Name: Zhang Yingjie
Faction: Wanderers
Rank: Support
Age: 26
Height: 6'
Weight: 155 lbs.
Sexuality: Straight
Nickname: Ying (Shorthand for his family name.)
Appearance: Zhang's a young, lean guy and a little on the tall lanky side. He keeps his head shaved, turning black hair into grey fuzz. His eyes are brown in color. He can usually be found wearing one of the two dull green mechanic's jumpsuits he has, since he can also usually be found in the mech bay performing repairs. The suits are a little old and often covered in oil stains. They've got a few patches on the shoulders and back, mostly company logos of mech manufacturers. A few of them are in Chinese or Mandarin. The back has a large picture of a little cartoon square headed robot with a wrench followed by some characters in Chinese. The mascot of the repair center he once worked at. In fact, he took these suits from there when he left. Otherwise, casual clothing is what he'll wear. He isn't very fashion conscious...
Personality: Zhang is quiet not because he is shy, but because he was never good at speaking English. When he speaks, his accent is thick and his words are butchered. It isn't uncommon for someone to assume Zhang has little to no grasp of English. This is not the case, however. He understands English very well, it's just the speaking that's hard. He's used this to his advantage a few times, pretending he knows next to no English to let some believe he is a simpleton. It's gotten people to say things in front of him that would best be kept secret more than once. He keeps these things to himself however. He doesn't like to spread secrets.
However, when he warms up to someone, he is a loyal and trustworthy friend; albeit a quiet one. Zhang is very perceptive and clueless isn't a word that would describe Zhang well. There is very little that he misses as long as he understands it. The only things that commonly fly over his head are jokes. English jokes are weird. Zhang can also be very wise in his own, foreign way. Every now and then, Zhang may say something very meaningful is his bad English and thick Chinese accent. But it's the thought that counts, right?
He is also a bit of a Yes Man and tends to agree with people unless it's something very out of his comfort zone.
Most of all, he is a natural with machines. If there is anything Zhang knows, it's the ins and outs of any mech he might come across. He can often tell what a mech needs simply by listening to the sound of it. Every tick, thump, and whirr coming from a mech is a look inside for him. He's spent so much time inside their large bodies, he can easily find a way around mechs he's never been inside. Repairs and such what he does best and he knows mechs better than the back of his own hand.
Past: Zhang Yingjie grew up in Guangzhou, China back on Earth. His early life was relatively simply, the life of a school student in a commercial and industrial city studying for a future he wasn't too sure about with parents who expected a lot out of him like most other parents. It wasn't an unusual life. However, as he grew, he quickly developed a deep interest in all things mechanical. It started as a hobby consisting of taking apart radios and ended with a job at a major mech repair center years later. He was a natural when it came to machines and he spent as much of his time inside the bellies of mechs and machines as he could. When he found that a faction needed people like him, he joined up after several heartfelt goodbyes to his friends and family back home.
As part of the Wanderers, Zhang soon showed promise not only as a mechanic, but as a pilot. Spending so much time inside mechs, he got a natural feel for them and soon he ended up making repairs back at base and in the field.
Skills: Engineering, Computer Systems, and Ping Pong.
Mech Acquisition: Ying got his mech as a beat junker. However, virtually all the parts have been replaced over time, so it can hardly be considered to be the original. He kept this mech hidden away as a little side project and he finished it when he came to the Wanderers.
Inventory:
PN Nexus
$1000
Lucky Monkey
(A small key-chain sized monkey made of twine and cloth. Won as a carnival prize back on Earth.)
His good wrench in his back pocket.
(Screw the bad wrench, it's bad.)
------------------------------------------------------------------
MECH:
Name: Shorty
Size: Small
Weight: 3500 lbs.
Speed: 600 mph (1300 mph in Zero-G)
Armor: Type 1 Lightweight Armor
-----------------------------
Weapons:
Weapon Name: The Zapper
Appearance: A recharging cannon on the mech's left arm.
Weight: 400 pounds
Range: Close to Mid-Range
Type: EMP Weapon
Description: The M31 Electromagnetic Pulse Cannon (The Zapper "zap zap!") is designed to shut down mechs without physically damaging them.
(DISCLAIMER: Some systems may short-circuit and cause minor electricity burns to opposing pilot. Morgan & Fisher INC. are not responsible for injuries or deaths caused by electrocution. Do not use against wet systems due to electricity hazard.)
The directed EMP pulse this weapon fires can drain most, if not all, of a mech's power. However, this is only temporary and most mechs will re-activate after a few minutes. While non-lethal it can turn an opponent's mech into a glorified metal cradle*. This is used to buy Shorty enough time to escape. The cannon costs 3% power for every 5 shots. Due to the weapon being a pulse, the shots do not have to be direct and grazing shots or shots that fly close enough will still take effect, although with a slight decrease in effectiveness. It can deactivate more than one opponent at a time if they are close enough. Drones can be deactivated easily even without a direct hit.
*Results may vary.
Caution: Do not point directly at face. Do not use near small children. Bright lights may cause seizures in those suffering from epilepsy. If you experience any minor seizures, stop using this weapon and contact a doctor immediately as you may be epileptic. Morgan & Fisher Inc. are not responsible for any damages or injuries caused by misuse.
-----------------------------------
Specials:
Name: Hawksight Mk III Power Signature Detector (Eye See You)
Appearance: The ICU (get it?) is built into the upper part of the mech.
Slots: 1
Weight: 50 lbs.
Description:
The Power Signature Detector (or ICU/Eye See You) is a detection system that looks for and reveals power signatures to the user via a map on the mech's HUD. It has a range of about 2 miles and reveals mech's power signatures, both friendly and hostile. Friendly signatures can be tagged and remembered to avoid confusion, but if a friendly signal is lost, it will be marked as unknown when it is picked back up. This can be reverted if the pilot manually reassigns it as friendly. The detection radius can be expanded to a 3 mile radius as well as map out the terrain via sonar guided pings at the cost of 8% power per minute. Information gathered within 2 miles while the system works overtime is not lost after over timing ends, but all information is lost if the ICU system shuts down. The purpose of this is for the Support Pilot to be able to detect and warn friendly mechs about danger.
---
Name: Cloaking
Appearance: Built in system located in Shorty's lower area.
Slots: 1
Weight: 50 lbs.
Description:
Mecha can go invisible but costs 3% power every round in order to maintain it.
---
Name: Sensor Disruption
Appearance: Yet another internal system nestled within Shorty.
Slots: 1
Weight: 50 lbs.
Description:
Mech can release a large range EMP that is focused on other mech's Radars. Affects human basic radars as well. This will wipe Shorty's ICU information as well.
---
Name: Nanite Repair System
Appearance: The gun on Shorty's right arm isn't a gun at all! It's a nest holding billions and trillions of nanobots! That's kinda gross!
Slots: 2
Weight: 300 lbs.
Description:
The gun dispenses a medium sized glob of nanobot paste. The tiny, material replicating machines go to work repairing any damage done to a mech as well as using themselves to repower a mech's systems by 45%. They work by converting each other into the needed materials through molecule restructuring and bind themselves to any damage done. This can only be used 8 times after which Shorty will have run out of nanobot paste. The user can also use the paste on their own mech by tapping into their own reserves. More paste can be made if scrapped material is fed into the nanobot reserve, but only if there is at least one helping of bots left. The process takes thirty minutes and can reserves cannot exceed 8 uses. Mech must be right next to the target it intends to repair due to the repair system's short range.
--------------------------------------------------
Drone:
Name: MF7 Rapid Repair Drone (Skipp)
Appearance: The Skipps are small flying drones with a single repair arm.
Type: Support
Strengths: Small size and fast speed make the drone incredibly difficult to hit, especially when focusing on the more dangerous mech it will usually accompany. Skipps can cloak themselves in short bursts for when they are traveling from mech to mech.
Weaknesses: A Skipp has no armor, so even a light hit could seriously damage or destroy it.
Description: The MF7 Repair Drone (Skipp if that's too long for ya) is a small, fast drone that is programmed to stay out of the line of fire at all times. They can usually be found behind a mech doing their work, safely out of the way. Their repair arms can fix any damage by applying small dabs of nanobot paste (the same kind found in the Nanite Repair System) to specific areas and rapidly repair friendly mechs. They can be dispatched and given orders by their pilot and are usually ordered to fly from mech to mech and repair them. Their battlefield awareness programming urges them to stay out of danger. They are hard to hit as they fly sporadically and quickly, as well as cloak themselves for short periods of time.
Shorty carries two of them.