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May 2023 It's been hectic this last year, but we are alive and celebrating our fifth year of adventure and tales. A lot has been worked on to help make the Monoverse one that everyone can enjoy and explore their story while becoming a part of the greater cosmos. All of you, new and long time players, stay safe, and see you in the Sea of Stars!
Face Claim || Ciri as depicted in the Witcher: Wild Hunt
Height & Weight || 5'4", 120 lbs Identifying Features || vertical scar across right eye, straight line scar running the outer left forearm from elbow to 3" above the wrist, rose tattoo on inner right thigh, stylized eagle tattoo across back Overall || While not remarkably tall or short, and of the typical build for an athletic woman, Eliza's demeanor exudes a presence that is often felt even before she is actually seen. Though not necessarily a unsociable woman, some find her intense emerald gaze to be unsettling, and she frequently puts strangers off balance by simply her choice of attire, often favoring her combat suit over more..civilian minded clothing. However, when the occasion calls for it, she can and will dress according to the common fashions of the people around her.
the personality
Personal Strengths || Eliza was trained from a young age until well into her fourth century in multiple aspects of combat, as per the Umbran Bullet Arts, yet despite this, she more often relies on her intellect and many years of experience to solve her problems. Having kept the truth of her nature secret even during the days of the UNSC and the seemingly all-knowing Office of Naval Intelligence, she is adept in secrecy and, when the time calls for it, diplomacy. However, for all her gilded speech and cunning, she is a warrior at heart, and if given enough cause, she can demonstrate a level of combat prowess unmatched by any human but those augmented by methods such as the legendary Spartan Program or the later Aesir Program. Personal Weaknesses || For all Eliza's skills and accomplishments, as well as sheer nearly unrivaled life experience, these same things have instilled in her a sense of pride that easily treads into the domain of arrogance, however justifiable, which has in times past landed her into trouble, most notably regarding the present status of AMI.
Goals || Eliza's goals are relatively simple, and largely revolve around developing new technologies and improving upon existing ones that might help humanity in inevitable future conflicts. Since AMI protocol draws heavily on the concept of encountering foreign technologies and then analyzing and improving upon said designs, as well as creating entirely new designs, they have a particular interest in surveying systems beyond Confed territory in order to increase mining resources and colonization options for the various interests of the Terran Confederation, as well as the Galactic Federation at large. Fears || While Eliza projects a persona of quiet fearlessness in most circumstances, the simple fact is that she is painfully aware of what she does not know, or lacks the capability to fight back against. Having dedicated her life for the past several centuries towards making every effort to see that humanity has the tools it needs to survive, she fears failure more than anything. Overall || DEBATER PERSONALITY (ENTP, -A/-T)
Follow the path of the unsafe, independent thinker. Expose your ideas to the dangers of controversy. Speak your mind and fear less the label of ’crack-pot’ than the stigma of conformity. And on issues that seem important to you, stand up and be counted at any cost.
Thomas J. Watson
The Debater personality type is the ultimate devil’s advocate, thriving on the process of shredding arguments and beliefs and letting the ribbons drift in the wind for all to see. Debaters don’t do this because they are trying to achieve some deeper purpose or strategic goal, but for the simple reason that it’s fun. No one loves the process of mental sparring more than Debaters, as it gives them a chance to exercise their effortlessly quick wit, broad accumulated knowledge base, and capacity for connecting disparate ideas to prove their points.
An odd juxtaposition arises with Debaters, as they are uncompromisingly honest, but will argue tirelessly for something they don’t actually believe in, stepping into another’s shoes to argue a truth from another perspective.
Playing the devil’s advocate helps people with the Debater personality type to not only develop a better sense of others’ reasoning, but a better understanding of opposing ideas – since Debaters are the ones arguing them.
This tactic shouldn’t be confused with the sort of mutual understanding Diplomat personalities seek – Debaters, like all Analyst personality types, are on a constant quest for knowledge, and what better way to gain it than to attack and defend an idea, from every angle, from every side?
Taking a certain pleasure in being the underdog, Debaters enjoy the mental exercise found in questioning the prevailing mode of thought, making them irreplaceable in reworking existing systems or shaking things up and pushing them in clever new directions. However, they’ll be miserable managing the day-to-day mechanics of actually implementing their suggestions. Debater personalities love to brainstorm and think big, but they will avoid getting caught doing the “grunt work” at all costs. Debaters only make up about three percent of the population, which is just right, as it lets them create original ideas, then step back to let more numerous and fastidious personalities handle the logistics of implementation and maintenance.
Debaters’ capacity for debate can be a vexing one – while often appreciated when it’s called for, it can fall painfully flat when they step on others’ toes by say, openly questioning their boss in a meeting, or picking apart everything their significant other says. This is further complicated by Debaters’ unyielding honesty, as this type doesn’t mince words and cares little about being seen as sensitive or compassionate. Likeminded types get along well enough with people with the Debater personality type, but more sensitive types, and society in general, are often conflict-averse, preferring feelings, comfort, and even white lies over unpleasant truths and hard rationality.
This frustrates Debaters, and they find that their quarrelsome fun burns many bridges, oftentimes inadvertently, as they plow through others’ thresholds for having their beliefs questioned and their feelings brushed aside. Treating others as they’d be treated, Debaters have little tolerance for being coddled, and dislike when people beat around the bush, especially when asking a favor. Debater personalities find themselves respected for their vision, confidence, knowledge, and keen sense of humor, but often struggle to utilize these qualities as the basis for deeper friendships and romantic relationships.
Debaters have a longer road than most in harnessing their natural abilities – their intellectual independence and free-form vision are tremendously valuable when they’re in charge, or at least have the ear of someone who is, but getting there can take a level of follow-through that Debaters struggle with.
Once they’ve secured such a position, Debaters need to remember that for their ideas to come to fruition, they will always depend on others to assemble the pieces – if they’ve spent more time “winning” arguments than they have building consensus, many Debaters will find they simply don’t have the support necessary to be successful. Playing devil’s advocate so well, people with this personality type may find that the most complex and rewarding intellectual challenge is to understand a more sentimental perspective, and to argue consideration and compromise alongside logic and progress.
DEBATER STRENGTHS AND WEAKNESSES
Debater Strengths
Debater (ENTP) strengths
Knowledgeable – Debaters rarely pass up a good opportunity to learn something new, especially abstract concepts. This information isn’t usually absorbed for any planned purpose as with dedicated studying, people with the Debater personality type just find it fascinating.
Quick Thinkers – Debaters have tremendously flexible minds, and are able to shift from idea to idea without effort, drawing on their accumulated knowledge to prove their points, or their opponents’, as they see fit.
Original – Having little attachment to tradition, Debater personalities are able to discard existing systems and methods and pull together disparate ideas from their extensive knowledge base, with a little raw creativity to hold them together, to formulate bold new ideas. If presented with chronic, systemic problems and given rein to solve them, Debaters respond with unabashed glee.
Excellent Brainstormers – Nothing is quite as enjoyable to Debaters as analyzing problems from every angle to find the best solutions. Combining their knowledge and originality to splay out every aspect of the subject at hand, rejecting without remorse options that don’t work and presenting ever more possibilities, Debaters are irreplaceable in brainstorming sessions.
Charismatic – People with the Debater personality type have a way with words and wit that others find intriguing. Their confidence, quick thought and ability to connect disparate ideas in novel ways create a style of communication that is charming, even entertaining, and informative at the same time.
Energetic – When given a chance to combine these traits to examine an interesting problem, Debaters can be truly impressive in their enthusiasm and energy, having no qualms with putting in long days and nights to find a solution.
Debater Weaknesses
Debater (ENTP) weaknesses
Very Argumentative – If there’s anything Debaters enjoy, it’s the mental exercise of debating an idea, and nothing is sacred. More consensus-oriented personality types rarely appreciate the vigor with which Debater personalities tear down their beliefs and methods, leading to a great deal of tension.
Insensitive – Being so rational, Debaters often misjudge others feelings and push their debates well past others’ tolerance levels. People with this personality type don’t really consider emotional points to be valid in such debates either, which magnifies the issue tremendously.
Intolerant – Unless people are able to back up their ideas in a round of mental sparring, Debaters are likely to dismiss not just the ideas but the people themselves. Either a suggestion can stand up to rational scrutiny or it’s not worth bothering with.
Can Find It Difficult to Focus – The same flexibility that allows Debaters to come up with such original plans and ideas makes them re-adapt perfectly good ones far too often, or to even drop them entirely as the initial excitement wanes and newer thoughts come along. Boredom comes too easily for Debaters, and fresh thoughts are the solution, though not always a helpful one.
Dislike Practical Matters – Debaters are interested in what could be – malleable concepts like ideas and plans that can be adapted and debated. When it comes to hard details and day-to-day execution where creative flair isn’t just unnecessary but actually counter-productive, Debater personalities lose interest, often with the consequence of their plans never seeing the light of day.
the history
Family Information || Father: Elodin Melwasul(deceased aged 435, KIA during the Witch Hunts) Mother: [redacted](status unknown, presumed dead) Brother: Alexandre d'Arc(status unknown, presumed dead) Daughter: Aileen Van Schrouder(presumed KIA in the Human-Covenant War) Homeworld || Edinburgh, Scotland, Earth Eliza was born to the Torillian eladrin, Elodin Melwasul, and [redacted Umbra Witch], following what human history records as the execution of Joan of Arc. Because of this, her upbringing took place as one merchant family of many in the growing city of Edinburgh, where she grew up with a comfortable standard of living, if modest, up until they were forced into relative hiding as the Witch Hunts swept through Europe. History || Eliza was born under circumstances perhaps stranger than most, even by the reckoning of the supernatural beings from which she was birthed. With an Umbra Witch for a mother, her life was already set to be an adventurous one, but with an eladrin from the distant world of Toril named Elodin Melwasul as her father, she was among the few nonhuman Terrans alive. With the outset of the Witch Hunts that took place in her mid teens, parents fled into the wilderness of the Highlands of Scotland to avoid the conflict as best they could. For a much of her childhood and early adulthood, life changed rather little for Eliza, aside from a life that saw perhaps more moves than most families of the age, and it was in this time that Eliza was given her Umbran Watch and trained in the ways of the clan.
With an Umbra Witch for a mother and a martially adept eladrin for a father, Eliza found her training in the martial and arcane arts to be intense, and though she had loving parents, they knew well how harsh the world could be to a lone individual with unusual abilities. Perhaps most important to Eliza's survival, was her instruction of how to conceal her nature, especially as the Hunts intensified, culminating for the young Witch in the disappearance of her mother. Driven by grief and rage, Elodin was himself slain at the fall of Vigrid to the forces of Paradiso. Bereft of both her parents, and only recently completed with her training as an Umbra Witch, Eliza went to ground, and for more than 300 years, she would avoid large-scale human contact. This became increasingly difficult as war wracked the world as a whole and Europe in particular not once, but twice, and seeing the power of mortal humans demonstrated across the battlefields of Europe, Eliza set a new course for herself.
As World War II came to a close and the Cold War began, Eliza returned to her native Scotland, and, forming a new identity for herself as Elizabeth de Arc, began working as a simple gunsmith, eventually establishing Highlander Arsenal out of Edinburgh, Scotland in 1974. This would mark the beginning of a new phase of her life, and for more than three hundred years after, she would live with dozens of aliases, steadily building the once-modest firearms company into a multinational corporation with offices in the United Kingdom, France, and the United States. However, all things come to an end, and with the arrival of Count Mecha in 2312, followed a mere handful of years later by the occupying Illumidas, Highlander Arsenal was left a pale shadow of its former glory, left to stagger through the wake of the first great tribulation Terrans had faced from extraterrestrial forces since the time of the long-forgotten Ancient Human Empire.
When the Illumidas were finally driven offworld by a combination of propaganda campaigns, guerrilla warfare on the part of Terran resistors, and conflicts elsewhere within the Illumidas' vast territory, Eliza was swift to resume her work as best she could manage, making efforts to salvage weapons and other technology left behind by the alien occupiers for further research and potential reverse engineering. At this point, the first seeds for the concept that would eventually become known to the galaxy as Arcanus Military Industries was planted, though with a distinct lack of resources and little actual experience outside of Terran-based small arms, it would be centuries yet before these seeds bore fruit.
As humanity recovered, far more quickly than perhaps many outside observers could believe, the world government organized once more in the form of the United Earth Government, with the United Nations Space Command as its military arm, though in time, the two would become viewed as one and the same. This militarization of the civil government, coupled with a growing distance, both ideologically and literally, between the Inner Colonies and the Outer Colonies would spark a long and bloody series of conflicts by numerous disparate cells collectively known as Insurrectionists. During this time of conflict, Highlander Arsenal reestablished itself as a major civilian sector small arms and ballistic protection manufacturer, rebuilding old locations across Europe and North America, and even establishing a new headquarters on the venerable mountain city of Mars Olympia.
Despite the growing conflicts, which officials with the knowledge of the sheer scope of the problem believed to threaten to plunge humanity into another Dark Age, Eliza found these years among the most peaceful she'd yet lived, even settling down with a private security agent named Eredoc Van Schrouder, whom she married after several years together, and in November of 2500, bore a daughter, Aileen. This happiness would be dimmed as Aileen grew into late adolescence, when, desiring to do more in the world around her, she pursued the possibility of being trained as an Umbra Witch. Eliza, seeing the clan as dead, and the steep costs that came with the power that she had herself gained from the rites performed so long ago as simply not worth the exchange, refused. In response, Aileen joined the UNSC in an act of defiance, which led to increasingly strained relations between mother and daughter. A few short years later, all hell broke loose in the form of the Human-Covenant War, and Aileen's communications grew more and more infrequent following her recruitment into the Office of Naval Intelligence's secretive Section III.
Throughout the course of the war, Eliza became more focused on her work with Highlander Arsenal, tempered only by the efforts of her husband, who did what he could to soothe an emotionally wounded Eliza amid the increasingly grim horror of realizing how poorly the war was going. As the Covenant broke into the Inner Colonies, tensions grew higher, and the couple moved from Mars back to Eliza's native Edinburgh on Earth. From here, Eliza would steadily shift more company assets back to Earth, fearing a repeat scenario as experienced with the Illumidas. In August of 2552, those fears would be realized, and though she had made preparations towards this possibility, a lack of firsthand experience with the Covenant meant that when Edinburgh was assaulted by Covenant forces, heavy casualties were the order of the day. It was only by falling back to the tunnels beneath the old Highlander Arsenal headquarters building and, away from potential surveillance equipment, unleashing her Umbran abilities on the enemy combatants pursuing her that Eliza even survived the Battle of Earth. Eredoc would prove not so fortunate, falling victim to enemy fire amid the chaos. Shortly after the conclusion of the Human-Covenant War, something that took Eliza quite thoroughly by surprise, she received word of the disappearance of the Euclid's Anvil, with all hands presumed dead in a Slipspace jump gone wrong.
The post-war years were among the most trying times Eliza had experienced since first learning of the demise of her clan, but rather than lash out angrily as she had before, she devoted her time and energy to rebuilding, recruiting skilled designers and scientists from a host of fields into her newest endeavor, initially dubbed the Warder Initiative, but as ONI's power began to weaken, Arcanus Military Industries was formally created. The purpose was to combine the usual work of an arms manufacturer with the higher purpose of ensuring that, whatever conflicts humanity might face in the future, it might have the means at hand to survive and even thrive. During the governmental reforms that saw the UEG transform into the Terran Confederation, AMI was largely ignored, seen as more a group of altruistic idealists seeking to save the world. This lack of serious attention from government agencies allowed them to establish a network of trade alliances that would prove invaluable in the creation of what remains to this day arguably the most ambitious creation of Terran origin since the days of Ancient Humanity, the 2,000 kilometer wide world station known as the Eye of Fire. Eventually, however, the Terran Confederation did take notice, though the Eye of Fire would remain a closely guarded secret for years to come. Advances in laser and plasma weaponry, as well as a rapidly growing division specializing in the field of magnetic acceleration weaponry meant that a number of defense contracts were awarded to AMI, which further enriched them, enabling an increase in survey projects meant to add a greater pool of resources to their disposal through mineral rights to newly opened facilities.
During the Kilrathi War, Eliza was forced to manage a company responsible to helping to a major war effort for the first time, and during the course of this long and bloody conflict, both she and her company proved themselves, to the degree that they were even entrusted with the construction of an ark ship after the war's conclusion that was later ordered to be weaponized. Initially, Eliza possessed some reservations regarding the legality of the requisition, but with the Kilrathi still a potential threat, she signed off on her end, and the production of the 28 kilometer long behemoth was begun. As the paranoia of Tolwyn, the officer that had commissioned the project became more and more clear to Eliza, she made the decision to quietly turn over details of the project to Confed oversight authorities, contributing to Tolwyn's arrest, and the ark ship was decommissioned and repurposed for more sensible projects. However, the schematics remained a point of interest for Eliza, and she would later order the construction of a supercarrier based on similar designs during the peak of the Kromus War's first iteration.
Despite being limited in the scale of ships and weapons that she could legally produced through AMI, she did not slow in her ambitions in the least, redoubling surveying efforts rimward through the Orion Spur and beyond. With aid again from the Galaxy Railways, she even coordinated surveying projects to identify suitable mining and colony worlds out along the Perseus Arm until the Second Machine War brought such efforts to a grinding halt. While the scope of these conflicts was massive, Eliza largely avoided direct involvement, instead supplying her allies with materials and information wherever she was able, though she did participate in a number of skirmishes, both in the Second Machine War and in the later Kromus War. In summation, Eliza's history is one rife with conflict and loss, yet despite this, she remains dedicated wholly to the preservation and advancement of her people, however distant she might be personally from many of them. Other Information ||
the verse-specific details
Abilities || As an Umbra Witch, Eliza has a number of formidable abilities at her disposal, including summoning demons from Inferno, though this has been all but impossible for her following the destruction of the Eyes of the World and the death of Loptr, as the barriers between the planes of Inferno, Paradiso, and the mortal world become much more difficult to pierce. Being also the daughter of an eladrin channeler, she still retains notable arcane abilities, though they focus almost exclusively on fire-based spells and typically are focused through weapons. Beyond this, her physical capacities are doubled, allowing her to perform on par with an ÆSIR of the same size.
Skills || Aside from commanding Arcanus Military Industries and possessing significant skill in melee to mid-range combat, Eliza is a reasonably skilled pilot, and has an intuitive understanding of technology and it's potential military applications. When need be, she is also capable as a skillful diplomat, though she tends to be perhaps more direct than most. Left to her own devices, the skill that truly shines, however, is her penchant for tinkering with existing designs, and she is often happiest doing this.
Training || Eliza's combat training has come from a multitude of sources, from her father, arguably one of the most deadly spellswords of his time, to her mother, a powerful Umbra Witch in her own right. Further training was largely self-taught, or simply done by trial and error. In the end, the single greatest trait that allows her to gain so many skills is her longevity, a result of the Umbran Watch she has kept since she was a child, which slows her aging to the point of making her biologically immortal.
Combat Strengths || Eliza favors being in combat directly, and especially in the midst of infantry combat, utilizing her inhuman strength alongside her agility to great effect. Versatility in the form of using ranged weapons, melee weapons, and magic enables Eliza to further command the battlespace, and arguably her most lethal ability is Witch Time, a defensive measure that quickly becomes offensive as she draws upon her Umbran powers to alter time so that, if only briefly, she is capable of movement rivaling that of the famed 'Spartan Time'. Even without this power, Eliza is remarkably capable, with her physical capabilities augmented by her pact to levels seen in the past century only in the Terran Confederations ÆSIRs. Combat Weaknesses || While a capable combat pilot and fleet commander, Eliza has little experience in commanding any force larger than a battle group, and in infantry combat, she has a propensity for relying on her supernatural abilities, owing to her being out of practice with melee weaponry, even if she remains a superb marksman. Additional Details || While Eliza can utilize the full spectrum of her abilities as an Umbra Witch, she has been unable to execute a demon summon since the 21st century, owing to a change in local cosmology. Her pact holder is Phantasmanareae, the Twister of Flame.
Spell List||
Cantrips
Bursting Shot
Cryptogram
Fire Bolt
Phantom Grapnel
Technomancy
1st Level
Comprehend Languages
Fog Cloud
Shield
Thunderwave
2nd Level
Alter Self
Darkness
Overheat
3rd level
Conjure Cannonball
Create Vacuum
Fireball
4th Level
Intensify Gravity
Weapons || Armageddon- set of four firearms, listed below.
Mesh'la Kyr’am- 5-barreled gatling-type 12 gauge shotgun. Automatic. Rate of fire: 900 rounds per minute.
Vengeance- Boot-mounted handgun chambered in Magnum 500 ammunition.
Godslayer- Twin to Vengeance, save for the matter of its rounds being steeped in unholy energies. ---------------------------------------------------------------------------------------------------------------
Gomorrah- Longsword of Infernal steel, ideal for channeling Hellfire and other destructive magics.
Sodom- Infernal steel dagger paired with Gomorrah, with similar qualities
Defense: 150 cm Armor plating, 450 cm equivalent phase shielding
Current Story || After an unexpected encounter with the Kromus dreadnought, Cunning Death, Eliza has spent nearly the past year organizing AMI for full wartime production in support of the Terran Confederation Fleet. However, with a number of legal limitations governing private companies, conducting this transition is easier said than done. In addition, tensions in the Galactic Federation may well demand her attention as never before, and it seems only a matter of time before the true status of the enigmatic corporate state is brought into the open.
the roleplayer
Pen Name || Use whichever name you know me best by. I'll answer to most
Age || 30
Other Characters || Alasdair MacUspaig(accepted), Iymavin Arabtlar(soon to come)
Roleplay Sample || The room was a hum of activity as Eliza made her way across the bridge to take her position. "Captain Brodwick, I understand Emissary of Fire has arrived outside th' Eos System, is that correct?" she inquired as the ashen-haired woman sat down in the command chair.
"Aye ser," the ruddy-faced tiefling replied, looking up only long enough to address the Supreme Commander before returning his attention back to his console. "We're ready to enter realspace on your command," he added.
"Thank ye, Captain. Kraken's Maw, exit z-space now and hold course at .25 lights," she intoned calmly, the soft lilt of her Scottish accent ringing clearly through the bridge comms. Through the viewscreen, the dull pulsating pattern of whitish blue gave way to the inky black of realspace, lit by countless pinpricks of distant stars in all directions, though dwarfed by the still-distant glow of Sol. "Aaright, prep th' Sovereignty fer departure. I want her ready ta fly in two hours," Eliza instructed Brodwick,
"Of course, ser. And we have an incoming transmission. Terran Confederation Navy."
"Na surprisin', what wi how close we are. Put them through, and keep weapons cold. We're here ta make friends, na start a damned war."
A moment later, an human male that appeared to hold a strong stance despite his venerable age, though the lines in his face were perhaps a bit more noticeable than they might otherwise have been. "This is Admiral Dane of the Terran Confederation Navy. Identify yourself and purpose immediately," he stated with a remarkable level of calm. No threat was spoken, but it was readily understood nonetheless.
"I am Eliza Silvermantle, Supreme Commander of Dragon Fleet, and Chief Executive Officer of Arcanus Military Industries. It's a pleasure ta speak wi ye, sir. Wi respect, ye can relax. We're here ta discuss trade, nothin' more. I think ye knew my da, by th' way?" she added with the barest hint of a smile. Though her eyes were nowhere close to the same color as Elodin's sea grey, they held the same measure of intelligence mixed with mischief, and their hair was virtually the same exact hue. "So, ta make things formal and aa, on behalf of Arcanus Military Industries, I request leave ta proceed into Sol space fer th' purpose of negotiatin' trade between th' Terran Confederation Armed Forced and Arcanus Military Industries." A moment later, the woman did smile as she leaned back in her command chair. "If ye're willin', I'll join ye fer a dinner ta discuss what we've ta offer, and why Sol. What say ye, sir?" Anything Else || any questions or comments you might have, either to the admin, or other people who wish to interact with your character
Post by Eliza Silvermantle on Sept 22, 2019 5:18:17 GMT
POWERED ARMOR
GENERAL INFORMATION
The Iron Man Mk1 is the first in what will likely be a long line of highly customized combat hardsuits, harkening back in many ways to the Iron Man suits of legend. The product line is entirely made by Eliza herself, for her personal use, and as such, places a premium on mobility, even while making all efforts to increase survivability under conditions where simply evading danger isn't an option. As this is funded and created entirely out of her own personal resources, it is not expected to match the performance of state-manufactured PCAs, but is made with the needs of a bounty hunter and scout in mind.
ARMOR CLASS
Class: PCA, hardsuit
Height and Weight: 172.72cm, 226.796kg Any additional Info: Providence VISR system, integrated encrypted comms, air filtration
Post by Eliza Silvermantle on Jan 2, 2021 1:33:21 GMT
POWERED ARMOR
GENERAL INFORMATION
Thie Iron Man Mk2 combat hardsuit is the second iteration in a custom built line of hardsuits designed and constructed by Eliza personally, and marks a subtle but significant improvement from its predecessor. Building on the lessons of past missions, as well as further study of internal diagnostics of the Mk1 model, the Mk2 boasts a vastly streamlined microfusion reactor, able to run at half the required output of the Mk1's yield instead of full capacity, while powering an integrated AI and photoreactive panels built into the armor plates, vastly improving performance in covert actions without sacrificing the protection granted by the previous iteration.
ARMOR CLASS
Class: Powered Combat Armor, hardsuit
Height and Weight: 172.72cm, 225kg
Any additional Info: Providence VISR system, integrated encrypted comms, air filtration