Often cold and businesslike at first blush, it takes a while to crack through the tough exterior of a military brat, especially one with an officer's rank. Once she relaxes a bit around people, they find that Lexa is an intense but fairly likeable girl, albeit with a dark and perverted sense of humour. She holds everyone around her to a high standard, but none as high as the one she holds herself to. Those who fail to meet that standard become nothing but pawns to her, pieces to be moved in life or on the battlefield, but those who exceed can quickly become friends and confidants.History:
Lexa practically grew up in the lab where the NEO GATE was built. Not as a subject or anything, but simply constantly pestering her father, who was the lead engineer on the project. Knowing that the aliens were out there, part of the attraction of working on the project was that the families of the researchers and workers lived and learned safely on site, even if there education was skewed towards the project itself. Lexa grew up having friends and going to school, however some of her classes were things like military strategy and nanotechnology. She also learned about the aliens, and what they were doing. While she hated the aliens, and would fight them gladly, she found herself strangely attracted to the bits of footage that leaked through the facility, and what was happening to the females in them.
She was already sixteen before the project was ready to even begin looking for pilots. She quickly volunteered, since she had been watching the project develop for most of her life. It quickly became clear, that while some of the candidates were geniuses of strategy, none of them came close to Lexa's ability to maintain and control the NEO GATE's higher functions. So, when the machine was finally ready, no one questioned the naming of her as it's pilot. She would do her job well, but a dark part of her mind also relished the idea of being on the front lines and seeing some of these things in person.Specialty:
Strategy and Battle tacticsSkill #1:
Multi-task: Lexa is able to handle many different tasks simultaneously, a skill which got her into the pilot seat, and has only advanced since then.Skill #2:
Calm Mind: Lexa is virtually unflappable, acting with cool composure in almost any situation.Skill #3:
Human Tech: She knows and is highly trained on old and new human tech, but has little knowledge of pure alien tech.Skill #4:
Military Training: Taught strategy and tactics, as well as firearms and hand to hand combat. She's not excellent at it, but she can hold her own in a fight, as well as providing strategic and tactical insight to the team.Skill #5:Equipment:
Her equipment is all intentionally aged looking and entirely human designed. That said, it's actually up to date, hiding a few knives and a multi-tool, as well as providing some environmental protection.
NEO GATE- Nanocarbon Equipped Offensive Gyroscopic All Terrain EnforcerMecha Origin:
Developed using the latest in nanotechnology, the NEO GATE represents the accomplishment of human technology. While using some knowledge gained from interactions with aliens, the NEO GATE is entirely designed and constructed by humans. Created by a combination of private and military interests in southern Ontario, it was designed to be a mobile command centre and extreme terrain mech.Mecha Appearance:
A dark gray sphere contains the pilot's seat and controls the machine, consisting of a shell of reinforced carbon to protect the user. Inside, the cockpit sits in a gyroscope, controlling the level and momentum of the pilot if/when the sphere moves. The cockpit is merely the interface however, and the true nature of the device lies in it's ten small black spheres (Spools).Transformed Appearance:
A gray Smart Car with tinted windows, which is the easiest form to realign the carbon shell into.Purpose:
The Spools are devices specialized in creating and controlling carbon nanotubes. Connected to the main body via a single nano-tube, these small spheres can range as far as ten kilometres from the main body, and are the true genius of the machine. Surrounded by a "fur" of small nanotubes, they can move and stick along virtually any surface by way of the Van Der Waals force. Once in position, they can cannibalize nearby carbon based material to expand their nanotubes, controlling their orientation via small electrical impulses. All the while sending visual, auditory, and sensory data back to the cockpit.
Normally powered by a form of artificial photosynthesis and creating tubes slowly, the Spools can draw on the nanofibre battery housed within the cockpit to produce fibres quickly, however that power supply is limited. The central sphere itself can only move by being connected with and using one of the Spools. Two can carry the sphere up a steep incline, three up a vertical surface, and four along a ceiling. With all ten the sphere can travel along virtually any surface, and by realigning the carbon of the shell, can withstand extremes of temperate and pressure, including full submersion in water. The machine was designed to be able to go anywhere, and once entrenched, be nearly impossible to dislodge while providing support to other units.Weapon:
Nano-Whips- Nanotubes controlled by electrical impulses. Once created, the high endurance fibres can be whipped around to wound enemies, as well as creating binds, traps, and defences. Most elaborate traps or defences would require at least an hour of set up.Equipment #1
Nano-Flail - Using the Spools themselves and their connecting fibres as a flail, the carbon fibres of the spheres sticking to and ripping apart materials as they hit. While solid and durable, the Spools aren't indestructible, so this is generally a last resort attack.Equipment #2
Nanofibre battery- The main power source in the core, it maintains the interface systems and can usually last for days without charge. It charges by the Spool's power when not in use, and can power the spheres in over production. All ten Spools producing quickly will drain the battery in a matter of minutes.Equipment #3
Carbon Armour- The armour of the main sphere is incredibly hard and difficult to break, but only if sufficient time is given to the transformation. The quicker the transformation, the weaker the armour.Equipment #4
Van Der Walk- The nano-fibres allow the Spools, and by extension the cockpit, to cling to virtually any surface and stick.Equipment #5
Regenerate- If the main sphere is destroyed, the Spools are programmed to rebuild it. With proper materials, they can rebuild the cockpit in eleven days, minus one day for each Spool on the job. The Spools cannot create themselves, and if destroyed are permanently gone unless replacements can be produced by the militray.Weakness:
The Neo Gate's main weakness is time. It takes time for it to move, to set up, and to create fibres. It was designed as a strategic command hub, laying the groundwork and shaping the battle field, and is vulnerable in sudden attacks. Without the small Spools, the core is just a big hard ball, with virtually no defences to speak of.Player Ons:
NC, voyeurism, multiple pen, messy, tentacles, bondagePlayer Limits:
Scat, anything else is game.