And finally, here's my Demolition Trooper.
• Name: Makimoto
• Age: 19 (Day Younger than Jurmala)
• Gender: Female
• Race: ½ Human, ½ Mermaid
• Occupation: Demolition Trooper
• Design Inspiration: Julie Makimoto (MS) (Namesake, Main Body, Hairstyle, and Personality Basis), Rouge the Bat (Power Suit), Ageha from Senran Kagura (Physique), Galarian Beauties (Casual Clothes), Princess Ariel (Mermaid Tail)
• Height: 5’8’’
• Weight: 128lbs.
• Skin Tone: Tanned
• Eye Color: Purplish Pink
• Hair Color: Brown with silver streaks
• Hair Length: Elbow Length
• Measurements: B39’’-W25’’-H37’’
• Distinguishing Features: Heart shaped birthmark on right buttock
• Good Points: Intelligent, Helpful, Bubbly, Kind, Caring, Affectionate, Playful, Compassionate
• Bad Points: A bit scatterbrained
• Likes: Mud Baths, Quicksand (Immensely), Tar (Immensely), Mud Packs, Launchers, Animals, Etecoons, Dachoras, Beaches, Metroids, Fireworks
• Dislikes: Space Pirates, Ridley, Mother Brains, X-Parasites, Raven Beak, Sylux, Duds, Scaring Animals, Pyromaniacs, Arsonists
• Biography: Makimoto is one of the many ½ Mermaids born to Junichiro & Palutena, being born a day after Jurmala was born, making her part of the 2nd line of ½ Mermaids born to the family. Growing up, Makimoto had the dream of wanting to help the sick & weak while also intent on wanting to be a hero like her father is. Makimoto, however, followed a path identical to what Lausanne, Cordelia, and Hydra were walking, though in her case, she opted to specialize in fighting with missiles, bombs, and other explosives. However, Makimoto started out learning how to fire off basic handguns & long guns. However, in the case of the latter, Makimoto seemed to favor shotguns more since they packed more of a punch than rifles do. Makimoto soon moved onto launchers, the type of weapon she had been waiting to experiment with. She first began using Grenade Launchers, training how to operate different types using chalk training rounds before moving up to using high explosive rounds. It didn’t take Makimoto long to find to develop a knack for shooting off grenades at targets at crazy good distances. Rocket Launchers, however, were a different story. Makimoto had an easy time with some of these launchers, but others, like the M72 proved to be tricky to handle. Though Makimoto did get the hang of the M72 eventually, she ended up opting for the launchers that had a grip on them, finding them easier to manage. Nevertheless, Makimoto proved herself a fit for the Metroid universe, which was what she was aiming for and was happy to learn that she got her dream gig. Since then, she’s been blowing up space pirates in the name of peace for the Metroid universe and has been readily defending her own home of Olympus when needed. As is to be expected from those in Juni’s family, Makimoto is a very friendly girl, inheriting only the best traits from her parents. Makimoto sometimes comes off as being a bit scatterbrained, but don’t be fooled. Makimoto, like the rest of her family, is extremely smart. Especially when it comes to using weapons that require precise aiming. Needless to say, she’s quite the bubbly one and is very sweet to boot. She loves to set off fireworks, but she often makes certain to do it in areas where animals will not be frightened by them. While Makimoto enjoys setting enemy bases on fire with her explosives, she does not take too kindly to pyromaniacs or arsonists who don’t discriminate. Like a handful of her sisters, Makimoto is a proven absolute mudlark, always on the watch for quicksand to sink her in for the sheer enjoyment, and she openly gets excited when she discovers signs of it. She also feels this way about tar, being one of the biggest tarlarks in her family. Boasts the best aim with rocket & grenade launchers.
• Abilities: Being ½ Mermaid, Makimoto is capable of transforming into her mermaid form the moment she enters the water. As a mermaid, like all her other ½ mermaid siblings, she has excellent swimming speed, can breathe underwater without the need to surface for air; though she & her other sisters form gills to help with this, too, and she can commune with aquatic creatures of any kind. However, she primarily transforms while in either fresh or seawater. And like her mother & siblings, Makimoto strongly prefers the water to be clean before she thinks about transforming. Makimoto begins her party as a Demolition Trooper. As her profession implies, her specialty is blowing stuff up with missiles, bombs, grenades, and other explosives. Makimoto primarily uses grenade launchers & rocket launchers and as mentioned earlier, her aim with them is crazy good. She can easily shoot a high explosive grenade into an exhaust tube of a moving tank from several yards away for instance and has been known to hit a weak spot on a big mecha with a rocket launcher from a good 4 or more yards away. Makimoto also uses guns for controlled defense. However, unlike some of her sisters like Cordelia & Lausanne for example, Makimoto does not use firearms that’re upgraded to be compatible with beam weapons. The only weapon that uses beams is her suit’s arm cannon. She begins with the following gear & weapons.
o Demo Trooper Suit: Makimoto’s power suit. It might not look sturdy, but it’s actually far stronger than a typical GF Demolition Trooper’s suit. Not only is it sturdy, but it’s also lightweight & comfy.
o Arm Cannon: Like a good number of her sisters who wear power suits, Makimoto’s suit is equipped with an arm cannon on her right arm that can morph for battle. It is equipped with the typical Power, Ice, Wave, and Plasma Beams in addition to the Charge Beam & Missile Launcher. It comes armed with 250 missiles loaded and is armed with 75 Super Missiles, and the Storm Missile. This is her only means of shooting beam weapons.
o Handgun: A basic firearm of weak power but makes up for it with good speed. Makimoto favors firing a Colt M1911A1, though she also uses an AMT Hardballer Longslide with laser sighting.
o Shotgun: This gun packs more power than the handguns do and is typically Makimoto’s main means of dispensing lead on enemies whether it be from birdshot, buckshot, or slugs. On rare occasions, FRAG-12s are fired, too. She typically uses a Remington 870 Marine Magnum & a Mossberg 590 Mariner. However, she also uses a Franchi SPAS-15, and an Atchisson AA-12.
o Grenade Launcher: Makimoto’s primary (and overall favorite) means of delivering explosive damage to enemies. The grenades fired are typically 40x46mm high explosive. Makimoto’s main Grenade Launcher is a China Lake Launcher, and a Milkor USA M32A1. Though she also carries an M79 Launcher, as well as a handheld M203 & M320.
o Rocket Launcher: A launcher for sending explosives flying far towards targets. However, it makes a loud noise when fired, thus giving Makimoto’s position away, so she only uses it when necessary. It is of course modified to fire off guided missiles in addition to rockets, though Makimoto sticks with missiles. She typically uses an MK-153 (SMAW), though she also uses a restored M20 Super Bazooka and an M72 LAW. She also carries an M202A1 Flash for firing off incendiary missiles.
o Bombs: Basic explosives that deal moderate damage to a group of enemies. They are usually thrown and explode upon hitting the ground right away. They can be fitted into a bomb slot to power up devices. She usually carries 150 bombs.
o Elemental Bombs: Bombs packed with a variety of elemental powers. Makimoto carries Fire, Water, Ice, Earth, Thunder, Wind, Light, and Dark Bombs. She carries 100 of them each.
o Remote Bombs: Like regular bombs but can be detonated at any given moment. Perfect for setting up traps. 150 of these bombs are carried by Makimoto.
o Quicksand Bombs: Special bombs that upon exploding, turn the blasted area into pits of bottomless quicksand. They’re far more effective outside than they are inside. Makimoto carries 100 of these bombs.
o Tar Bombs: Special bombs that release incredibly sticky, highly flammable tar on enemies, slowing them down severely or even stopping their movements completely. If they hit the ground & explode then, then a tar pit is formed, but loses its flammability. 100 bombs are in Makimoto’s inventory.
o Napalm Bombs: These bombs don’t deal damage to enemies, but upon exploding, they release extremely sticky highly flammable napalm on those caught in their blast, making the target(s) highly susceptible to fire-based attacks and will instantly start burning if used in heated areas, such as Norfair, Flare Pool, and Magmoor Caverns to name a few. Makimoto carries 120 of these bombs.
o Hand Grenades: These are essentially the same as Makimoto’s basic bombs, but they have a 10 second wait time before exploding after the pin is pulled. In addition, these explosives fragment upon exploding, damaging any nearby enemies in the blast. Makimoto carries 150 hand grenades.
o Dynamite: This explosive is often used to destroy objects like brimstone & sandstone. Even Talloric Alloy. However, Makimoto has found use for it in blowing up enemy vehicles & buildings from within pipes. Makimoto carries around 200 sticks of dynamite. She uses the military type, which is safer to store.
o Power Bombs: Makimoto’s most powerful explosive. They release a powerful heatwave that incinerates everything snagged in its blast radius and heavily damages what it cannot destroy. Often used to destroy Denzium. She starts with 50 Power Bombs, but will expand her arsenal if she finds expansions.
o Aeion Module: Makimoto’s suit is equipped with a module that allows her to use the power of Aeion. The abilities she has installed are the Flash Shift, Phase Distorter, Lightning Armor, Beamburst, and the Pulse Radar.
o Grapple Module: A technical gauntlet designed for using different grapple upgrades. The Grapple Swing & Grapple Lasso are present.
o Speed Booster: These boots allow Makimoto to run at extremely high speeds, making her faster than she usually is. When activated, it takes her 1 second to initiate their full throttle. When running, Makimoto can crouch down & store energy to then perform a Shinespark attack.
o Space Jump: This enables Makimoto to perform multiple spin jumps without pause for as long as she is able to keep them going.
o Space Jump Boots: These enable Makimoto to perform a second jump after jumping once. If she does a spin jump, then Space Jump will activate. They can be used in combination to get higher space jumps in.
o Screw Attack: This turns Makimoto into a wrecking ball of energy while doing spin jumps. Any enemy that touches Makimoto will take heavy damage or even be destroyed outright.
o Varia Shield: Prevents damage from acid & heat.
Metroid: Nintendo
Makimoto was made by me, and belongs solely to me
• Name: Makimoto
• Age: 19 (Day Younger than Jurmala)
• Gender: Female
• Race: ½ Human, ½ Mermaid
• Occupation: Demolition Trooper
• Design Inspiration: Julie Makimoto (MS) (Namesake, Main Body, Hairstyle, and Personality Basis), Rouge the Bat (Power Suit), Ageha from Senran Kagura (Physique), Galarian Beauties (Casual Clothes), Princess Ariel (Mermaid Tail)
• Height: 5’8’’
• Weight: 128lbs.
• Skin Tone: Tanned
• Eye Color: Purplish Pink
• Hair Color: Brown with silver streaks
• Hair Length: Elbow Length
• Measurements: B39’’-W25’’-H37’’
• Distinguishing Features: Heart shaped birthmark on right buttock
• Good Points: Intelligent, Helpful, Bubbly, Kind, Caring, Affectionate, Playful, Compassionate
• Bad Points: A bit scatterbrained
• Likes: Mud Baths, Quicksand (Immensely), Tar (Immensely), Mud Packs, Launchers, Animals, Etecoons, Dachoras, Beaches, Metroids, Fireworks
• Dislikes: Space Pirates, Ridley, Mother Brains, X-Parasites, Raven Beak, Sylux, Duds, Scaring Animals, Pyromaniacs, Arsonists
• Biography: Makimoto is one of the many ½ Mermaids born to Junichiro & Palutena, being born a day after Jurmala was born, making her part of the 2nd line of ½ Mermaids born to the family. Growing up, Makimoto had the dream of wanting to help the sick & weak while also intent on wanting to be a hero like her father is. Makimoto, however, followed a path identical to what Lausanne, Cordelia, and Hydra were walking, though in her case, she opted to specialize in fighting with missiles, bombs, and other explosives. However, Makimoto started out learning how to fire off basic handguns & long guns. However, in the case of the latter, Makimoto seemed to favor shotguns more since they packed more of a punch than rifles do. Makimoto soon moved onto launchers, the type of weapon she had been waiting to experiment with. She first began using Grenade Launchers, training how to operate different types using chalk training rounds before moving up to using high explosive rounds. It didn’t take Makimoto long to find to develop a knack for shooting off grenades at targets at crazy good distances. Rocket Launchers, however, were a different story. Makimoto had an easy time with some of these launchers, but others, like the M72 proved to be tricky to handle. Though Makimoto did get the hang of the M72 eventually, she ended up opting for the launchers that had a grip on them, finding them easier to manage. Nevertheless, Makimoto proved herself a fit for the Metroid universe, which was what she was aiming for and was happy to learn that she got her dream gig. Since then, she’s been blowing up space pirates in the name of peace for the Metroid universe and has been readily defending her own home of Olympus when needed. As is to be expected from those in Juni’s family, Makimoto is a very friendly girl, inheriting only the best traits from her parents. Makimoto sometimes comes off as being a bit scatterbrained, but don’t be fooled. Makimoto, like the rest of her family, is extremely smart. Especially when it comes to using weapons that require precise aiming. Needless to say, she’s quite the bubbly one and is very sweet to boot. She loves to set off fireworks, but she often makes certain to do it in areas where animals will not be frightened by them. While Makimoto enjoys setting enemy bases on fire with her explosives, she does not take too kindly to pyromaniacs or arsonists who don’t discriminate. Like a handful of her sisters, Makimoto is a proven absolute mudlark, always on the watch for quicksand to sink her in for the sheer enjoyment, and she openly gets excited when she discovers signs of it. She also feels this way about tar, being one of the biggest tarlarks in her family. Boasts the best aim with rocket & grenade launchers.
• Abilities: Being ½ Mermaid, Makimoto is capable of transforming into her mermaid form the moment she enters the water. As a mermaid, like all her other ½ mermaid siblings, she has excellent swimming speed, can breathe underwater without the need to surface for air; though she & her other sisters form gills to help with this, too, and she can commune with aquatic creatures of any kind. However, she primarily transforms while in either fresh or seawater. And like her mother & siblings, Makimoto strongly prefers the water to be clean before she thinks about transforming. Makimoto begins her party as a Demolition Trooper. As her profession implies, her specialty is blowing stuff up with missiles, bombs, grenades, and other explosives. Makimoto primarily uses grenade launchers & rocket launchers and as mentioned earlier, her aim with them is crazy good. She can easily shoot a high explosive grenade into an exhaust tube of a moving tank from several yards away for instance and has been known to hit a weak spot on a big mecha with a rocket launcher from a good 4 or more yards away. Makimoto also uses guns for controlled defense. However, unlike some of her sisters like Cordelia & Lausanne for example, Makimoto does not use firearms that’re upgraded to be compatible with beam weapons. The only weapon that uses beams is her suit’s arm cannon. She begins with the following gear & weapons.
o Demo Trooper Suit: Makimoto’s power suit. It might not look sturdy, but it’s actually far stronger than a typical GF Demolition Trooper’s suit. Not only is it sturdy, but it’s also lightweight & comfy.
o Arm Cannon: Like a good number of her sisters who wear power suits, Makimoto’s suit is equipped with an arm cannon on her right arm that can morph for battle. It is equipped with the typical Power, Ice, Wave, and Plasma Beams in addition to the Charge Beam & Missile Launcher. It comes armed with 250 missiles loaded and is armed with 75 Super Missiles, and the Storm Missile. This is her only means of shooting beam weapons.
o Handgun: A basic firearm of weak power but makes up for it with good speed. Makimoto favors firing a Colt M1911A1, though she also uses an AMT Hardballer Longslide with laser sighting.
o Shotgun: This gun packs more power than the handguns do and is typically Makimoto’s main means of dispensing lead on enemies whether it be from birdshot, buckshot, or slugs. On rare occasions, FRAG-12s are fired, too. She typically uses a Remington 870 Marine Magnum & a Mossberg 590 Mariner. However, she also uses a Franchi SPAS-15, and an Atchisson AA-12.
o Grenade Launcher: Makimoto’s primary (and overall favorite) means of delivering explosive damage to enemies. The grenades fired are typically 40x46mm high explosive. Makimoto’s main Grenade Launcher is a China Lake Launcher, and a Milkor USA M32A1. Though she also carries an M79 Launcher, as well as a handheld M203 & M320.
o Rocket Launcher: A launcher for sending explosives flying far towards targets. However, it makes a loud noise when fired, thus giving Makimoto’s position away, so she only uses it when necessary. It is of course modified to fire off guided missiles in addition to rockets, though Makimoto sticks with missiles. She typically uses an MK-153 (SMAW), though she also uses a restored M20 Super Bazooka and an M72 LAW. She also carries an M202A1 Flash for firing off incendiary missiles.
o Bombs: Basic explosives that deal moderate damage to a group of enemies. They are usually thrown and explode upon hitting the ground right away. They can be fitted into a bomb slot to power up devices. She usually carries 150 bombs.
o Elemental Bombs: Bombs packed with a variety of elemental powers. Makimoto carries Fire, Water, Ice, Earth, Thunder, Wind, Light, and Dark Bombs. She carries 100 of them each.
o Remote Bombs: Like regular bombs but can be detonated at any given moment. Perfect for setting up traps. 150 of these bombs are carried by Makimoto.
o Quicksand Bombs: Special bombs that upon exploding, turn the blasted area into pits of bottomless quicksand. They’re far more effective outside than they are inside. Makimoto carries 100 of these bombs.
o Tar Bombs: Special bombs that release incredibly sticky, highly flammable tar on enemies, slowing them down severely or even stopping their movements completely. If they hit the ground & explode then, then a tar pit is formed, but loses its flammability. 100 bombs are in Makimoto’s inventory.
o Napalm Bombs: These bombs don’t deal damage to enemies, but upon exploding, they release extremely sticky highly flammable napalm on those caught in their blast, making the target(s) highly susceptible to fire-based attacks and will instantly start burning if used in heated areas, such as Norfair, Flare Pool, and Magmoor Caverns to name a few. Makimoto carries 120 of these bombs.
o Hand Grenades: These are essentially the same as Makimoto’s basic bombs, but they have a 10 second wait time before exploding after the pin is pulled. In addition, these explosives fragment upon exploding, damaging any nearby enemies in the blast. Makimoto carries 150 hand grenades.
o Dynamite: This explosive is often used to destroy objects like brimstone & sandstone. Even Talloric Alloy. However, Makimoto has found use for it in blowing up enemy vehicles & buildings from within pipes. Makimoto carries around 200 sticks of dynamite. She uses the military type, which is safer to store.
o Power Bombs: Makimoto’s most powerful explosive. They release a powerful heatwave that incinerates everything snagged in its blast radius and heavily damages what it cannot destroy. Often used to destroy Denzium. She starts with 50 Power Bombs, but will expand her arsenal if she finds expansions.
o Aeion Module: Makimoto’s suit is equipped with a module that allows her to use the power of Aeion. The abilities she has installed are the Flash Shift, Phase Distorter, Lightning Armor, Beamburst, and the Pulse Radar.
o Grapple Module: A technical gauntlet designed for using different grapple upgrades. The Grapple Swing & Grapple Lasso are present.
o Speed Booster: These boots allow Makimoto to run at extremely high speeds, making her faster than she usually is. When activated, it takes her 1 second to initiate their full throttle. When running, Makimoto can crouch down & store energy to then perform a Shinespark attack.
o Space Jump: This enables Makimoto to perform multiple spin jumps without pause for as long as she is able to keep them going.
o Space Jump Boots: These enable Makimoto to perform a second jump after jumping once. If she does a spin jump, then Space Jump will activate. They can be used in combination to get higher space jumps in.
o Screw Attack: This turns Makimoto into a wrecking ball of energy while doing spin jumps. Any enemy that touches Makimoto will take heavy damage or even be destroyed outright.
o Varia Shield: Prevents damage from acid & heat.
Metroid: Nintendo
Makimoto was made by me, and belongs solely to me
Category Story / Portraits
Species Humanoid
Size 50 x 50px
File Size 21.5 kB
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