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Yojimbo

Rank: Captain
Combat Rating: A
Unit: 1st Advance
Appearance: Moderately heavily armored Humanoid with slightly
Asian facial features and black hair under a thick helmet. His armor is usually
Gold, Red, and Purple, but he can shift colors by sending a specific current
through the color-crystals in his paint. Generally he only uses this ability to
avoid being recognized by Mavericks, as the system is not sophisticated
enough to be chameleon-esque. In combat, an armored mask closes over his
nose and mouth to help protect the fragile equipment in his head. (I have no
artistic talent so here is a poorly edited sprite
http://i.imgur.com/TYvPd3q.png)

Personality:
Yojimbo's baseline is a stoic and courteous nature. There is a subtle alertness
to his actions and behaviors that most would interpret as mild detatchment,
but he has been known to relax and joke around with friends, especially
during holidays when he lets down his vigil for a while to get absolutely
fucking soused. Yojimbo likes to spend time with the enlisted (Berets,
Lanceteamers, whathaveyou, who refer to him affectionately as "Captain
Jim") as he believes there is much to be learned from them, and because
they're usually a lot saner than the other folks in Barracks 05. The Captain is
easily irritated by reckless irresponsibility and poor choices that result in
injury to those around him (specifically on-base, during combat he is more
forgiving of recklessness as long as it works out).

An ardent student of martial arts (with weapons mostly, but sometimes


without), Yojimbo can often be found training, throwing himself at challenges
and combat simulators for hours on end. His skill is by no means peerless,
but his dedication might well be. When not in training or on mission, he
enjoys relaxing with an old western movie or television series, or he might
find a convinient rooftop to idly observe the goings-on of those below.

There is a certain cold rationality to Yojimbo, and he will not hesitate to take
action if he believes there is a chance someone has turned, even someone
from his own team. Lethal force is reserved until Maverick status is
confirmed, however, and the suspected is given chances to stand down. This
has only happened once (and he ended up being right), but some are wary of
Yojimbo for this reason. This coldness was born just weeks before he was to
be sent to join the Hunters, and indeed, Yojimbo's personality was quite
different before that point as well.

Backstory:
Yojimbo was to be the prototype for a new line of mass-produced reploids that
never really panned out. His parents, constantly busy with a multitude of
projects, were never terribly interested in who he was as a person, just
whether he met requirements. His siblings were much worse: they had
bonded with eachother well before he came online, forming a clique that
Yojimbo was not allowed into. The "leader" of the two, and by far the more
cruel, was Maverick, but this was not discovered until Yojimbo walked into the
lab while she was trying to give one of their parents some ghetto cryotherapy.
She was only a C-equivalent, intended to preserve glaciers, but had been
equipped with a strong proprietary cryogenic, and was more than capable of
killing. Fortunately, Yojimbo was built for B-rank specifications. As he pulled
his sabers from their places on his waist, something within him irrevocably
changed, and he was no longer the shy and whimsical person he had once
been.

The doctor survived, only losing one of her legs, for which a prosthesis was
made in-house. His other sibling held a grudge over the killing, despite how
justified it was, but Yojimbo no longer cared. He would soon be off to the 1st
advance and could use the change in surroundings to become someone new,
someone stronger and more respected.

Defensive specifications:
Speed: Yojimbo is faster than 90% of the mavericks his team has faced, and
the few that are faster are only so because of their lighter armor. In terms of
pure mobility, Yojimbo falls behind Anode's Raikousen and "jetpack," but in
terms of overall swiftness in acting, Yojimbo is likely faster.

Reflexes: Very highly tuned. Probably falls closely behind Emerald.

Endurance: Somewhere around Anode's.

Heavy Armor: Again, around Anode's toughness.

Improved endurance shielding: Shielding that not only reduces incoming


damage but also acts as a small buffer before Yojimbo takes damage. The
buffer recharges over a period of 10-15 seconds so long as Yojimbo suffers no
further fire.

EM Hardened shell: Electric attacks are negated and magnetic effects are
only half as effective on Yojimbo. Still takes damage as normal from
magnetics, but will not be pushed/pulled as far by them, and can more easily
resist them.

Spall Liner: Simple upgrade that adds a bit more hardiness to Yojimbo's "life
bar" as it were, and also makes the armor harder to shatter.

Maculacampus: A field of distorted light that extends 5 feet around Yojimbo.


Makes it hard to aim at him, but also throws off his aim a little when using
ranged weaponry. No effect on incoming or outgoing melee. He often turns
this off when using his shotgun or missiles.

(Not currently equipped due to limited torso armor space) Improved


Equalizing Insulation Layer: Elemental damage of all types is lowered by a
decent amount.

R.A.I.D.E.N.S. (Realtime Assault-Intuition Defensive-Elimination


Nervous System): A reactionary system not unlike Seven's (I came up with
it a long time before that was revealed), but instead of always being on,
Yojimbo must activate it manually before being shot at. Yojimbo is unable to
take normal actions while this is active (about 5-10 seconds) but becomes
virtually impossible to hit with standard weaponry. Every attack that comes
his way prompts an automated 15 foot movement whether it hits or not and,
if possible, a melee counterattack. The number of attacks that can be
countered is theoretically only limited by the time that R.A.I.D.E.N.S. is active,
though individual bullets are not considered seperate attacks if fired in a
rapid manner.

Lightningstrike EAS: Not a true EAS, but a little bit like Anode's Raikousen.
Stores Electric-aspected damage until the next evasion attempt and adds the
"juice" to the servos for a short burst of agility. Yojimbo has been known to
slap himself in the leg with his lightning saber before entering combat, or
whenever is convinient.

SEAS: An expensive, extended-use EAS with very short cooldown cycles.

Blast Shield: An actual shield which Yojimbo can hide behind. Cannot attack
while hidden in this manner. Protects against explosives and standard
damage alike. Will self-repair slowly when not in use.

Armaments:
Hi-Phase Saber: Standard Hi-phase, upgraded to the point just before one
would need a charge backpack in order to keep it going.

Hi-Phase Flame Saber: Fire-aspected Hi-phase, tuned more towards


melting than cutting. Deals little-to-no damage to targets with fire-resistant
armor (Think flame mammoth) but melts through heavy conventional armor
more efficiently than a standard saber.

Hi-Phase Lightning Saber: Electric-aspected Hi-phase, a saber with a


strong electrical current running through the plasma of the blade when
ignited. Deals little-to-no damage to targets with Electromagnetically
hardened shells (Think Anode - in fact this thing would probably give him
about 5-10% charge without hurting him at all), but disrupts and damages
internal systems of those with heavy conventional armor more efficiently
than a standard saber.

Lo-Phase Wave Saber: A standard Lo-Phase modified with Vector Slamfire's


DNA. Projects a crescent wave of plasma propelled by kinetic energy when
swung fast enough. Wave persists for 15ft.

Hi-Phase Beam Chainsaw: Brainstormed during a rush of manic inspiration


from The Evil Dead series, this chainsaw has been modified with beam
emitters instead of the usual teeth. Upgraded with Vector Slamfire's DNA, this
works in much the same way as the Wave saber, except with every single
emitter firing off plasma, this weapon is far too dangerous to those around
Yojimbo. It can be used normally with the DNAtech switched off, but it is also
used in conjunction with the Plasma Fountain VWES entity (see VWES-4).

4-Gauge Shotgun: Another inspiration from The Evil Dead, this weapon has
a magazine size of 3+1 chambered and fires a devastating payload that tears
through light armor. Particularly good against birbs and their stupid wings.
Alternate ammunition: White Phosphorus rounds - very hot and VERY difficult
to put out, these payloads will continue to burn and melt on the target until
deprived of oxygen. Yojimbo generally carries an even mix of regular and
Phosphorus rounds, 12 to a bandolier.

GMER (Guided Magnetic Emitter Rail) Missiles: An array of missiles


implanted in Yojimbo's shoulder plating. Can be used to create a 'rail' which
will knock most medium-light targets who are not resistant to magnetics off
their feet, deal a small amount of magnetic damage, and will shoot them
down the "barrel" which points in a predetermined direction. Enemies flung
this way are typically unable to defend themselves from incoming attacks for
a few seconds. Large and resistant targets can avoid being flung but will take
a small amount of magnetic damage while within the rail. The missiles can
also be used as standard magnetic projectiles, fired four at a time and
dealing a small (per missile, it adds up quick) amount of magnetic-aspected
damage to targets. Alternate ammunition: Spore Rounds - these missiles
plant themselves into the ground and release a cloud of nanite spores that
make their victim clumsier and slower the longer they stay nearby. The
nanites die off fairly quickly once removed from the area and it takes a few
seconds of exposure to have an effect. 36 total missiles carried.

Stun Baton: Not terribly useful against well insulated targets but it will work
against B ranks and below that aren't specifically resistant to electricity. Also
safe to use on humans, though that's a story for another day.

Body Blades: Small Ceratanium blades inserted into various striking points
along Yojimbo's body, turning his martial arts hobby into a viable source of
self defense should he be disarmed.

VWES-4: Contains Mortar Caltrops, Ice Shuriken, Plasma Fountain,


and Flash Pulse.

Mortar Caltrops: a launchable spread of mines that explode when enemies


step in close proximity. Possess IFF, so friendlies can walk right over them.
Can also be used as simple mortars though they are less effective this way.
Painted with a slightly more sophisticated version of Yojimbo's body paint,
these caltrops are all but invisible to the naked eye once they've landed. If
not directly observed, it is very hard to see them without specialty bomb-
finding optics.

Ice Shuriken: A frozen projectile filled with a proprietary cryogenic


compound that can cause metal to become brittle. The effect spreads rapidly
and multiple applications will eventually cause armor to be susceptible to
shattering at the point of impact when damaged. Not effective against armor
that is immune to cryogenics, and less effective against reploids that
generate a lot of heat from their own bodies. (Yojimbo's first VWES weapon. I
wonder where he got it? :^) ) 15 carried. Typically takes 3-5 hits to cause
shattering.

Plasma Fountain: Synthesizes a smallish teleporter pad. The pad is linked


to the inner lining of the chainsaw's "sheath" which acts as the other side of
the teleporter. Once a pad is placed, Yojimbo can Revv the chainsaw, which is
usually sheathed on his back, with a mental command. This causes gouts of
plasma to fling from the teleport pad in a roughly 10ft radius, dealing damage
to anything in the area. The chainsaw will overheat quickly if not revved in
bursts and can be revved roughly 3 times in a 10 second timespan. The pads
are painted with the same paint as the Mortar Caltrops. 3 pads can be
synthesized per mission, placed pads can be recovered and carried along if
need be, but they're a little bit big to carry more than one comfortably,
considering the arsenal Yojimbo packs.
Flash Pulse: Works by overloading the victim's optics with cyberspace data,
leaving them unable to take act. Effected targets may still react, to dodge
incoming fire or parry, but they cannot return fire for several seconds. Must
be within melee range to effect a target. Must cool down for 20 seconds
before reuse.

Author's note: If it seems like Yojimbo is overpowered, it's because he is.


Keep in mind that he and his team have retired twice the amount of
Mavericks as Anode has, including several G-ranks. If you feel that some
things need to be toned down or removed, feel free to let me know and we'll
work it out.

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