Post by weejimmy on Mar 19, 2019 1:32:15 GMT -5
WulfGang:
Name: Cameron WulfGang
Age: 59
Height: 6'4 (6'8 in armour)
Weight: 308 pounds (333 lbs in armour)
Race: Apex
A note on psychology: Wulf is often perceived as a drifter, unable to find himself bound to one group of people. He's always looking to be liked. However, his personal morals will always take charge over the people he surrounds himself with. From this, it is evident that Wulf attempts to lever himself socially, a possible runway for manipulation, or extortion. These traits can all be seen as sociopathic.
Defensive gear:
Wulfgang wears a large and hefty suit of d30 trauma displacement goo, with a 1mm dura-steel casing. Atop this, he wears an electro-resistant bodysuit Kevlar Gambeson beneath the armour. This makes him extremely resistant to blunt-force trauma.
However, this does make him quite weak to bullets! Only able to take a few 5.56 and below before the armour dents and splinters, causing constant pain to Wulfgang.
Wulf's backpack contains a 5mm dura-steel plate. This can stop almost any round, although it only covers his upper and lower torso and cannot be removed. Its main purpose is to support his mobility compensation pack.
Wulf's helmet also contains a HEPA bio-grade air filter. Designed to withstand most bio-weapons for a prolonged period of up to 4 hours at 90% air contamination.
Offensive gear:
The M1400 juggernaut marksman rifle! A capable and powerful marksman rifle, with a 60 round duel sided drum mag. This beauty fires .458 HE airburst rounds. shot at 7 rounds per second. With a semi-auto conversion switch.
These bullets are special. As the gun is equipped with a laser range designater, programming the bullets to explode about a foot away from its target.; Exploding into a glorious array of high-velocity shrapnel! Whilst this shrapnel is still travelling at a very high velocity, it only impacts the penetration power of the rifle slightly. The main drawback is that these shards of bullet only leave small holes in whatever they hit, and can be easily deflected if they nick the side of something.
Although, it takes a turn to program the bullet fuses, and is also unable to shoot characters who are moving towards or away from Wulf at anything above walking speed.
The second special bullets. These bullets are set with a near instant fuse time, causing them to explode on impact. Definitely strong enough to tear into flesh and armour. Wulf carries two magazines of this ammunition, however, prefers not to use it as it's expensive.
These rounds will also need a turn to adjust fuse time and are inefficient at fighting soft targets, as they will fly straight through them before exploding.
A 44. magnum hand cannon.
Man carries around an m48 cyclone.
Wulf has always been a capable fighter, his skill only furthering during his two-decade training period with the knog. Once dispersing, he continued to train with various martial artists and coaches, becoming proficient with a multitude of styles, ranging from classic boxing to Shaolin mantis form. To further his ability, Wulf has combined the best techniques from his known fighting styles, along with his own methods and counters, into a singular centralised fighting style, designed to counter and punish those attempting to use conventional training/fighting styles against him. With his mind always trying to work two steps ahead, Wulf sets an almost unnatural margin in cqc ability.
He carries 4 IR smoke bombs.
Stat summary:
CQC: > S++
Firearms: A+ (Although, he would be placed as S+
When using his own specialized equipment.)
Mobility: D++
Dexterity: A++
Endurance: B+
Abilities:
Wulfgang's main ability is his neurologically linked third arm. This arm can be controlled by wulfgang like an actual third arm, with the debuff of it being significantly weaker than a normal arm, only really capable of serving it's intended purposes over combat use.
This arm comes with a vertexl stabiliser, similar to that of a stabilisation camera. This is used to link onto the end of his firearms and keep recoil/inaccuracy to a minimum. This acts like a camera tripod or mount. Another perk of the arm is that it allows him to essential run and gun, keeping the gun accurate and stable whilst moving.
This arm can also be used to take equipment from his utility pack, even being capable of reloading his gun as long as he dedicates one of his organic hands to assist it.
Utility pack, This backpack contains magazines, general medical equipment and rags.
The bottom of the utility pack is equipped with a mobility compensation pack, projecting minor thrusts and calculated gyroscopic movements to keep him stable whilst moving. This also allows him to run and jump at normal speeds.
Magno-lock gloves, the character had magnetic locking gloves, allowing him to keep a firm grip on his rifle. although the magnet is not extremely strong, it is enough to hold 5kg open-palmed. These have on/off buttons located under the thumbs natural resting position.
His helmet can send and receive radio messages.
Name: Cameron WulfGang
Age: 59
Height: 6'4 (6'8 in armour)
Weight: 308 pounds (333 lbs in armour)
Race: Apex
A note on psychology: Wulf is often perceived as a drifter, unable to find himself bound to one group of people. He's always looking to be liked. However, his personal morals will always take charge over the people he surrounds himself with. From this, it is evident that Wulf attempts to lever himself socially, a possible runway for manipulation, or extortion. These traits can all be seen as sociopathic.
Defensive gear:
Wulfgang wears a large and hefty suit of d30 trauma displacement goo, with a 1mm dura-steel casing. Atop this, he wears an electro-resistant bodysuit Kevlar Gambeson beneath the armour. This makes him extremely resistant to blunt-force trauma.
However, this does make him quite weak to bullets! Only able to take a few 5.56 and below before the armour dents and splinters, causing constant pain to Wulfgang.
Wulf's backpack contains a 5mm dura-steel plate. This can stop almost any round, although it only covers his upper and lower torso and cannot be removed. Its main purpose is to support his mobility compensation pack.
Wulf's helmet also contains a HEPA bio-grade air filter. Designed to withstand most bio-weapons for a prolonged period of up to 4 hours at 90% air contamination.
Offensive gear:
The M1400 juggernaut marksman rifle! A capable and powerful marksman rifle, with a 60 round duel sided drum mag. This beauty fires .458 HE airburst rounds. shot at 7 rounds per second. With a semi-auto conversion switch.
These bullets are special. As the gun is equipped with a laser range designater, programming the bullets to explode about a foot away from its target.; Exploding into a glorious array of high-velocity shrapnel! Whilst this shrapnel is still travelling at a very high velocity, it only impacts the penetration power of the rifle slightly. The main drawback is that these shards of bullet only leave small holes in whatever they hit, and can be easily deflected if they nick the side of something.
Although, it takes a turn to program the bullet fuses, and is also unable to shoot characters who are moving towards or away from Wulf at anything above walking speed.
The second special bullets. These bullets are set with a near instant fuse time, causing them to explode on impact. Definitely strong enough to tear into flesh and armour. Wulf carries two magazines of this ammunition, however, prefers not to use it as it's expensive.
These rounds will also need a turn to adjust fuse time and are inefficient at fighting soft targets, as they will fly straight through them before exploding.
A 44. magnum hand cannon.
Man carries around an m48 cyclone.
Wulf has always been a capable fighter, his skill only furthering during his two-decade training period with the knog. Once dispersing, he continued to train with various martial artists and coaches, becoming proficient with a multitude of styles, ranging from classic boxing to Shaolin mantis form. To further his ability, Wulf has combined the best techniques from his known fighting styles, along with his own methods and counters, into a singular centralised fighting style, designed to counter and punish those attempting to use conventional training/fighting styles against him. With his mind always trying to work two steps ahead, Wulf sets an almost unnatural margin in cqc ability.
He carries 4 IR smoke bombs.
Stat summary:
CQC: > S++
Firearms: A+ (Although, he would be placed as S+
When using his own specialized equipment.)
Mobility: D++
Dexterity: A++
Endurance: B+
Abilities:
Wulfgang's main ability is his neurologically linked third arm. This arm can be controlled by wulfgang like an actual third arm, with the debuff of it being significantly weaker than a normal arm, only really capable of serving it's intended purposes over combat use.
This arm comes with a vertexl stabiliser, similar to that of a stabilisation camera. This is used to link onto the end of his firearms and keep recoil/inaccuracy to a minimum. This acts like a camera tripod or mount. Another perk of the arm is that it allows him to essential run and gun, keeping the gun accurate and stable whilst moving.
This arm can also be used to take equipment from his utility pack, even being capable of reloading his gun as long as he dedicates one of his organic hands to assist it.
Utility pack, This backpack contains magazines, general medical equipment and rags.
The bottom of the utility pack is equipped with a mobility compensation pack, projecting minor thrusts and calculated gyroscopic movements to keep him stable whilst moving. This also allows him to run and jump at normal speeds.
Magno-lock gloves, the character had magnetic locking gloves, allowing him to keep a firm grip on his rifle. although the magnet is not extremely strong, it is enough to hold 5kg open-palmed. These have on/off buttons located under the thumbs natural resting position.
His helmet can send and receive radio messages.