Author Topic: General Ame Dresden  (Read 3220 times)

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General Ame Dresden
« on: August 06, 2018, 01:46:11 PM »
CHARACTER

Name: Ame Dresden

Age: 64

Species and Gender: Human Female

Symbol: 


Occupation: General of the Atlas Military Forces

Appearance: While once a tall, striking woman, the years have been less than kind to Ame. Standing at 5’4” and coming in at 134lbs, she has short grey-white hair that is perpetually tied back in a bun to keep out of the way of her dull, steel-blue eyes. Deep wrinkles line her face, making her look slightly older than she is and she has a small scar along her left cheek.

While one would be forgiven for assuming she was blind, just going off the dull color of her eyes, this is far from the truth. As her age continued to set in and her vision began to go, she had both eyes replaced by cybernetics, restoring her vision to even better than when she was young. Additionally, she has a permanent neural link attached to the back of her head, constantly feeding her information to her cybernetic eyes about the ship she currently operates in or, if she’s by a computer or link in station, direct access to the CCTT network.

On the job, she wears the standard Atlesian general coat and pants, though she had hers trimmed in purple, overtop of a white dress shirt and purple tie as well as the standard general gloves.

History: Mother fought in Greyed war, father was a dust mine manager. Mother pushed Ame to join the Atlesian forces, which she happily did. Ame progressed through her schooling very quickly, showing signs of her being very tactically minded.

Rose quickly through the ranks after she graduated and became an officer of some renown when the Faunus Rights Revolution began. After General Lagoon’s vital loss at Fort Castle, Ame was promoted to be the youngest General in Atlesian history at the young age of 26. Despite her best efforts and objectively less idiotic approach than Lagoon’s, she was put in charge of a losing war and while she put up a good fight, there was no way to turn back the tide.

While before fighting in the war she had hated faunus, fighting them had instilled some respect for them. She had no love for their race, that much was certain, but she could respect them as useful weapons. After the war, most of Ame’s time was combating the Fang during the White War, eventually winning several crucial battles and pushing the Fang out of Atlas. She continued to command her personal airship, The Dauntless, in combat both against human and Faunus revolutionary forces and against Grimm.

She spends much of her time these days guarding the City of Atlas, a task she despises for how restrictive it is, or going out on short excursions with her specialists to eliminate large Grimm hordes.

Personality: Ame is a hard individual, difficult to read and even more difficult to argue with. Her years in the Atlesian military have turned her into a solid rock of, what she believes to be, virtue. Her choices and decisions, even in everyday life, are based solidly in predetermined tactics and planned actions, she makes no improvisational choices if she can avoid it. That said, when she does have to improvise, I'm battle or no, she's no slouch. Her years directing combat have made her quite effective at making quick decisions and choices.

Ame is one of the less harsh officers in the Atlesian military when it comes to faunus but she is by no means kind. As far as she's concerned, faunus are a tool to be used. A very useful tool, yes, with their increased senses and night vision as well as any other traits they inherit, but a sword will always be a sword no matter how sharp.

Aura and Semblance: Ame had her aura unlocked while progressing through Atlas, her semblance was unlocked during one of the final battles of the Faunus Rights Revolution. Her semblance, like all high profile Atlesian officers with one unlocked, is a highly guarded secret, requiring top secret clearance as well as bio-scan permission from Ame herself.

Problematic Potential: Ame’s semblance has no outward signs and is passively on at all times. As the problem she’s facing becomes more and more complex and difficult, she has an easier and easier time solving it. There hasn’t been signs of any upper limit though she has pounding headaches after many consecutive problems. She has a very difficult time solving simple problem as her semblance causes her problem solving skills downscale just like it upscales, however she’s found a workaround for the problem by forcing herself to find an extremely complex and convoluted solution.

Combat Behavior:  Ame doesn't do on the ground fighting and her side arm is, for all intents and purposes, tradition and posturing. If forced into an actual fight, she would no be able to beat anyone with proper combat training.

WEAPON

Name: Standard Issue General’s Sidearm

Primary Form: Ame’s sidearm is a bulky, oversized revolver who's body is more akin to a shotgun than a sidearm. While certainly useful and able to pack quite a punch, if Ame tried to fire it she would likely break her arms.

Dust Functions: The side arm can be loaded with dust enhanced ammunition such as fire, ice, or lightning rounds but given that Ame doesn't even fire the thing she has no need for these sort of rounds.

History: Gifted to Ame upon her promotion to General.

Airship: Dreadnaught Class Destroyer: The Dauntless

https://i.imgur.com/894mA8O.png

The Dauntless is essentially Ame’s permanent station given how much time she spends there. Weighing in at 480 meters long, 190 meters wide, 70 meters tall and capable of being manned with over 1600 people, The Dauntless is one of the tankiest airships Atlas has to offer with triple reinforced armor all around, in addition to septuple reinforced armor around several emergency thrusters scattered around the hull for quick maneuvers. Along the hull are a plethora of rotary guns and cannons along with two rotary laser batteries on under the bow, all along the inlaid sides of the ship are missile batteries and point defense laser batteries. While not nearly as many, there are still quite a few rotary cannons, guns, and a single laser battery located on the top of the ship in the off chance that they have to combat a Grimm or ship that can fly higher than them.

The hanger Bay is located between the two long sections at the front as to protect it from oncoming fire or Grimm and to either side of the hangar bay door are the strongest part of the Dauntless’ arsenal, dual kinetic energy cannons. These dust powered cannons are extremely powerful and can, and have, punched clean through a mountain. Unfortunately, firing these cannons requires the hanger be closed, all non-essential energy be directed to the cannons, and the thing they're firing at be straight ahead.

The Dauntless is capable of housing a battalion of standard Atlesian fights within its hanger as well as several troop transport ships.

Just like the hanger, the bridge is protected and concealed within the shop itself as it is able to take advantage of the advanced projection technology that Atlas can afford. The entire room is, essentially, a holodeck projecting the outside of the shop through hidden and protected cameras, wired directly in system with no outside connectivity. The room is set up with all the standard equipment a normal airship would be equipped with with the exception of a significantly more comfortable seat for Ame.

The ship is equipped with several dumb AI are put in charge of tracking several internal system readings along with a human in order for each to be able to double check one another.
« Last Edit: August 07, 2018, 02:15:58 AM by Dr. Gustave »
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