Name: Bridgette Babineaux, Serial Number: 104590
Age: 21 years as a human, 1 year as a cyborg
Species: Cyborg (Runs on Seppi Pop, must drink at least one per day, up to three if there's a lot of action.)
Occupation: Combat Testing Unit
Allegiance: Marine
Marine Rank: Master Chief Petty Officer
Home Village/Ocean: Unsure of what to call her "home".
Appearance: Seems to be a normal
girl in normal Marine dress with dark hair, dark brown eyes and pale skin.
History: Being the daughter of a die-hard marine her whole life and moving from base to base, never really settling anywhere, it made it hard to make friends. Therefore, when she came of age, she joined the marines herself. After a particularly rough fight that left her without use of her arms and legs, she realized that she was useless to the marines in this state. She offered herself up to be an experiment, to allow scientists to put her back together. Thus she was born again, Bridgette Babineaux, Serial Number: 104590. She vowed to remove all opposition to the Marines, even if it cost her the rest of her life.
Personality: Before the fight that left her crippled, she was a rather nice girl, only getting angry when she was wronged, or the Marines were wronged. Now, she's constantly pissy, snapping at anybody that gets on her bad side, as long as they aren't a superior officer.
Ship: Marine Ship Number 42, "Havok"
Ship Flag:
Special Abilities:
1: Flamethrower Arm: Built into her right arm is a flamethrower. She activates it by lifting up her right hand, revealing a small hose in her palm, and squeezing a spot just below her elbow with her left hand, causing oil to spray out of the hose. As she squeezes the spot on her arm it also activates a little pilot light on the tip of her thumb that she holds in front of the oil spout to light it on fire.
2: Net Launcher Arm: Built into her left arm is a launcher that fires a seastone net. She activates it the same way as her flamethrower. However, instead of a small oil hose, her palm splits open to fire the net. The squeezing of the same area below her elbow, on her left arm this time, fires the net. The net is attached by a strong rope to a small pulley inside her arm, behind the launcher. Squeezing her arm again would reel the net back to her. (Would require 2-3 posts to reel it back. She can move around while the net is away, doesn't have to reel it in right away, but once she starts reeling it in it's pretty much free shots on her. Would be hard to dodge attacks while reeling in the net.)
3: Rocket Thigh: Built into her right leg is a thin, un-guided rocket that fires out of her knee. She prepares the rocket by kneeling down so that her left knee is on the ground and her right leg is propped up, allowing her knee-cap to slide out of the way. In order to fire the rocket she must use both hands to press triggers on both sides of her knee. (This is not something she'd do in the middle of a fight. Takes a little while to get positioned properly and then recover from firing it. It would be used to start a fight perhaps, or some time when she has a lot of time available.)
4: Super-Human Strength: With arms full of machine, she has the ability to do things that a normal 22 year old girl wouldn't be able to do...ever.
5: Small Storage Compartment: In what used to be her lower belly is now a small storage compartment that she can open by lifting up her shirt a bit. Inside she keeps a small pouch of caltrops as well as six hand grenades and a spare can of Seppi Pop, just in case. There is also a space for her to place stolen documents or other small items.
Learned Techniques (Keep it 1-25):
1: Oil Slick: Created by using her flamethrower without placing the flame from her thumb in front of the oil, thus not lighting it on fire and spraying the oil onto the ground.
2: Oil Trap: Created the same way as the oil slick, but with a trail of oil leading to where she is. After a person gets into the oil she's left out, she lights it on fire with the flame from her thumb.
Weapons/Items:
Iron Club,
caltrops (storage compartment), six
hand grenades (storage compartment). On her boots are two jet dials (four total, two on each foot) that allow her to jump higher as well as get out of the water should she fall in.
Goals: Remove all opposition to the marines.