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Subject : Humanoid
Guyver Unit
Code Name : Guyver
0
Host Name: Unknown but
has assumed the name of William
Sex : Male
Age : Over 12,000
years
Human Form
- Height: 178 cm (~5.8
Feet) / Weight: 82 kg (~182 Pounds)
Armored Form
- Height: 205 cm (~6.7 Feet) / Weight: 310 kg
(~684 Pounds)
Status : Member of the
Canadian ACTF.
Description: Description: Subject is the original Guyver created by Uranus, though originally the unit was removed and the host killed by Alkanphel, the dormant unit was experimented on by a Gen scientist and somehow absorbed him when something triggered it to regenerate its original human host. Now it seems the host of this unit has become some sort of human/Gen hybrid and possesses both the power of a Guyver and some of the telepathic power of a Gen. Presently the host has sided with the Canadian ACTF movement in their fight against Chronos. |
Psychological Profile:
Subject seems to have forgotten much of his past prior to his discovery in
Canada. He has a natural bond towards humans allowing him to side with them over
Chronos in their fight against each other. He is a loner and will keep to
himself much of the time. He is a flight risk due to no connections with the
people around him. However, he a valuable asset as he appears to have skills
second to none as a Guyver.
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Present estimates of Guyver
abilities have been compiled and summarized below.
-PHYSICAL STRENGTH:
The Bio-Boost
process results in the merger of the host and unit organism to form a new hybrid
form that both enhances host biology and augments it. Essentially
instantly transforming the host to reach their peak potential and combined with
the infusion of energy from the boost dimension and special properties of the
bio-boost organism results in a 100 fold increase in host physical strength and
essentially grants the subject the strength of 100 men.
-POWER/STAMINA:
The Bio-Boost
process infuses the final Guyver form with a massive charge of energy from the
Boost Dimension, which is maintained with a continuous trickle charge from the
gravity control orb that continues to siphon energy from the Boost Dimension.
The trickle charge, however, isn't sufficient to power the subject at full power
continuously and thus stamina varies according to how much energy is being
expended at any point in time. Thus high powered abilities like the Mega
Smashers can only be used once or twice before taking more than several minutes
to recharge but as the charge is continuous it does allow the subject to
regenerate from virtually any damage that doesn't significantly damage or
destroy the Control Medal. Though, if the subject is in safe enough
condition to deactivate the unit then it is possible to fully recharge in
moments by re-activating as that re-engages the main Bio-Boost process and thus
fully recharges the unit in a instant but this leaves the host vulnerable for
the time it takes between transformations.
-SPEED:
Analysis
indicate that the Bio-Boost process greatly increases host metabolism, along
with information processing enhancement due to CM interface. This grants the
Subject a running speed of up to 250 MPH. While the gravitational control orb
allows flight at speeds up to 300 MPH. Effective reflex speed is also enhanced
to up to 40 times normal and allows subject to perceive most opponents as if
they were moving in slow motion. Combined with Unit's enhanced hyper
sensory perception allows subject to react incredibly fast and accurately, while
not capable of catching a bullet subject is capable of blocking and redirecting
shots fired at unit and is capable of intercepting and destroying bullets in
mid-air with the head beam, as well as use the forewarning of enemy fire
detected with unit's hyper sensors to dodge most attacks.
DEFENSE SYSTEMS
-HYPER SENSES:
Subject's unit
greatly enhances senses far beyond the normal limits and range for a human, but
the Unit's CM link to the host brain also lets it help process the sensory
information that come from the Unit's 3D sensory orb system, the roving metallic
orbs located on either side of the subject's head, granting subject a near
omnipotent awareness of his immediate environment. Also, since the hyper sensors
can also scan through obstacles, within its active sensory range, it is nearly
impossible to surprise Subject in battle. The effective real time range of the
Hyper Sensors have been estimated to be approximately 100 meters (~328 Feet) for
active perception and up to ten times further for passive perception.
While the hyper sensors lets the host essentially perform a extensive scan of a
target's biology to the point that the host can distinguish the difference
between a human brain and a zoanoid's brain, as well as detect when a opponent
is about to fire a projectile or energy beam weapon and with enough accuracy to
usually dodge the attack or otherwise counter it with Unit's own weapon systems.
-DURABILITY:
Subject's
bio-armor is extremely tough and durable to the point that it usually requires
Hyper Zoanoid level attacks to damage it and can usually regenerate any damage
given enough time as long as the Control Medal isn't damaged or destroyed.
This has allowed subject to survive sonic and kinetic blasts capable of
shattering steel, intense heat in excess of 5000 degrees and even only sustain
negligible damage from the Guyver's own head beam infrared laser that is easily
intense enough to slice through steel I-Beams in a single quick discharge.
Though, vibrational type weapons, Gaster missiles, and similar high range
weapons can damage the unit significantly and of course anything more powerful.
The CM itself
is vulnerable to direct electrical shocks, because of the direct host brain
link, but is otherwise only vulnerable to certain sonic attacks that can impair
the function of the CM and eventually cause the host to lose consciousness and
the unit to self deactivate.
While the unit
can be temporarily protected during the activation process as the Bio-Boost
process generates a worm hole event horizon around the subject as the unit
transitions from the boost dimension to normal space but this only lasts a
instant and otherwise can't be used tactically. Leaving the subject only
the ability to use its pressure cannon defensively by holding onto it and using
it to deflect attacks around the subject but this can allow the subject to
survive attacks that would normally be capable of instantly destroying the
subject.
WEAPON SYSTEMS
-HEAD BEAM:
The Head Beam
Orb is a Infrared Laser emitter, which channels the internal thermal energy of
the unit as a directed energy beam. The essential function serves as a
heat vent for the unit but the Guyver effect and power level renders this a
effective weapon that can be effective on anything less durable than a
durability enhanced hyper zoanoid, along with enough speed and accuracy to even
intercept a bullet in midair. However, since infrared energy is absorbed
by the atmosphere the effective range is limited to only up to 1.6 km (1 Mile)
under optimal conditions but for full effect the target should be within a
couple hundred feet of the subject.
-GRAVITATIONAL POWER:
-Pressure Cannon: A standard weapon of the Guyver is the
ability to focus their unit's gravitational power, from the Unit's gravity
control orb, through their hands, which contain gravity focusing organs, to
produce a gravity weapon called the Pressure Cannon. This weapon is
essentially creates a virtual event horizon, similar to the effect of a black
hole but without the equivalent mass, which evaporates upon impact but the
spatial displacement produces devastating localized effect equivalent to the
damage that a artillery shell could produce.
Thus this is a
weapon that's capable of blowing a hole clear through a standard zoanoid and
with up to three fired in quick succession a Guyver is also capable of taking
out most hyper zoanoids with this weapon, provided they don't have a ability
that negates the effects of the Pressure Cannon or otherwise disperses it before
impact, such as with a barrier shield or other protective field.
Even fired
single handedly with only about half its power, this weapon is still capable of
blowing the head off a standard zoanoid and can cause grenade like explosive
effects when fired upon solid objects like walls, the ground, etc. which can
also be used tactically to distract or unbalance a opponent and can be fired
fairly rapidly with at least three discharges in quick succession that can hit
the target at nearly the same time for a accumulative effect that can help
against more durable targets.
-Kinetic/Gravitational Momentum Organs: The unit has organs
located on both forearms, and lower legs which allow the transfer of
gravitational energy form the gravity control orb into these organs to allow the
host to punch or kick harder than he normally would produce. This allows him to
instantly boost his momentum by a factor of 10 as his mass is much lighter than
it would be his proportion to this strength. The process is not automatic and
must channel that energy himself.
-MEGA SMASHERS:
The Guyver's
ultimate weapon is the Mega Smashers, which are incredibly powerful particle
beam based weapon emitters contained within each chest plate. While the energy
output of this weapon can vary, each chest smasher cell is capable of unleashing
enough destructive power to destroy a skyscraper with the energy equivalent of
the power unleashed by an up to 100 kiloton explosion of TNT per smasher cell
and a beam duration of a split second on up to a full second. Though, the energy
reserves of the Unit only allow this weapon to be fired once or twice before
requiring more than several minutes to recharge and restore the expended energy
but with up to 200 kilotons of TNT worth of destructive energy there is very few
things that can withstand this attack.
The only
weakness of this ability is the up to few seconds it takes to charge and fire
the attack, along with opening of the chest plate and exposing the more
vulnerable smasher cell, renders the subject vulnerable to attack until the
weapon can be fired.
-VIBRATIONAL SWORDS:
The unit
forearms contains extendible vibrational swords. The subject’s configuration of
these weapons is a pair of elbow swords that can extend up to a meter in length
when extended. Basically the swords are a specialized form of the
bio-armor capable of vibrating at high frequency, generating a sonic shockwave
around the blade that effectively lets the weapon slice through almost any
material as easily as moving through air, except for shielded or other
vibrational weapons of equal power range but can be damaged like any other part
of the armor when not active.
-SONIC BUSTERS:
The unit's
sound emitting orbs that are normally used for speaking can also be used to
create a weapons level sonic attack capable of causing a variety of effects from
exploding someone's head to essentially vaporizing a zoanoid(s) within
relatively close proximity. Only hyper zoanoid level beings have shown
they can withstand this attack but at point blank range they can still cause
Hyper, like Darzerb, to rupture their blood vessels and cause heavy facial
bleeding, blinding effects. These weapons can also be used to break
through walls, breaking it up into dust, and cause structures to crumble as they
are vibrated apart.
OTHER SYSTEMS
-CONTROL MEDAL:
The unit's
Control Medal is the single most important component of a Guyver unit,
regulating and controlling the Guyver unit and all its functions and allowing
the host, through a direct link to the host brain, to control the unit organism
and power of the Guyver. While appearing as a metallic orb, the Control Medal
has a crystalline molecular structure, with inorganic and organic elements, that
is essentially a extremely advance quantum computer that both serves as a host
brain interface and a computer system with limited A.I. capabilities. This
makes the Guyver possible but also poses its one weakness as anything that can
harm or impair the Control Medal can impair or even destroy the Guyver.
The Control
Medal also contains all the data of the host, DNA, memories and is what allows
the host and unit to be fully restored no matter the level of damage as long as
the CM remains intact but if a Unit remover is used on the Unit then the CM will
be erased and that data would be lost.
While the CM
utilizes a direct host brain interface while the Unit is active, the host
maintains contact with the CM through special organisms on the host back that
maintain the link to the host nervous system and thus allows the host to call
the unit at will.
OTHER
TELEPATHY:
Subject is part Gen and has shown
additional abilities not seen in the other standard Guyver units such as being
able to read minds, and telepathically talk to non-Guyvers with ease. It is
unknown the full range of these abilities as of yet.
GIGANTIC UPGRADE:
The subject
has on occasion summoned with permission from
GUYVER 1 to use his Gigantic upgrade. The powerful upgrade
dramatically increases the subject’s base powers and increase his strength by
several fold, it also adds additional abilities not shown in the subject’s unit.
Such as able to project a powerful shield system capable of withstanding all but
the most powerful attacks, addition of back thrusters for quick acceleration and
attacks. The upgrade possesses power amps that greatly enhances the subject’s
power channeling abilities which allow for additional powerful attacks. As
GIGANTIC ZERO, he is easily among the most powerful Guyvers in the
Canadian ACTF.
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Gigantic Zero |
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