Name: Warmonger MkVI Artificial Construct/Seraphim Series Unit-324 "Fair Lady Elissa"
Race: Magic Construct
Age: 2 years
Height: 8'
Weight: 1100 lbs
Eyes: Blue optical lenses
Hair: None
Appearance: Elissa takes the form of an eight-foot, humanoid robot that is moderately armored. Legs are digitigrade, using three splayed, broad toes on both feet to stand. Each arm ends with a hand with four fingers and a thumb, allowing her to interact with the environment. On each forearm, there are two "rods," which allows the conjuring of magecraft. The head is nothing but a rectangular box with three circular sensory cameras (One large one that is centered, two smaller ones on each side of it, towards the bottom).
Two thrusters reside on the back; one on the upper left, the other on the upper right. When activated, these thrusters emit a long contour of glowing white energy, giving an appearance of wings. Going down the center of her back is a series of three, upwards facing fins, the top the largest, the bottom the smallest. These fins make up the upper part of the generator, collecting the environment's mana.
Overall, the armor is fairly angular and unisexual, only curving around the chest, the legs, and the arms to maximize protection. The armor is painted in varying shades of grey, forming an urban camouflage pattern. There are various runes across the hull. These allow Elissa to become temporarily lighter, faster, or stronger is she pumps prana into them.
Alignment: Lawful Neutral
Stats:
Strength: C (Naturally), C+ (Stone Runes activated)
Agility: A
Speed: C (naturally), B (With thrusters or Fleet Runes activated), A (With both thrusters and Fleet Runes activated at the same time)
Endurance: C
Magecraft: A
Intelligence:
General: C
Combat: A
Psychic Abilities: None
Magic Abilities: Many spells and curses, but most often uses Arcane Lightning, Disruption, Balefire, Firestorm, Sunder Bolts , and Graviton.
Runes:
Stone Runes: Located on the inner side of each forearm. Increases the strength of her punches when activated.
Fleet Runes:Located on the upper portion of both legs. Decreases mass and increases movement speed when activated
Shadow Rune: Located on the torso, center of the chest. Makes Elissa nearly invisible when activated. Does not hide prana or heat emissions.
Gate Rune: Located directly to the left f the Shadow Rune. Allows Elissa to phase through walls. Phasing emits light and a loud hissing sound, however, making it ideal only for escape or ambushes, not stealth.
Other Abilities:
Living Metal: The alloy that Elissa is made out of is a magically created metal, capable of self-repair. It would take a significant amount of time to repair significant amount of damage, however.
Repair Protocol: Exponentially increases repair time. However, Elissa has to be shut down during this time, being both vulnerable and unaware of her surroundings.
Sensory Suite: Able to see thermal and night vision.
Weaknesses: Extreme cold or heat, as well as any significantly powerful attack. Also, the generator that the fins on her back are attached to is vulnerable; knocking that out forces her to retreat as fast as possible to enact Repair Protocol.
Origin: In Elissa's reality, magic was always a pervasive force; Technology, culture, and war has always been integrated with it. In the closing years of the twentieth century, the world became embroiled in the third, and possibly final, world war. Artificial mages, magically-enhanced munitions, and weaponized golems are the mainstay, while Graviton Warheads are being prepped for launch.
The Warmonger series of golems were first introduced in the First World War by the Allies. While using golems in battle was a centuries old practice, this period marked the first use of a standardized template built in factories and used across an entire theatre of war. All of the early Warmonger models required a mage to control them, transferring their minds to the magical construct at the cost of having their actual bodies becoming vulnerable to attack. The Mark III series saw the introduction of the "living" metal alloy known as Elumium, an alloy that the Axis failed to replicate in the Second World War. The Mark IV series saw the implantation of Homunculi brains inside the chassis of the Warmongers, getting rid of the need of having a mage close by, and finally allowing the golem itself to take part in long-lasting combat scenarios; this introduction, along with the discovery of the Graviton Magics, only increased the tensions of the Cold War.
In the yer of 1992, the Soviet Union declared war on the NATO nations. War quickly escalated to the point that by the year of 1995, every world power is involved and millions are dead. The stalemate in Europe and western North America ensures that the end is no where in sight. Average life expectancy of an enlisted soldier is measured in days, and the need for the new MkVI series of Warmongers is higher than ever.
As it stands now, the Warmonger MkVI series is divided up into several different variants: Warmonger, Seraphim, Manticore, and Pisces. All four of these have a prana generator. These generators are attached to "fins" that collect mana from the local environment. While this provides indefinite power, each Warmonger must be careful of how much prana they expend performing feats and spells, for output can still be greater than input. In case of generator damage, all Warmongers store away a small amount of prana in order to escape combat and initiate Repair Protocol (If the generator is damaged, Repair Protocol prioritizes the reconstruction of the Mana Fins or Prana Generator). All variants also require two years to manufacture: One to fully develope vat-grown Homunculi, another to indoctrinate him/her, build the chassis, and implace the brain inside the golem. It should be noted that no two Homunculi turn out the same, and there is no way to actually know the gender until sexual organs can be seen on their fetuses. Homunculi are adults by their second birthday, from which they are ready to transfer their brains to the Golem's chassis.
In 1996, Elissa was vat-grown in Fort Detrick, Maryland. After a year of growing and another for indoctrination, she had her brain and conscience transferred to a Sraphim model, a variant that specializes in flight, rapid speed, high mobility, and heavy firepower. In 1999, five months in her first deployment fighting Russo-Sino forces in the former state of Washington, she received catastrophic damage and was forced to initiate Repair Protocol. When she woke up, she finds herself in a different reality...
Personality: Though Elissa acknowledges that she is female, she does not really dwell upon it. She was always treated as a weapon by her creators, only taking on a personality after an extended period of time with the veteran members of her squadron, her handler, and interacting with soldiers during the counter offensive in the former state of Washington. It wasn't even until recently that she even acknowledged a name beyond Unit-324. She is still learning emotions, but this is a huge improvement of her machine-like attitude from before. Still seems cold, however.
She was taught extensively that she exists for orders. Thus, being trapped in another reality, she is confused and has little initiative. However, combat is her expertise; being capable of duking out massive amount of damage and beat a hasty retreat when necessary.
Likes: Discipline, almost any sort of visual and audio stimiluation
Dislikes: Laziness, Commanders who throw away lives needlessly
Spell Information:
Arcane Lightning:
Prana Cost: Moderate
Info: Arcane Lightning is a powerful mid-ranged (700 Meters) spell, capable of blowing up reinforced Main Battle Tanks, damaging Super Heavy Tanks, and knocking jets out of the air.
Disruption:
Prana Cost: Low
Info: Disruption is a sound-based, close-ranged (30 meters) spell that disorientates the target for around a half an hour. Can be beefed up to completely incapacity a target for an extended amount of time
Balefire:
Prana Cost: Moderate
Info: Balefire is a close ranged (40m) firestorm attack emitted like a flamethrower. Temperatures reach an excess of a hellish two-thousand degree Celsius (3632 degrees Fahrenheit).
Firestorm
Prana Cost: Low
Info: Firestorm is a medium-ranged (300m) attack that consistes of shooting a fist-sized, high temperature fireball. With the Seraphim model having two firing rods on each forearm, the golem can rapidly fire these in two different directions or combo it with antother attack.
Sunder Bolts:
Prana Cost: Moderate
Info: Sunder Bolts is a medium ranged (300m) attack that consists of firing fist-sizedgrey orbs that, upon contact, tears the victim apart from the molecular level by destroying electron bonds in molecules. They can only affect the same amount of area as the orb is, but this tends to be destructive enough for most targets. Like the Firestorm, it can become rapid fire.
Graviton:
Prana Cost: Massive
Info: Graviton is a short ranged (100m) attack that causes its victims to become super dense and collapse onto themselves (Like a hand crushing a soda can). Requires so much prana that it nearly exceeds the mana input from the generator; if fired, Elissa will have a significant reduction in movement and casting ability, for prana is the life-blood of any Warmonger.
Non-Character Information that might affect the story-line:
Graviton Magics were only discovered during the Second World War, but have since then been put into a variety of weaponry, even becoming WMD's (When combined with missile warheads) capable of crushing entire cities.