Stetson cap adorns his head. Classic western-style cowboy boots, complete with spurs, are shod on his feet. Despite the material, it’s very light and breathable.
Item Powers: Durability, like all sets of armor, is the primary goal here, and Old Glory does not disappoint. The articles of clothing themselves are made of a unique polymer in the aramid family of fibers. He calls this Framium. Framium is approximately three times as durable as Kevlar while maintaining its flexibility and cost-effectiveness. When mixed with typical resistant materials, the result is a light, airy, flexible clothing that can resist rifle bullets at a moderate range. While this won’t help much against most piercing or blunt weapons, it’s quite useful for tanking fire. Across the chest of the vest are pockets of kinetic gel; these can stop a high-caliber rifle bullet, so long as it’s not close range. This effect is amplified by a thin layer of a plastic polymer across the outfit, designed to blunt projectiles before it can pierce him.
The Old Glory Stetson appears to be just a typical hat, probably worn to tie the outfit together. However, a closer reveal will show the truth. Lined in this Stetson is a dense metal, almost completely bulletproof. Only the most high caliber bullets can pierce through this hat. The outside layers of this hat are designed to resist tearing and smudging, as well as dirt and other filth.
The Old Glory bandanna is a masterpiece of tactile technology. A weave of nanotechnology and Framium cloth, covered in a kinetic gel, that combines to form a thin cloth capable of withstanding even powerful explosions while maintaining its flexibility.
Item Weaknesses: Water will wash away the kinetic gel, greatly weakening it. Additionally, Old Glory is not infallible. Nearly all close range rounds will penetrate, as will high caliber rounds. Old Glory is not meant as a suit of armor, merely a means of protection; the soft and supple materials still bend and flex with force, and as a result sufficiently powerful attacks and nearly all bullets will still cause severe bruising and potentially broken bones.
Name: P023 Firestorm
Item Purpose/Type: Firearm
Item Description: A pistol colored black. Like all Patriot weaponry, it lacks the hollow stock for bullets, instead possessing a hollow QCC insert. It weighs approximately 2.5 pounds and is 9.5 inches from barrel to trigger. It possesses no hammer, only a small antenna from which the holographic display appears from. When first retrieved, it comes equipped with the P7 Laser Sight, .45 ammunition, and iron sights.
Item Powers: P023 Firestorm is semi-automatic. Each bullet travels at approximately 1600 feet per second with an effective range of 100 meters. There is little to no recoil. Six bullets are loaded at once with a two second reload time between rounds. Any attachments replace the stock. While it is a powerful gun, the high speed rounds have little stopping power.
Item Weaknesses: None
Name: P460 Thunderbolt
Item Purpose/Type: Firearm
Item Description: A large pistol colored black. Like all Patriot weaponry, it lacks the hollow stock for a magazine, instead possessing a hollow QCC insert. It weighs approximately 4.5 lbs and is approximately 15 inches from barrel to stock. It possesses no hammer, only a small antenna from which the holographic display is generated. When first retrieved, it comes with .460 ammunition and iron sights.
Item Powers: P460 Thunderbolt is a single action firearm. Bullets fired from P460 Thunderbolt fire at approximately 4500 feet per second with an effective range of 400 yards. There is a moderate amount of recoil and a two second pause before each shot to avoid overheating. Five bullets are loaded into it at once with a seven second reload time. Any attachments replace the stock. This powerful gun has incredible stopping power, delivering enough force per bullet to stop a raging metahuman in his tracks.
Item Weaknesses: None
Name: P1780 Wildfire
Item Purpose/Type: Firearm
Item Description: A moderately sized submachine gun colored black. Where the magazine would typically go there is instead a solid stock. An extendable stock is attached at the back, allowing for more accurate burst fire. The QCC insert is located in place of the hammer. The P1780 Wildfire weighs approximately 8 pounds and is approximately 35 inches long from barrel to stock. When first retrieved, it comes with 9mm rounds and iron sights.
Item Powers: P1780 Wildfire is a fully automatic submachine with the option of three round semi-automatic burst fire. It fires at 17 rounds a second, with the bullets traveling at 2,000 feet per second with an effective range of 1,000 feet. Seventy five bullets are loaded into it at once and possesses a seven second reload. Rapid fire of Wildfire can add significant recoil. It’s low penetration and stopping power is compensated by range and high fire rate.
Item Weaknesses: None.
Name: P004 Avalanche
Item Purpose/Type: Firearm
Item Description: An assault shotgun colored black. The QCC insert replaced the rotating bolt mechanism typical of assault shotguns. An extendable shock provides additional stability and accuracy in high-tense situations. The P004 Avalanche weighs approximately 8.5 pounds and is approximately 35 inches long from barrel to stock. When first retrieved, it comes with 12 gauge rounds and iron sights.
Item Powers: The P004 Avalanche is a semi-automatic shotgun. It possesses velocity of approximately 4000 feet per second with an effective range of about 500 feet. Six bullets are loaded at once with a fifteen second reload. Significant recoil is common with the Avalanche. It’s low fire rate is compensated by significant stopping power and penetration.
Item Weaknesses: None
Name: P556 Tsunami
Item Purpose/Type: Firearm
Item Description: A large, powerful assault rifle. The QCC insert replaces the rotating bolt mechanism typical in these types of firearms. The P556 Tsunami weighs approximately 11 pounds and is approximately 43 inches long. When first retrieved, it is equipped with a unique 60mm bullet and a P20 2x Sighted Scope.
Item Powers: The P556 Tsunami is a single action rifle with the option for two round semi automatic burst fire. It possesses a muzzle velocity of 5500 feet per second and an effective range of 6000 feet per second with the single fire; 2000 feet per second and an effective range of 3000 feet per second for the burst fire. Ten bullets are loaded at once with a twenty five second reload time. Very significant recoil is common with single fire; burst fire is less severe, but still enough to require bracing or risk damage. This powerful gun has incredible stopping and penetrative power.
Item Weaknesses: None.
Name: P021 Ragnarok
Item Purpose/Type: Firearm
Item Description: A large sniper rifle. The QCC insert replaces the bolt action mechanism. The P021 Ragnarok weighs approximately 20 pounds and is approximately 50 inches long from barrel to stock. When first retrieved, it is equipped with the P009 Reflective Monitoring System (RMS) and .50 caliber rifle shells.
Item Powers: The P021 Ragnarok is a single action sniper rifle, the most powerful gun in Balthazar’s arsenal. It possesses a muzzle velocity of 8,000 feet per second with an effective range of approximately 3.5 miles.Three bullets are loaded at once with a ninety second reload delay and a five second timer between each shot. The recoil is significant enough that without using the Stationary Sniper System, significant damage will occur firing the weapon, rendering accuracy impossible.
Item Weaknesses: None
Name: P027 Backdraft [Alpha]
Item Purpose/Type: Firearm/Special
Item Description: An odd, small pistol. The QCC insert is in the stock. The P27 Backdraft weighs approximately one pound and has a length of 8 inches from barrel to stock. When first retrieved, it is equipped with P008 Triple-pronged Darts.
Item Powers: P027 Backdraft is a semi-automatic dart gun designed for aquatic and low-atmospheric conditions. Backdraft utilizes a unique cartridge designed to fit the QCC; this cartridge utilizes a unique composite of hydrogen and potassium (called the Contained Explosive Module, or CEM) which, when ignited with an electric spark, propels the dart at 18 feet per second. In aquatic environments, the effective range is approximately 200 feet. In low or zero atmosphere conditions, the range is, of course, unlimited or nearly so. The P027 Backdraft has six darts and a three second reload time with a three second delay between shots.
Item Weaknesses: Backdraft is ineffective in normal environments.
Item Purpose/Type: Firearm
Item Description: A pistol colored black. Like all Patriot weaponry, it lacks the hollow stock for bullets, instead possessing a hollow QCC insert. It weighs approximately 2.5 pounds and is 9.5 inches from barrel to trigger. It possesses no hammer, only a small antenna from which the holographic display appears from. When first retrieved, it comes equipped with the P7 Laser Sight, .45 ammunition, and iron sights.
Item Powers: P023 Firestorm is semi-automatic. Each bullet travels at approximately 1600 feet per second with an effective range of 100 meters. There is little to no recoil. Six bullets are loaded at once with a two second reload time between rounds. Any attachments replace the stock. While it is a powerful gun, the high speed rounds have little stopping power.
Item Weaknesses: None
Name: P460 Thunderbolt
Item Purpose/Type: Firearm
Item Description: A large pistol colored black. Like all Patriot weaponry, it lacks the hollow stock for a magazine, instead possessing a hollow QCC insert. It weighs approximately 4.5 lbs and is approximately 15 inches from barrel to stock. It possesses no hammer, only a small antenna from which the holographic display is generated. When first retrieved, it comes with .460 ammunition and iron sights.
Item Powers: P460 Thunderbolt is a single action firearm. Bullets fired from P460 Thunderbolt fire at approximately 4500 feet per second with an effective range of 400 yards. There is a moderate amount of recoil and a two second pause before each shot to avoid overheating. Five bullets are loaded into it at once with a seven second reload time. Any attachments replace the stock. This powerful gun has incredible stopping power, delivering enough force per bullet to stop a raging metahuman in his tracks.
Item Weaknesses: None
Name: P1780 Wildfire
Item Purpose/Type: Firearm
Item Description: A moderately sized submachine gun colored black. Where the magazine would typically go there is instead a solid stock. An extendable stock is attached at the back, allowing for more accurate burst fire. The QCC insert is located in place of the hammer. The P1780 Wildfire weighs approximately 8 pounds and is approximately 35 inches long from barrel to stock. When first retrieved, it comes with 9mm rounds and iron sights.
Item Powers: P1780 Wildfire is a fully automatic submachine with the option of three round semi-automatic burst fire. It fires at 17 rounds a second, with the bullets traveling at 2,000 feet per second with an effective range of 1,000 feet. Seventy five bullets are loaded into it at once and possesses a seven second reload. Rapid fire of Wildfire can add significant recoil. It’s low penetration and stopping power is compensated by range and high fire rate.
Item Weaknesses: None.
Name: P004 Avalanche
Item Purpose/Type: Firearm
Item Description: An assault shotgun colored black. The QCC insert replaced the rotating bolt mechanism typical of assault shotguns. An extendable shock provides additional stability and accuracy in high-tense situations. The P004 Avalanche weighs approximately 8.5 pounds and is approximately 35 inches long from barrel to stock. When first retrieved, it comes with 12 gauge rounds and iron sights.
Item Powers: The P004 Avalanche is a semi-automatic shotgun. It possesses velocity of approximately 4000 feet per second with an effective range of about 500 feet. Six bullets are loaded at once with a fifteen second reload. Significant recoil is common with the Avalanche. It’s low fire rate is compensated by significant stopping power and penetration.
Item Weaknesses: None
Name: P556 Tsunami
Item Purpose/Type: Firearm
Item Description: A large, powerful assault rifle. The QCC insert replaces the rotating bolt mechanism typical in these types of firearms. The P556 Tsunami weighs approximately 11 pounds and is approximately 43 inches long. When first retrieved, it is equipped with a unique 60mm bullet and a P20 2x Sighted Scope.
Item Powers: The P556 Tsunami is a single action rifle with the option for two round semi automatic burst fire. It possesses a muzzle velocity of 5500 feet per second and an effective range of 6000 feet per second with the single fire; 2000 feet per second and an effective range of 3000 feet per second for the burst fire. Ten bullets are loaded at once with a twenty five second reload time. Very significant recoil is common with single fire; burst fire is less severe, but still enough to require bracing or risk damage. This powerful gun has incredible stopping and penetrative power.
Item Weaknesses: None.
Name: P021 Ragnarok
Item Purpose/Type: Firearm
Item Description: A large sniper rifle. The QCC insert replaces the bolt action mechanism. The P021 Ragnarok weighs approximately 20 pounds and is approximately 50 inches long from barrel to stock. When first retrieved, it is equipped with the P009 Reflective Monitoring System (RMS) and .50 caliber rifle shells.
Item Powers: The P021 Ragnarok is a single action sniper rifle, the most powerful gun in Balthazar’s arsenal. It possesses a muzzle velocity of 8,000 feet per second with an effective range of approximately 3.5 miles.Three bullets are loaded at once with a ninety second reload delay and a five second timer between each shot. The recoil is significant enough that without using the Stationary Sniper System, significant damage will occur firing the weapon, rendering accuracy impossible.
Item Weaknesses: None
Name: P027 Backdraft [Alpha]
Item Purpose/Type: Firearm/Special
Item Description: An odd, small pistol. The QCC insert is in the stock. The P27 Backdraft weighs approximately one pound and has a length of 8 inches from barrel to stock. When first retrieved, it is equipped with P008 Triple-pronged Darts.
Item Powers: P027 Backdraft is a semi-automatic dart gun designed for aquatic and low-atmospheric conditions. Backdraft utilizes a unique cartridge designed to fit the QCC; this cartridge utilizes a unique composite of hydrogen and potassium (called the Contained Explosive Module, or CEM) which, when ignited with an electric spark, propels the dart at 18 feet per second. In aquatic environments, the effective range is approximately 200 feet. In low or zero atmosphere conditions, the range is, of course, unlimited or nearly so. The P027 Backdraft has six darts and a three second reload time with a three second delay between shots.
Item Weaknesses: Backdraft is ineffective in normal environments.
☆History☆
Current residence: He splits his time between New York and Osaka like the rest of the Outlaws. He additionally has safe houses across the United States, Europe, and Asia.
Birthplace: Lionside Island
Memorable Figures: Francine Woodwind, Elizabeth Richards