Daisy

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Daisy
Daisy23.png
A.K.A. 023
Age 21
Voice Actor Houko Kuwashima
Relatives none
Series Halo Legends
Player Jade`
  • Name: Daisy 023
  • Age: 21
  • Sex: Female
  • Birthday: None
  • Parents: None
    • Place of Birth: Sargasso
    • Nationality: Caucasan
    • Specialty: Close Quarters Combat
    • Hobbies: Gun cleaning an maintenance
    • Likes: Classical music, rock
    • Dislikes: People who disobey orders
    • Favorite Food: Warm food, though she particularly enjoys pasta
    • Least Favorite Food: MREs She will still eat them but ..
    • Favorite Music: Rock, classical
    • Favorite Sport: Grif Ball
    • Most Valuable Possessions: A tiny teddy bear keychain.
    • Level of Education: College
    • Seiyuu/Voice Actor: Houko Kuwashima
  • Physical Stats
    • Height: 6'10"
    • Weight: 242 (All muscle and augments.)
    • Eyes: Aquamarine
    • Hair: Blue
    • Special: She is tall and rather fit

Appearance

Personality

Professional, but not overly. Quiet at times and usually serious.

Background

Conscription

Daisy was abducted and conscripted into the SPARTAN-II Program by Dr. Catherine Halsey in 2517 at the age of six. She was then taken to the planet Reach, and trained by the AI Déjà and Chief Petty Officer Franklin Mendez, along with the rest of the Spartan children. In 2525, she and the other candidates underwent a series of augmentations to improve their abilities. Daisy was among the ones who survived and were not crippled or killed by the procedure.

Homecoming


A few weeks after the augmentations, Daisy and four other Spartans rebelled against their trainers, holding them at gunpoint in front of Dr. Halsey herself, in order to escape. Halsey granted them freedom, and they fled Reach as stowaways, hoping to return home to their parents. When Daisy arrived home at her home planet of Sargasso, the UNSC were already actively searching for her. She evaded patrols and found her home. There, she found a person nearly identical to herself, wheelchair-bound in her home's garden.

Daisy was then approached by a Hornet VTOL with Dr. Halsey onboard. Halsey explained via COM that all the Spartans had been replaced by flash-clones when they were abducted, so as not to arouse suspicion of the missing children. Halsey urged Daisy to return to her and the rest of the Spartans. Daisy, shocked, drew her pistol and approached her clone. Her clone, confused and bewildered, stared at Daisy as she held her gun to her clone's face. After much hesitation, Daisy lowered her weapon, and began to leave. Her clone however, called after her, and offered her a small teddy bear on a chain, not knowing why she wanted to give it to Daisy, only thinking that she should do so. Daisy returned to UNSC custody and was transported back to Reach. However, her clone died soon after on Sargasso, as flash-clones did not live very long. Indeed, it was extremely unusual that this one had lived as long as it had.

Later Career and 'Death'

Daisy later participated in the Harvest Campaign, where she assisted several Marines led by Hauser pinned down by Covenant fire. She then assisted the Marines in getting to the evac point, where she met up with Ralph-303, a Spartan who had escaped with her in 2525, now as a serving Marine after his dismissal from the program As their evac Pelican landed however, Daisy was impaled by Needler rounds. Ralph, who was now aboard the Pelican with the Marines, tried to help Daisy, but she told him to go. Daisy used her pistol to fire on a Covenant Sangheili, but the Pelican was destroyed by Fuel Rod Gun fire, killing all aboard. Daisy, wounded and helpless, died where she lay, unable to move. Her body was later found by John-117 who laid Daisy's teddy bear chain in her hands and closed her eyes.

Daisy is the only known Spartan to go beyond a Petty Officer Second Class during the Harvest Campaign, earning the rank of Chief Petty Officer.

Skills

(These include all learned skills, as well as a relative rating from Abyssmal to Amazing. The character's level of mastery in something that can be taught or at least rated by other people follows the scale: Abyssmal, Novice, Good, Very Good, Incredible, Amazing)

YOU DO NOT HAVE TO PUT A RANK FOR -EVERY- SKILL. Just fill out the stuff you think your character would have! Feel free to add other skills that you think your character should be noted for. (Ex: Speaking French)

Physical Skills:

  • Alertness Incredible (As a CQB soldier she is often point man on.)
  • Athletics Incredible (Ontop of being a Spartan II she constantly works out to keep in top preformance)
  • Stealth Very good

Social Skills:

  • Subterfuge good
  • Streetwise good
  • Intimidation Incredible ( she can kick a car a good few feet in that armor .. so)
  • Leadership Very good
  • Expression Novice
  • Etiquette good
  • Performance abysmal

Mental Skills:

  • Computers very good
  • Investigation: Very good
  • Medicine good
  • Law Novice
  • Occult Abysmal
  • Politics Abysmal
  • Science good
  • Technology Very good

Other Skills:

  • Driving Very good
  • Survival good
  • Empathy novice

Special Abilities

Highly training in CQC.
Various Firearms training.
Heavy Weapons training.
Some Melee weapons training.

Powers & Merits

Carbide Ceramic Ossification: Advanced material grafting onto skeletal structures to make bones virtually unbreakable. Recommended coverage not to exceed 3% total bone mass because of significant white blood cell necrosis.

Muscular Enhancement Injections: Protein complex is injected intramuscularly to increase tissue density and decrease lactase recovery time.

Catalytic Thyroid Implant: Platinum pellet containing human growth hormone catalyst is implanted in the thyroid to boost growth of skeletal and muscle tissue.

Occipital Capillary Reversal: Submergence and boosted blood vessel flow beneath the rods and cones of the subject's retina. Produces a marked visual perception increase.

Superconducting Fibrification of Neural Dendrites: Alteration of bioeletrical nerve transduction to shielded electronic transduction. 300% increase in subject reflexes. Anecdotal evidence of marked increase in intelligence, memory, and creativity.

Unique Items

Red The Mark IV MJOLNIR Powered Assault Armor: was the fourth of seven versions of the MJOLNIR Powered Assault Armor. The suit was issued to SPARTAN-II commandos on November 27th, 2525, and was in service until November 24th, 2551, when it was replaced by the Mark V. John-117 was known to use the Mark IV until an unspecified later date due to him being in the field when the Mark V originally entered service.. It is a sealed system, capable of extravehicular activity or operations in toxic atmosphere and vacuum. It is hardened against EMP and radiation, and has filters that are completely effective at removing toxins and bacteria from local atmosphere. The armor's shell is composed of a multilayer alloy of remarkable strength which has been augmented with a refractive coating capable of dispersing a limited amount of energy weapon strikes.

Armor Components

Helmet: The MJOLNIR Helmet is one of the most vital aspects to the MJOLNIR system. It is made of Titanium and contains key features like a Heads Up Display that links to the brain and hands, and can identify equipment and display information about it when it is picked up by the wearer. Another feature is the direct neural interface system which connects to a SPARTAN-IIs neural implants. Two core processor chips are implanted into the subjects skull in the rear of the head. This is essentially comparable to an on board computer using parts of the human brain for processing - when the connector at the rear of the subjects head and receptors in the brain link to the helmets on board sensors it creates the neural link needed to move the MJOLNIR suit. The helmet also contains other equipment to protect and aid the user in hostile conditions. This includes: filters to remove toxins from the atmosphere, a supply to provide air to the wearer during EVA, thermal and motion sensors, communications, solar-powered lighting, and imaging and video gear.

Titanium Alloy Outer Shell: The outer shell of the MJOLNIR armor is comprised of a fairly thick titanium alloy. This plating covers the chest, arms, hip, legs, calf's, feet and hands. This alloy is very resilient, can take significant punishment, and is nearly impervious to small arms fire. While enough shots from armor piercing rounds will breach the outer shell, the suit can take a few glancing blows from them without compromising the armor. The outer shell of the MJOLNIR suit is covered with a refractive coating to help disperse the heat experienced from Covenant energy weapons. However one or two direct hits from any Plasma weapon will compromise the armor plating.

Titanium Nanocomposite Bodysuit: Sandwiched between the external armor and the internal padding is a thick black armored bodysuit. This suit has numerous functions, small but vital to the safety and survival of the wearer. The bodysuit is made of a titanium-based material, making it very strong and yet very flexible. It also serves as another layer of protection against ballistics attacks and is coated with a heat resistant material to disperse heat from plasma weapons.

Hydrostatic Gel: Underneath the armored bodysuit is a gel-filled layer, this gel layer regulates the temperature of the suit and can change its density to conform to the wearer's shape - the temperature inside the suit is controlled by the moisture absorbing cloth suit underneath the hydrostatic layer. The hydrostatic gel layer can also be pressurized to various levels to potentially save the wearers life should the wearer be subjected to high G forces or a high velocity impact; however, over pressurizing this layer can cause nitrogen embolisms

Reactive Metal Liquid Crystal Layer: Liquid crystal forms the inner structure of the suit. This reactive metal increases the strength, reaction time, mobility, speed, and all around physical performance of the SPARTAN-II. This layer of crystal, knitted together at a molecular level and fitted in between the outer plates and the inner padding, accounts for over eighty percent of the MJOLNIR armors cost of construction and materials.

'Magnetic Weapon Holder Strips:Available on the Mk. IV, Mk. V, and Mk. VI, the magnetic strips are very small yet powerful magnets placed on the legs, waist, and back of the suit and is used to hold any equipment with a magnetic property. The suit also contains a magnet system on the boots of the MJOLNIR suit that allow its wearer to stay attached to a metal surface in Zero G environments and can be toggled on or off by the wearer.

Pressure Seal: The Pressure Seal is a vital component to the MJOLNIR system, it keeps the system airtight, underwater or in space. The seal is very strong but will only break under extreme pressure, such as in a high velocity impact or when the Hydrostatic Gel has been over pressurized.

Biofoam Injector Port: The biofoam injectors on the Mark IV is a port where a direct supply of biofoam or other medicines, must be administered from a standard military first aid kit when the wearer is injured, as the suit does not hold or generate its own supply inside the suit.

Fusion Reactor: The fusion reactor is the most essential part of the MJOLNIR System, as it provides power to all equipment on the MJOLNIR armor, the reactor is built into the suit and allows for nearly unlimited movement. The fusion reactor in all versions of the MJOLNIR armor are half the size of a normal fusion pack that conventional marines carry around


Items Of Note

Tiny teddy bear keychain

The M45 Tactical Shotgun: Formally known as the Tactical Shotgun, 8 Gauge, Pump Action, M45, is a shotgun used by the United Nations Space Command Army. The M45 Tactical Shotgun is a special-purpose weapon used in any situation where the range of engagement is close and limited and when over-penetration is not desirable, but maximum stopping power is required.[1] Like the M90 Close Assault Weapon System, the M45 is a pump-action, magazine-fed (dual tubular, non-detachable type) weapon that uses 8 gauge magnum (3.75”) ammunition. It features an adjustable stock and the ability to "slam-fire" (fire a round as soon as it is chambered). It's real life counter part is the Ithaca M37.

The MA5B Individual Combat Weapon System: (MA5B ICWS or MA5B Assault Rifle) is a standard-issue service rifle of the UNSC Marines. The MA5B Assault Rifle is an air-cooled, gas-operated, magazine-fed weapon designed for automatic fire. The MA5 series rifle is the workhorse of the UNSC Marine Corps and has been in service for more than fifty years. The MA5B has an attached electronics suite that provides information on rounds remaining in magazine, compass heading, as well as several other "housekeeping" functions. The rifle performs well in a variety of environments especially given the perceived delicacy of the attached electronics suite. The MA5 rifle can be outfitted with a number of modifications including sound suppressors, a grenade launcher or a standard issue flashlight and more “exotic” ammunition types like shredder rounds; however, these modifications are only available by Mission Conditional Requisition (MCR). The MA5B is easily one of the most versatile weapons in the UNSC’s arsenal. Due to this versatility, the MA5B is complimented by many of the UNSC's other weapons as either the primary means to a kill or in a secondary role as the fallback weapon.

The M6D Personal Defense Weapon System: Otherwise known as the M6D Magnum Sidearm, is a United Nations Space Command sidearm and is one of the variants of Misriah Armory's M6 handgun series. The M6D Pistol is an 'up-sized' UNSC handgun issued to Navy officers. This model has been upscaled for use by SPARTAN-IIs in MJOLNIR armor. Even though the Spartan issue pistols are larger than the standard-issue variants (~117%) they can still share magazines.[4] The M6D is a semi-automatic, recoil-operated, magazine-fed, large-bore handgun that is controllable even during rapid fire, although at the cost of accuracy. In-game, the player can hold the trigger down, and the weapon will fire repeatedly without additional pulls of the trigger. It is most likely striker-fired, due to there being no visible external hammer. It fires M225 SAP-HE (Semi-Armor Piercing, High Explosive) rounds from a 12-round magazine. Operators can achieve an effective rate of fire of 3.5 rounds/sec or 210 rounds/min. The weapon is very accurate out to its maximum effective range. This accuracy allows incredibly precise target engagement at long range. This, combined with its decent damage against Energy Shields, makes it a viable option when faced with shielded opponents, such as Elites. It is, however, even more effective against unshielded infantry targets, being able to kill most targets in one shot to the head or two to three shots to the body.

Weaknesses & Flaws

While she is a Spartan, Outside of her armor she can be put down like most humans, a shot to the forehead will do her in.

NPC(s) to go with char

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Gallery