DIR Return Create A Forum - Home
---------------------------------------------------------
The United Roleplayer's Guild
HTML https://unitedroleplayers.createaforum.com
---------------------------------------------------------
*****************************************************
DIR Return to: Mortal/Human/Hybrid Profiles
*****************************************************
#Post#: 4654--------------------------------------------------
RP Profile: Master Chief
By: Zorbak the Ebil Moglin Date: May 22, 2020, 8:33 pm
---------------------------------------------------------
"Wake me... when you need me." - Master Chief before going into
hibernation sleep after the worldwide hollow invasion.
"Our duty, as soldiers, is to protect people. Whatever the
cost."
"Punch it." - Master Chief telling his AI, Cortana to have their
plane take off.
During a mission against a group of hollows, Master Chief and
his AI, Cortana crash land in the battle. Gun shots and
supernatural energies fly all around them as Master Chief slowly
gets up.
Cortana: So much for subtle... I think they know we're here!
Could we have MADE anymore noise coming in?!
Master Chief silently steps out of the wreckage of the plane
with a rocket launcher.
Cortana: Sarcastically. Apparently we can...
When Master Chief was piloting a plane and it had been shot as
he was getting close to where he was going to land.
Cortana: This thing is falling apart!
Master Chief: It'll hold.
Cortana: We're not gonna make it!
Master Chief: We'll make it.
Cortana: Pull up! Pull up!
The plane crashes just below the landing area and Master Chief
climbs up after jumping out.
Cortana: Sarcastically. You did that on purpose, didn't you?
During an special ceremony, he arrived with a fellow officer,
Sergeant Johnson.
Master Chief: You said there wasn't going to be any cameras.
Johnson looks at Master Chief's armor.
Johnson: And YOU said you would wear something nice! He says
sarcastically.
During an attack when the Master Chief jumped out of a plane to
destroy an enemy hollow who was flying, attacking them and
eventually fell to the ground. He was found by his friend,
Sergeant Johnson who thought he was dead.
Johnson: Get an airlift, heavy lift gear. We're not leaving him
here.
Master Chief grabs his arm and gets up.
Master Chief: No. You're not.
Johnson: Looks at Master Chief. Crazy fool... Why do you always
jump?! One of these days you're going to land on something as
stubborn as you are!
When Master Chief's friend Johnson showed up, dropping off a
tank during the hollow invasion.
Johnson: Listen up! Master Chief is gonna get in this tank, roll
down the bridge, and blow up any inhuman son of a bitch dumb
enough to get between him and the hollow's leader!
Cortana: Thanks for the tank... He (Master Chief) never gets me
anything. She says jokingly to Johnson.
During a conversation with his friend Johnson during a battle
against hollows when Master Chief was having to do something
reckless to protect a group of people.
Johnson: Do you have ANY idea how much that suit costs?!
Master Chief: Tell that to the hollows...
During a fight when Master Chief disabled a bomb on the flying
aircraft carrier he was on, and noticed a large hollow flying
around underneath them.
Master Chief disables the bomb left by arrancars on their
aircraft carrier.
Master Chief: How much time was left?
Cortana: You don't wanna know...
Over the comm channels, the general in charge of the assault
comes online. That giant flying hollow is taking out our guns.
We need to take them out!
Master Chief: Sir... Permission to leave the carrier. He says
over the comm to the general.
General: For what purpose, Master Chief?
Master Chief: To give the hollows back their bomb. He says
simply.
When Master Chief infiltrated a plane taken over by arrancars
during the hollow invasion, and the general of the army at the
time called him over the communication network.
General: Master Chief. Mind telling me what you're doing on that
ship?
Master Chief: Sir. Finishing this fight.
"For a brick, he flew pretty good." - Master Chief's military
friend, Johnson, joking about Master Chief jumping off one plane
and onto another.
"The thing about John is that he only really knew three ways to
react to people. If you were his superior officer, he obeyed
you. If you were his ally or friend, he would die for you. But
if you were a threat, then God help you." - An ally about Master
Chief
"The Spartans fought for humanity... When the hollows invaded,
no one cared why they were made. They were among the reasons we
survived that invasion. Don't underestimate them... And don't
underestimate him." - Dr. Halsey, leader of the Spartan II
project, about Spartans and Master Chief
Name: Master Chief
Designation: Sierra 117
Age: Unknown
Species: Enhanced Human
Gender: Male
Hunter Group/Team: Special Forces and the US Government
Guns and Weapons (Which weapons depend on what he equips and
carries with him):
- Energy Sword: This weapon was originally designed by Special
Forces tech engineers for Master Chief specifically and then
finished by Blues after he helped Special Forces before, where
the weapon is an energy blade that is designed to be used in
close combat. This uses tech to create the energy that forms the
sword, with all the components being in the sword handle which
is easily held in the hand. When activated, the sword blade
forms and can be used to battle enemies. The blade is designed
to not only slice through opponents, but also has the ability to
block bullets and certain projectiles. This weapon is designed
for speedy and agile attacks rather than simple power, as the
weapon is designed to be lightweight and manuveurable. However,
the main problem with this weapon is that the weapon energy
drains the more it is used in combat, and has to be recharged
regularly in order to be used again after it runs out of power.
Because the technology that makes this blade is not yet
perfected, the energy blade has to continue to be recharged
regularly after use. This was based on the same alien tech that
the Master Chief's armor was based on.
- M60 Magnum: The M60 magnum is Master Chief's main pistol,
which is usually found at his side. He usually always has one of
these as a backup due to it being such a good gun no matter what
situation he might find himself in. This gun is designed for
short-medium range combat, equipped with 12.7mm armor piercing
rounds. Many would argue this is one of Master Chief's most
useful weapons, since when combined with the scope and effective
range of up to 400 feet, this gun is very useful for taking down
enemies. This guy's armor piercing rounds are able to pierce
most forms of metal armor, barring special armors like vibranium
or adamantium, and this gun is very useful for piercing the skin
of strong supernaturals who have tough skin, like dragons who
possess highly tough skin. Master Chief usually uses this gun
after he runs out of ammo for his machine gun or shotgun, or if
he has to take someone down at mid-range. This gun isn't too
accurate at further distances, but is much more effective at
medium range than many of his weapons like his assault rifle,
and the piercing rounds usually work very well on most types of
creatures. Thanks to equipment available, this weapon comes with
varanium ammo standard, thanks to Special Forces modification of
this weapon's ammo so that it could more easily kill
supernaturals.
- M7 Submachine Gun: This gun is a 5mm ammo with 155 ft range,
which doesn't seem like much to most people, but this is a good
short-range weapon when Master Chief needs rapid fire guns. The
main use of this gun is that Master Chief can wield two of
these, which can be used to fire on one opponent, or the guns
can be used to fire on a group of opponents. These weapons are
best used at close range, as they are designed for speed and
accuracy over power. The guns hold up to thirty rounds with each
clip, and the guns can be easily reloaded when needed. These
guns are not too effective at medium-long range, since they tend
to not be as accurate, and don't have any scope abilities, but
up close, they are quite accurate and designed to be used when
Master Chief needs speedy movement and accuracy rather than just
raw power. These guns are fairly small, making them a bit more
compact than an assault rifle, and make them good to carry
around on the side just like the pistol, though these tend to
work best when mowing down a group of enemies. Usually, Master
Chief will use his assault rifle when taking on groups since it
works at mid-range, but these guns also have their uses, and
Master Chief will use these if the situation calls for it.
Master Chief can use these guns very effectively despite being
close range weapons, and is more accurate than some people at
mid-range with these guns. These guns were also modified with
varanium rounds after Special Forces was commissioned to modify
the weapons ammo.
- MA5C Assault Rifle: The MA5C assault rifle is one of Master
Chief's main choices for guns, as it most often fits the kind of
gun that balances speed, power and accuracy. This gun is a
short-mid range weapon, which fires 7.62 mm armor piercing
rounds at 650 RPM (rounds per minute). This gun is designed for
mowing down enemies in groups, and works great for taking down
enemies. Compared to other assault rilfes, the MA5C is designed
with a slightly heavier barrel, but a specially designed
handguard to provide a sturdy grip and the cowling designed to
reduce the weapon's overall weight as well as make the weapon
more portable. This weapon is accurate for up to 900 feet,
making it a good short-mid range rifle. These weapons aren't as
piercing as the M60 Magnum, but this assault rifle still manages
to pierce some strong armor, and still works against strong
supernaturals, as it is able to pierce many kinds of armors. The
bullets don't have as much effect due to it being a rapid fire
weapon with smaller bullets, but the weapon still manages to be
a very effective weapon, enough that it is one of Master Chief's
first choice in weapons on missions. This gun has two special
ammo options, which include varanium ammo, and oceanstone ammo
clips. Each has it's own function, with varanium being for
regenerative opponents and oceanstone doing more damage against
gods and demi-gods.
- M90 Shotgun: This shotgun is a close range weapon designed for
close range combat specifically. This gun is a pump action
shotgun that can hold up to 12 shells. This weapon comes
equipped with Soellkraft 8-gauge armor piercing shells that have
a 15 pellet spread when fired, making this weapon a dangerous
weapon up close that can be used to do heavy damage to
opponents. This gun's armor piercing rounds are the strongest
aside from the sniper rifle, in which these rounds can pierce
almost any armor if hit, and can be used to blast opponents.
Some weaker opponents who are shot up close are sometimes
blasted apart by the shots fired from this gun. This gun has a
maximum effectiveness range of 130 feet, and while it may not be
too useful at mid-range, the gun is perhaps one of the strongest
close-range guns the Master Chief has in his arsenal. This gun
was designed for heavy armor opponents, and can pierce almost
any armor up close aside from vibranium armor (this can pierce
through adamantium armor). This gun's ammo has also been
modified, in which the shells pellets were swapped out for
special varanium and oceanstone pellets to make this weapon very
dangerous to supernaturals. Usually, this weapon is saved for
close combat with tough opponents, due to this weapon's power,
so Master Chief will usually try to not waste the shotgun on
weaker opponents due to limited ammo in battle.
- BR55HB SR Battle Rifle: This battle rifle is designed for
close-mid range combat. This weapon uses burst fire for less
recoil and higher accuracy, as well as as stronger shots. This
weapon is not as strong as the shotgun, but the bullets are
still quite strong. This weapon uses 9.5 mm armor piercing
rounds, which are useful for shooting armors at mid-range unlike
certain other weapons. This gun is effective for up to 3100
feet, making it a good gun for longer ranges than most other
guns aside from sniper rifles. This gun's major advantages is
it's range, power and lower recoil. This gun is a great weapon
for midrange combat, and can be used at longer ranges, though
using this at long range has reduced effect on opponents.
However, the disadvantage of this though is that longer range
fire can be accurate, but has highly reduced effect. And while
having armor piercing rounds, they usually work best at
close-mid range. To an extent, this gun can also be challenging
to use at close range, due to the weapon having burst fire
rather than fully automatic fire, and at close range, the weapon
doesn't have the same power as the assault rifle or shotgun,
which means this is best used at mid-range. Of course, just like
his other weapons, he also has varanium ammo for this after
Special Forced modified the weapon, and also has oceanstone ammo
as well.
- SRS990-S2 AM Sniper Rifle: This sniper rifle has perhaps some
of the strongest bullets out of all of his weapons, and is
designed to be used at long range. The scope has an adjustable
zoom function, in which someone can zoom in on a target, and the
scope includes a nightvision option for use in the dark. The
sniper rifle is a powerful gun, using 14.5mm armor piercing
rounds that are powerful enough to blast through someone, even
splitting weaker opponents in half due to the power of the
shots. The shots are powerful enough that they can shoot through
someone, armor and all, assuming the armor isn't vibranium
based. This gun has an effective range of up to 7546 feet,
making it the longest range weapon in Master Chief's arsenal.
This weapon is best used at mid to long range, though long range
is usually the best way to use this weapon since it's designed
to be used while sitting still rather than in the middle of
battle. Because of it's design though, this weapon is not
effective at close range, and while one can fire without using
the scope, this gun is hard to hit with at close range. This gun
also doesn't fire as quickly as weapons like the battle rifle or
pistol, so usually, this is designed for headshot kills rather
than rapid fire. And of course, Master Chief's gun was also made
to use varanium ammo as well as having an oceanstone tip.
- M41 Rocket Launcher: This big weapon is a powerful rocket
launcher that fires 102 HEAT charge rockets. This weapon holds 2
rockets, being able to be fired fairly quickly compared to other
rocket launchers. This weapon also has a zoom function, and a
targetting computer to lock on to targets through the scope
function on the side. This is designed to blast vehicles or
larger enemies (enemies larger than a house that normal weapons
would be ineffective on), and can blast groups of enemies fairly
well. Usually, once locked on to a vehicle or enemy, the rockets
will track the enemy to a degree, in which the rockets will try
to follow whatever they're locked on to. However, this only
seems to work well with bigger targets as the rockets are harder
to avoid when locked on for bigger targets, as agile targets can
dodge the shot when it gets close. Once the rocket passes the
person, it loses it's tracking and will continue on. This weapon
is best used at mid-long range, as using it at close range can
be dangerous to Master Chief and his allies. However, this
weapon is pretty good for stronger enemies or clearing out
groups of enemies. However, usually Master Chief cannot hold too
much ammo for this rocket launcher, so shots have to be saved
for certain situations. And like his other guns, the rockets
have been modified to have varanium shrapnel mixed into the
rounds to damage those caught near the explosion.
Disposable Items:
- Overshield: This is a powerup that can be applied to his
shield which triples the strength of his shields, and makes his
shields much harder to pierce temporarily. This powerup is a
temporary one that can be used if the Master Chief has access to
it, in which he simply fuses it to his shield to apply this.
However, this is only a one use item, and if Master Chief uses
it, the shield strength will slowly drain over time until his
shields return to their normal state, or the shields can be worn
down just like normal with damage, but it takes three times as
much damage to bring down his shields. This shield is very
useful against stronger enemies, and can even handle taking a
rocket launcher shot without breaking. Master Chief can use this
item at any time, but usually he will save it for tougher
enemies or if he is in a dangerous situation. Usually, Master
Chief will only carry one of these on a mission, and will save
it until he absolutely needs it.
- Active Camouflage: This powerup fuses with his shield to
create a bending of light to make Master Chief invisible
temporarily. This works with his shield, bending the light
around him so that the light doesn't show him as there. This is
also a one-time use item, in which Master Chief can use one of
these items as long as he has one on hand. His armor doesn't
have a stealth function equipped to it, so he has to use this
when he wants to become invisible. It is worth noting though,
that while invisible, this powerup doesn't conceal his sound or
his presence, so certain supernaturals with enhanced or
supernatural senses might still be able to figure out where he
is when using this if they know how this works, or if they can
find him without seeing him. This powerup is usually useful
against those that only use their eyes to track an opponent, or
if Master Chief wants to sneak around temporarily, as this
powerup is a great item for stealth missions. However, as
stated, this item can only be used once before it is used up,
and Master Chief will usually only have one or two of these on
any given mission due to them being a bit bulky to carry around.
- Bubble Shield: This is a special grenade that was designed by
those that develop tech for the military, in which this grenade
deploys a barrier using energy around the user. This creates a
protective sphere, which is generated around an area about 20
feet in diameter to allow this to be used not just on the user,
but also for allies as well. This particular grenade type is
specifically designed for defense, in which it can be used to
block almost all projectile attacks and energy attacks. When
used, this blocks things like rockets, energy blasts, and can
even block explosions nearby. This weapon is very useful when in
a battle, but is only able to be used one time. The main
disadvantage to this is that people can still go in and out from
this shield, so it is only useful for blocking projectiles, and
if someone manages to get a projectile inside the shield by
releasing the projectile inside, the projectile will bounce
around inside the shield and be devastating to anything inside.
However, since people can go in and out of this, it's usually
not too difficult to just walk out if a threat presents itself.
It is also worth noting that the orb that generates this shield
is fragile, so if an enemy manages to destroy it, the shield
will fall. While destroying the shield from the outside is very
difficult, destroying it from the inside is actually rather
easy.
- Radar Jammer EMP Grenade: This grenade type is designed to be
used on heavy tech, in which this grenade explodes into a
powerful concentrated EMP. Instead of doing damage, this is
designed to interrupt radars and tech within a 60 foot radius,
in which a constant EMP pulse is sent out and can interrupt most
tech. This is even useful at disabling vehicles, as this can
interrupt the computer components used in vehicles. This is
usually used on drones, robots and cyborgs, since the constant
EMP is great for taking out those with enhanced cybernetics.
This grenade, once deployed, releases this EMP constantly for up
to 30 seconds, which can fry mechanical devices not immune to
EMPs. While some tech can be EMP resistant, only immunity to EMP
protects against this particular type of grenade. Once affected,
tech is usually shut down, with weaker tech being fried by the
EMP wave. However, it is worth noting that this does no physical
damage, and only releases the EMP wave. However, it is also
worth noting that while in affect, this EMP wave has the strange
effect of interrupting those that use lightning and magnetic
abilities, as this scrambles the electrical waves in the area
and make it impossible to lock onto magnetic waves or static in
the air due to the constantly shifting waves. This is another
one use item, as the grenades fry themselves out after 30
seconds and cannot be reused.
- M9 Frag Grenades: These grenades are more like classic
grenades that most people think of when they think grenades.
These grenades are special tech, in which they are thrown at
opponents, and have special detonation triggers. In the past,
grenades usually had a few seconds before they'd go off, but
this special grenade type has special sensors in it that are
designed to only allow the grenade to go off after it has been
thrown and hits the ground near it's target. Once armed, the
grenade doesn't explode until it is thrown, and then once it
hits the ground, pressure sensors trigger the fuse, which makes
the grenade go off on a 2 second timer. When used, the grenade
goes off and explodes, exploding like a typical grenade. This
tech that uses this grenade is not really a computer, but the
sensors have a simple function similar to something like a wire
explosive where the grenade triggers it's fuse once the grenade
has landed. As such, this grenade has been designed so that it
can be held after being armed for as long as the user needs to,
as long as the grenade isn't dropped or thrown. Other than the
special grenade function, it is more like an ordinary grenade
compared to Master Chief's other grenades, and usually his first
choice in grenades.
- Type 2 Antipersonnel Fragmentation Grenade (Spike Grenade):
This weapon is also known as the spike grenade, in which it is
designed to be thrown at opponents. When armed, spikes come out
of the top of the grenade, which are designed so that the user
throws the grenade at someone, the spikes catch the opponent and
the grenade sticks to them. Typically, this is similar to a frag
grenade, except that the weapon is designed to be thrown and
stuck to an opponent. This was designed to grenade a group of
opponents, in which the grenade is thrown and stuck to one of
the opponents, but designed mostly to kill the opponent it
sticks to. This is not as strong as certain other grenade types,
and is designed to blow up single opponents rather than groups.
While it can be effective on groups, it's usually best used on
an opponent, who can be blown up once the grenade has been stuck
to them. This grenade type requires knowing how to throw it so
the spikes stab someone, or else an opponent could essentially
move away. However, the main danger of using this is that some
enemies are fast enough to remove it and throw it away before it
explodes if they are fast enough to remove it before the
grenade's timer goes off. Usually the timer is about two
seconds, which is a fairly standard timing.
- Plasma Grenade: This grenade is based on certain alien tech
that the US government had used in the past, in which this
grenade type was replicated using human technology. The plasma
grenade is designed so that it ignites with plasma-like energy
that causes the grenade to stick to whatever it hits after it is
thrown. Once activated, the grenade starts to release this
plasma energy, and once thrown, the plasma will stick to a
surface or person in order to explode. This is designed to stick
to targets, and is great for taking out a group of opponents
since the explosion is energy based rather than explosive based,
making it good for blowing up many kinds of opponents. This
grenade type is still experimental in nature, so the military
doesn't have too many of these grenades, but when used, these
grenades are among the best the government has. Usually, these
grenades are great in battle, though one has to be careful in
case a smart enough enemy gets stuck with this as a smart enemy
may run toward the user in order to take the user out with the
opponent if the opponent knows the grenade will probably kill or
severely injure them. Once stuck, this grenade cannot be
removed, and roughly has a similar explosion to the frag
grenade, with exception of the grenade exploding with energy
rather than explosives.
Mark VI Mjolnir Spartan Armor Specs:
- Spartan Armor Energy Core: Inside the armor, the armor has a
special energy core, which generates the power that runs this
armor. The tech of the Spartan armor is based on alien
technology acquired by the government, in which they tried to
create a unique type of armor. This fusion core is one of those
recreations of alien tech, designed to power the suit. The core
constantly generates energy so that the armor can use it's
special functions, and this powers every function the suit has.
This is normally shielded more heavily than other parts of the
armor due to it being vital for the armor, but this core is not
usually in danger of exploding like one might think. This core
is a special type of fusion core, but if damaged, the core burns
out, rather than exploding due to the special design of the
core. As such, the main danger to this being destroyed is not
exploding, but rather the fact that the armor will become
completely immobile, and won't be able to be moved at all once
the core is gone. While Master Chief can open up the armor and
get out of it, he cannot move in the armor once the core is
burned out or otherwise deactivated. This core, along with the
suits components, are EMP proof, which is helped shielded by
this core as well due to the shield it generates and the waves
the energy gives off. This is the most vital part of the armor,
and if removed or destroyed, makes the armor practically
useless, which is something opponents can take advantage of if
they know how.
- Five Second Recharging Energy Shields: One of the main uses of
the Spartan Armor was the recharging energy shield, generated by
the suits power core. This shield protects the armor, with the
shield forming around the armor itself. The shield is designed
to block attacks, and designed to protect Master Chief from
enemies. These shields are rechargable as long as the core is
not damaged, in which the shield can come back up after being
knocked out as long as Master Chief waits 5 seconds without
taking any hits (basically one combat round). This shield is
very useful in protecting the suit, and is the main use of the
armor in combat to fight supernaturals and other threats.
However, these shield, like any shield, can be taken down if the
shield is hit enough, as the shields slowly get weaker as they
take more damage. If overwhelmed, the shield will overload and
be temporarily unusable, which will leave Master Chief
vulnerable to attack. These shields can also be knocked out by
impact damage, such as falling from the sky, or hitting a
building too hard. While Master Chief has defense against most
impact damage, he could still take damage from impacts, and
certain attacks like impact waves might also pass right through
his shields. Dimension cutter attacks also will pierce his
shields instantly, making his shields useless. Aura breaker
weapons can also instantly cut through his shield.
- Shield Gravity Dampening: Thanks to the alien design of the
tech that the Spartan armor is based on, this shield has a
unique effect where it is affects the gravity of the armor. The
fusion core's energy that runs through this seems to have a
slight dampening effect on gravity, making seem lighter than it
should, and helps Master Chief move in an armor that weighs
quite a bit. Thanks to this tech, this allows Master Chief to
move far faster than most humans would normally be able to, and
he is able to do things like jumping higher and father, due to
gravity having less effect on him. This is partially why Master
Chief seems to move so quickly and can jump so easily despite
his armor weighing 1000 pounds. However, while this may sound
like a great function, there are major disadvantages to this.
The first is that because of the effects of gravity being
reduced, his physical strength using strike attacks or physical
attacks are slightly less effective, in which he can still hurt
people heavily, but doesn't do the damage one would expect a
1000 pounds would do. Usually, he has the strength to throw cars
and lift more than most supernaturals, however he has to usually
compensate for his slight lack of strength by focusing his
physical attacks into grips, grapples, and not so much on
striking opponents. The other major disadvantage to this is that
Master Chief is more vulnerable to knockback, in which he can be
knocked around more easily than some other fighters despite his
armor weighing so much. This isn't too much of an issue with the
suits defense against impacts, and his body's enhancements, but
this is still a danger to Master Chief that he has to be very
careful of. This makes his armor a bit harder to master, due to
having to modify his fighting style and combat in order to try
and get around these major weaknesses.
- Armor Lock: This is a special defense function that the
Spartan Armor has, where the armor is designed with a special
shielding function for avoiding powerful attacks. When using
this, the shield temporarily locks in place, and becomes
impenetrable while in effect. When in this state, the armor is
completely invulnerable to outside influence, and the shield
generates it's own protective barrier. This armor lock is nearly
impossible to break, and can even tank explosions from things
like grenades or missiles if this is activated before the
explosion. This is a unique function of the armor, in which it
was designed purely for defense against powerful attacks, and
designed so that Master Chief wouldn't be killed by powerful
supernatural attacks that use things like explosive power that
can destroy massive areas. However, one of the two major
downsides to this (this is perhaps the biggest) is that Master
Chief cannot move at all while in this mode. If he uses it, he
will be stuck in place, as the shield can't even be moved if
Master Chief tries to move, due to the nature of this defensive
measure being desigend to lock the shield in one place and
prevent anything from moving or damaging it. This also only
works in short bursts, in which the armor lock will eventually
cut off or risk overloading the shield. The other major downside
to this is that the technology is imperfect, so this particular
skill has a cooldown where the system has to recharge and
recooperate itself before it can use this again. Roughly, the
cooldown is roughly about 7 rounds, making this very useful, but
something that should be saved for more dangerous situations,
like Master Chief typically uses this in order to protect
himself when his shield is down so he can take a bit to let his
shield recharge.
- Shield Magnetic Scrambler: In order to combat those with
magnetic abilities, which have become far more common in recent
years, the shield is also designed with a magnetic scrambler, in
which the shield constantly scrambles Master Chief's magnetic
frequency so that opponents cannot use magnetic manipulation to
control Master Chief's armor. This also affects his weapons as
well that he carries on him, and the weapons are also affected
by this so that his guns and ammo aren't able to be affected
either. This function was more of an effect by the shield's
energy, and an effect of the replication of alien tech that was
designed to make this. However, the developers of the Spartan
armor decided to take advantage of this and allow the armor's
shield to constantly affect the magnetic frequency so that
supernatural magnetic powers couldn't be used against this
armor, which was one of the major fears of the developers of
this armor. The major downside to this though is that Master
Chief has to have special communciation software installed into
his helment in order to overcome this, because other wise he
wouldn't be able to access communication channels due to the
magnetic disturbance. However, thanks to alien tech that makes
his helmet, his communications are much harder to interrupt than
most other tech communications, even if it doesn't quite compare
to nanocommunication in terms of usability.
- Armor HUD/User Interface: Thanks to Master Chief's helmet
systems connected to implants in his brain and to his armor,
this allows Master Chief to see a user interface through his
helmet, where he is able to show information in front of him.
There are a few different uses for this, in which the first is a
motion radar that allows him to track movement of enemies and
allies around him, which is built in to his user interface with
a radius of up to 80 feet. The second thing built in is a gauge
that analyzes his shield strength and his overall "health" that
allows him to tell how hurt he is, or seeing the level his
shield is at in battle. The third is that his ammo is counted by
his systems and recorded so that he can keep a count of how much
ammo he has for his gun that he has with on him. The major
design was to give Master Chief easy access to information in
battle, where he can see this information without having to stop
and check. Thanks to this, Master Chief has a special user
interface that allows him to keep up with battles more easily,
and when combined with his motion tracker, makes it easy for him
to keep up with battles. His armor's helmet system also has
special sound sensors which can let him hear what goes on around
him, which would normally be shut out by his helmet. This
interface is automatic, controlled by the armor and displayed in
a way that only Master Chief can see thanks to the mechanical
implants in his mind that allow his helmet to interact and
manifest this information on the lens to his helmet so he can
see it easily.
- AI Interaction System: AI Cortana: In the back of the neck of
the armor, there is a special chip that is inserted into the
armor. This chip holds Master Chief's major AI that helps him in
battle, in which he and Cortana work together during battles.
Cortana is usually able to analyze things that Master Chief
can't, and can concentrate on other things while Master Chief is
focused on things like battle. She has a special communication
system in the helmet, where she can talk to the outside world,
or she can communicate with anyone through any of Master Chief's
communication networks. Cortana is usually able to do things
like analyze situations for the best possible strategies, or she
can do things like helping navigate Master Chief when on
missions to locations, in which she can even access his user
interface to show him where to go using special navigation
points. Cortana can also be ejected and plugged into most
machines, where Cortana can go into almost any machine and hack
it as long as there is not another intelligent AI in the system
she can't overcome. Cortana is then able to access information
and overcome systems she's plugged into so that she can help
Master Chief if he ever gets stuck or has to find certain
information. The main danger to plugging her in to other systems
though, is that certain things like other AIs, or certain
systems might have the ability to corrupt her AI network, and
while she can move through any network she's plugged in to, she
can get stuck if she isn't able to go back to the chip that she
usually is housed in. Some systems have major defenses, and ones
that might physically cause damage to her.
- Vision Enhancements/Vision Types: Master Chief's helmet has
special visions built into it, which were modified and upgraded
by Blues when he visited Special Forces. This allows Master
Chief's visor to use other types of visions, in which he can
adjust his visuals of the world around him using different ways
to see things. The first is fairly simple, in which Master Chief
has a night vision function where he can switch to seeing in the
dark using standard nightvision. The next is infrared, which
detects heat and can usually see creatures that can become in
visible by seeing the heat they give off, making this good for
spotting enemies. The next is a magnetic vision, which lets him
view electromagnetic and radio waves and lets him see how those
waves move, even being able to detect where waves are going. His
next vision is a sonar vision, where he can process the world
around him using sound by using his shields like a tuning fork
to send out sound waves. His last vision is x-ray vision, which
is useful for seeing through objects and seeing things that
normal vision cannot see. This is usually good for finding
hidden areas or certain things that are hidden from plain view,
as this can see through most objects as long as the object or
person isn't using something to block the x-ray radiation. These
visions are all switchable at will, but Master Chief can only
use at any given time, and has to switch between them if he
needs more than one.
- Spartan Armor Environmental Suit: Because of the Spartan
armor's design, the armor is designed to be cut off from the
environment around them. This suit is designed to operate in any
condition, and protect Master Chief while he is in dangerous
territory. This suit is immune to radiation and temperature due
to this, in which Master Chief's armor cuts off any radiation or
temperature using the armor, as well as the secondary defense of
the shields. This armor even works in space and underwater,
where Master Chief can operate in almost any environment. This
environmental suit even has a pressure seal and an air
filtration system to completely cut off any effect the
environment would have on Master Chief. The pressure seal
ensures that he can be in almost any pressure his armor can
handle, and he will not be affected by it, as the pressure seal
would even work if Master Chief were in space or at the bottom
of the ocean. The air filtration system is designed to generate
and recycle Master Chief's air so that he doesn't need air from
the outside, which goes back to the armor being designed to work
in space and under water. As long as the suit isn't damaged in
certain places, this seal and the air filtration system continue
working, and the suit works to protect Master Chief even if his
shield is down, as his shield mostly just adds an extra layer of
protection to his suit.
- Magnetic Hand And Boots: The Spartan armor's hands, as well as
their boots, have special functions which are designed to have a
magnetic effect. This lets Master Chief use his gloves or boots
to create a cling effect which can allow him to keep grip on
things like his weapon, or metal objects in his possession. This
is a fairly simple function, which is designed to allow Master
Chief to hold on to his weapons even against magnetic users, or
those that try to take his weapons from him. The first function
in his boots is that the magnetic functions add more knockback
to his kicks whenever Master Chief kicks someone. Thanks to
this, Master Chief's kicks use the magnetic effect to repel
opponents when kicked, and this is something he can do with his
gloves as well when using his fists to attack someone. The
second function is that Master Chief is able to use this to
plant his feet and stick to surfaces. This isn't perfect, due to
it requiring to use something magnetic to stick to, and stronger
forces can still push him back if he's trying to stay in one
spot. For the most part, he only really uses this against wind
users or just using it in combat to do more damage, assuming he
has something to cling to. This is another function added to the
suit that was added by Blues when he modified the Spartan armor.
- Magnetic Weapon Holder Strips: This function is designed for
Master Chief's back and his sides, where he can attach weapons
to his armor using a special magnetic strip holder that's
designed to keep his weapons in place instead of Master Chief
needing something like a holster or something to keep his guns
in. This lets Master Chief attach almost any weapon he has to
either his back or his side, where he can take weapons with him
without having to carry them all the time. Usually, he carries
one or two medium sized weapons on his back, where he will
usually carry his assault rifle and sometimes his shotgun, or he
can just carry a rocket launcher and carry his assault rifle.
Usually, he will attach his SMGs, pistol and energy sword to his
side, where he can grab them easiliy from his side. This weapon
holder can hold any of his guns, as long as the weapons are
metal or conductive in nature, which makes it useful on just
about all of Master Chief's guns (which works even though Master
Chief's shields scramble magnetic frequencies. This is very
useful, as it makes carrying weapons far easier, and the hold is
strong enemies can't take his guns from him, unless he severs
the magnetic connection when he wants to change guns and an
opponent tries to use something like psychic power to take his
guns from him once seperated.
- Brain-Linked Reactive Circuits: The Spartan armor is a special
type of armor which is linked to the implants in Master Chief's
brain, which is how this armor moves. Rather than relying on the
movement of Master Chief, the Spartan armor moves with his
thoughts, in which his mind controls the armor rather than just
his body. This means that Master Chief's armor is controlled by
thought before movement, allowing him to react more easily to
opponents, and granting him more reaction time to avoid attacks
and move around. This also puts more force into the movement,
since the armor is able to move based on what Master Chief wants
to do, rather than relying on his body to move the armor. This
not only allows more reaction time though, but increases the
strength and speed of Master Chief's movements when combined
with his body's movement, so that the combination of thought and
movement is far more effective. This type of movement is
difficult to master though, and lesser beings who have tried
have shattered their bodies trying to keep up with the armor,
which would have happened to Master Chief if he wasn't so highly
enhanced with a super soldier serum designed specifically for
this after a human tried a Spartan armor and shattered their arm
bones trying to move the arm. While Master Chief has had years
to master this armor, it doesn't mean that Master Chief is
perfect in how he uses this armor. Usually, whenever this armor
is calibrated with new upgrades, Master Chief may have some
trouble for a bit until he adjusts to the new upgrades and specs
of the armor.
- Force-Multipling Circuits: These special conduits are
partially for getting around the reduced strength from the
shield's gravity dampening effect, but also designed so that
Master Chief can handle fighting more powerful enemies. This
enhancement increases Master Chief's already impressive physical
stats in battle, and allows him to move faster and hit harder so
that he can take out stronger enemies. The circuits in this
armor are specifically designed to increase movement force,
which causes the effect of increased physical stats, as the
armor moves more easily, and can move with far more force than
normal tech armors. This is meant to be combined with another
aspect of his armor, in which he has special thrusters built
into his armor (more in next part of the specs). This suit was
even upgraded by Blues when he saw the specs to Master Chief's
armor, and specifically ugpraded this aspect of his suit to work
with the special thrusters he built into the armor. This is
designed to work alongside the other aspects of his armor,
requiring mastery of the movement and abilities of the armor to
use effectively. This force may be strong when combined with
Master Chief's own physical enhancements, though this doesn't
mean that he's stronger than some stronger supernaturals, as
some supernaturals may be able to counter the strength and speed
this part of the armor provides depending on their physical
abilities.
- Thruster Pack: This is another upgrade to Master Chief's
armor, another special design that was put in by Blues when he
upgraded Master Chief's design. The thruster pack is designed to
add more force to Master Chief's design, and designed to allow
him more movement options. The first is that his back has a
special thruster set that allows him to use this. There are a
few ways he can use this, in which he can use this to boost his
movement speed. The first is that he can use it to hover in the
air, using it while facing upward to keep himself suspended in
the air for a short time. This can even boost him a greater
distance with a jump, where he can use this to even go a little
higher with his jump and boost farther. The second use for this
is that he can boost forward in a dash to move forward for a
temporary boost in movement. This grants him more movement
options, and allows him to get around more easily, since this is
designed for mobility. This is a bit more difficult to use than
it may seem, especially when trying to use it effectively, and
Master Chief hasn't had too long to master this new addition to
the armor as of yet, so he is still getting used to being able
to use this and how to use it effectively.
- Ground Pound and Charge Attack: These are two special
abilities that utilize his force amplifying conduits and his
thruster pack, in which he has two main special attacks he can
use when combining the effects of the two. The first is the
ground pound, where he jumps up and then uses a thrust to go
further up. However, when he comes down, he uses another thrust
to thrust himself downwards. When he hits the ground, he puts
the full force of his weight into pounding the ground with a
punch, and creates an immense force to blast back anyone around
him using concussive impact force. This is useful for attacking
groups of enemies and for hitting those close to Master Chief.
The second attack is a charge attack, where Master Chief uses
the thruster system while running for a special attack. When
using this, Master Chief uses the thrusters while running, which
lets him attack opponents directly in front of him with immense
physical force, allowing him to hit stronger enemies by charging
into them. This attack is meant to attack strong enemies from a
slight distance, in which Master Chief uses his momentum and
thrusters to catch his enemy off guard. Both attacks have their
unique uses, and are useful additions to Master Chief's attack
powers, though it is worth noting that these attacks are still
fairly new to Master Chief, so he is still working to master
these new abilities.
- Titanium Alloy Plating: As one might expect, the armor is
designed specifically to be very strong. This armor is made up
of a unique titanium alloy that is based on an alien alloy. This
armor is a new, strong alloy that is also somewhat lighter
weight than certain other alloys since it uses a similar alloy
to titanium. This armor is specifically designed to be more
lightweight than it should be with the strength of the armor,
even though the armor still weighs a thousand pounds. This makes
the armor almost bullet-proof to most modern guns, but also
makes it slightly resistant to supernatural attacks that try to
destroy it. While his armor is still vulnerable to being pierced
to a degree, it is much harder to pierce than most other armors,
due to how strong the armor is designed. If an opponent should
find themselves facing Master Chief, the armor is strong enough
to handle most normal attacks, requiring strength or piercing
attacks to break his armor. Usually, if one can get his shield
down, certain types of pierce attacks like piercing beams can
still pierce through the armor, and work very well for also
piercing through Master Chief himself despite his physical
enhancements and the armor's strength.
- Hydrostatic Gel Layer: This is a layer that sits between his
armor and Master Chief himself, where this layer is designed to
dampen impacts and concussive force within the armor. This makes
it so that Master Chief doesn't feel as much of impacts when he
is in battle, as this gel layer absorbs most of the impacts he
has suffered. One such example is that he was able to fall from
the sky and land on the ground, where the gel layer of this
armor absorbed almost all the impact, with Master Chief only
suffering minor injuries other than being knocked out on impact.
This, combined with his physical enhancements, allow him to
handle heavy impacts, and while he can still be damaged by
impacts, impacts are highly less damaging thanks to this layer.
This layer acts like a sort of cushion for his impacts, but is
not perfect, and cannot fully compensate depending on the impact
force. This also doesn't really help with certain impact force
powers that pass through solid matter, like Maria Blackbeard's
Tremor Tremor fruit, or certain similar shockwave powers.
- Automatic Biofoam Injectors: The Spartan armors come with
special injury monitoring systems, where the suits connection to
Master Chief's mind allows the suit to monitor his condition,
and keep track of any injuries he sustains when in battle.
Thanks to this system, his suit is built with special biofoam
injectors, which are designed to spray a special biofoam to plug
up Master Chief's wounds and allow him to temporarily ignore
injuries in battle. This is very useful in that things like cuts
and piercing attacks can trigger this if Master Chief is
damaged, and can use this to keep Master Chief from bleeding
out. When the foam hardens, it keeps Master Chief from losing
his bodily fluids, and prevents him from bleeding as long as the
biofoam doesn't wear down. This helps Master Chief fight longer
and harder than most opponents, as the system does this
passively without needing a conscious response from either
Master Chief or Cortana. However, the armors cannot fix the
wound directly, and this biofoam is only a temporary fix
designed to allow Master Chief to keep fighting until he can get
proper medical treatment. This is only a temporary fix, which
means that over time, this biofoam will eventually break down.
It's also possible that Master Chief could make his injuries
worse by continuing to fight if he should keep fighting, as his
injuries don't heal when this biofoam is injected, but just
temporarily kept at bay. Once the biofoam starts breaking down,
Master Chief won't be able to ignore his injuries, and he can
run out of this biofoam if it's used too much. This also doesn't
repair broken bones or torn muscles, so any damage done to his
bones or muscles (as hard as it is to damage his bones and
muscles) will still hinder his movement.
- Anti-Hack, Anti-Virus and EMP Immunity: Thanks to constant
updates and upgrades to his armor's systems, Master Chief's
armor is designed to be unable to be hacked or be corrupted by
viruses. Thanks to this, Master Chief has an almost immunity to
viruses, hacks and EMPs that would normally disable armors like
his thanks to the armor's advanced systems. In addition to the
suits defenses though, Master Chief also has Cortana to handle
problems when she's connected with Master Chief's system. Master
Chief's armor doesn't have the ability to connect to computers
or networks, which is designed to protect Master Chief from
being hacked, and this makes corrupting Master Chief's armor
much more effective against things like viruses since Master
Chief rarely has anyone who can access his systems to even try
to corrupt the armor system. In terms of EMPs, Master Chief's
armor is highly resistant, and designed to be almost immune to
EMPs, due to the magnetic interference his shields put out on
his armor as he had to make sure his armor wouldn't be shorted
out by the shield units put into the armor. However, this
doesn't protect him from everything, and while his armor is hard
to hack, some people can hack the armor if they find a way to
connect to it. Usually though, this requires some kind of wire.
EMPs, while they normally don't hurt Master Chief's armor, can
eventually cause damage to the armor if the EMP wave is a
concentrated constant EMP wave that lasts longer than 5 minutes.
Super Soldier Enhancements:
- Super Soldier Spartan Program Enhancement: All of the Spartan
soldiers in the Spartan II program are given special
enhancements through the program's augmentation procedure, in
which they are given a special super soldier serum that was
designed to strengthen them. This enhancement makes Master Chief
far stronger, and is what makes him tougher than most normal
soldiers. Even without the Spartan armor, he is still a very
tough opponent who was specifically designed to as hard to
damage as possible, due to the amount of stress the Spartan
armor puts on the body. Due to the armor snapping people's bones
during the initial Spartan program, this enhancement was
designed. However, this is an older super soldier serum, and one
that killed half of those put into the Spartan II program, since
this was done quite some time ago before modern super soldier
serums like Ragnorok and Shinra Corps use. This upgrade enhances
Master Chief's body, making his bones nearly indestructible, and
making his physical stats much more highly enhanced. Master
Chief is enhanced enough that most people have trouble keeping
up with him even without the armor, and even before getting this
enhancement, Master Chief was trained enough to beat up
experienced soldiers fairly easily. This enhancement is mostly
just physical enhancements to his body that are mostly just
designed so that Master Chief doesn't get hurt just by using his
Spartan armor and to enhance his combat ability.
- Mind Enhancement Chip: This upgrade was designed to be used
with Master Chief's armor to connect his mind to his armor,
which allows the armor to connect with his mind for various
functions. The first is that this works with his user interface
and communications, where the data is processed by his mind and
shown to him via the suit's mental projections. This part of the
enhancement is what connects to the suit, acting as a link
between Master Chief and his armor. The second function is that
this is what connects his suits movement system to his mind, and
is what allows his armor to recognize his thoughts so the armor
can move rather than waiting for his body to move like most
armors would. This enhancement works alongside his brain
enhancement thanks to the super soldier serum, and is one of the
most vital pieces of his physical upgrades. This chip is
implanted directly in Master Chief's brain using special
technology, which was upgraded using nanobots while he was in
hibernation thanks to upgrades made while he was asleep. This
lies deep within his brain, and is immune to things like EMPs
and magnetic interference as it works on Master Chief's nervous
system. This can also be interacted with by Cortana, where she
is able to access this chip to give information to Master Chief
as needed, though her interaction is somewhat limited due to the
dangers of being able to corrupt Master Chief if Cortana's AI
was ever corrupted. This doesn't really do anything in battle in
terms of opponents, as this is more just a connection to his
armor and how it interacts with Master Chief.
- Enhanced Mind: Increased Intelligence and Creativity: As part
of the super soldier upgrade that Master Chief was given in the
Spartan II program, this enhanced his brain heavily to the point
that Master Chief now uses more of his brain than most other
beings. Even though Master Chief hasn't developed any psychic
abilities like some who use more of their brains, Master Chief
does have a highly enhanced brain compared to normal beings. The
first thing to note is that Master Chief's intelligence and
creativity go up heavily, which is a big help due to Master
Chief being a very good tactician. He is able to think faster
than most other beings, and his enhanced creativity allows him
to find unique solutions to problems, and see things about
situations most people don't figure out, which helps him out
immensely as a soldier. Master Chief has always been very smart,
and with this enhancement, his brain was made even smarter. Most
people see Master Chief as quite reckless, but Master Chief is a
very brilliant tactician, and often can think of unique ways to
handle most situations that even Cortana doesn't think of right
away. Due to this, Master Chief's intelligence is not to be
underestimated by opponents, due to this particular upgrade that
enhanced his mind and the training that made him such a great
tactician during his training.
- Enhanced Mind: Enhanced Memory, Reflexes and Senses: The
second thing to note aabout Master Chief's mind enhancement is
that Master Chief also has an enhanced memory, where he is able
to remember far more than any other being, and rarely forgets
anything he's been through that he could remember upon his super
soldier upgrade (since there's certain things he didn't remember
about his life in his early years that he hasn't been able to
remember). This enhancement not only helps Master Chief handle
his armor more easily, but has made him able to memorize things
like enemy movement patterns, and helps his tactician style
thinking in battle. However, in battle he also has enhanced
reflexes and stronger senses thanks to this as well. While
something like his sense of smell doesn't help him while wearing
his armor, his hearing and sight are highly enhanced as well,
allowing him to process what he sees almost instantly, and being
able to hear more than most beings. His reflexes are extremely
strong, where he is able to react to danger almost instantly,
with his body being far better at reacting to danger than most
beings. This is partially due to his trianing since he was
young, but the super soldier serum also enhanced him heavily so
that he could react far more quickly to things like enemy
attacks and faster enemies that move faster than human eyes can
track. However, while his mind can keep up, that doesn't always
mean his body can keep up as well, even though normally Master
Chief doesn't have problems against most supernaturals, with
exception of the faster supernaturals.
- Bioelectrical Nerve Transduction and Superconducting
Dendrites: As part of the upgrades of the Spartan program,
Master Chief has a highly enhanced nervous system. In addition
to his already enhanced mind, this enhances the nerves in his
body immensely through signal transferring and conversion, as
well as enhancing his nerves to superconducting levels so that
his nerves communicate far faster than normal beings. Thanks to
this, the body is able to react to danger extremely fast, and
makes them hard to hit using things like surprise attacks and
hitting them from a distance due to this usually also working
alongside their enhanced reactions. Due to the Spartan armor
being designed to work through thought before movement, this may
not seem necessary, but was actually very necessary so that the
body would have an easier time keeping up with the mind's
movement, as slow movement often hinders the suit's movement
options. While Master Chief doesn't have as enhanced reactions
as those with special reactive nanites, Master Chief is able to
react to danger more easily than normal beings, even if he can't
react without thinking like some cybernetically enhanced
soldiers. And due to this not being as advanced, Master Chief
cannot react quite as easily as some higher level cybernetics,
due to the older nature of his augmentations to his physical
being, since he was enhanced in a time when scientists used
older more natural enhancement methods rather than current
nano-tech and other advanced cybernetics.
- Enhanced Epidermis Elasticity and Trauma Hardening: This
enhancement enhances Master Chief's skin and the layers under
his skin immensely, which is designed to enhance his combat
performance and has a few functions. The first is that his body
is far more flexible than normal, with his skin and the layers
under the skin having a more elastic enhancement to allow them
more movement. This allows Master Chief much more flexibility in
battle than some normal people, and increases his agility in
combat. His other enhancement enhances his body's reaction to
trauma, specifically things like impacts and taking hits. In
response to physical trauma, his body responds to trauma by
hardening itself more easily to protect the body from damage,
and allows Master Chief to avoid as much damage by impacts and
attacks. This not only allows him to take heavy impacts more
easily, but also makes other impacts have less effect. For
example, bullets don't penetrate Master Chief's skin as easily
as most people, due to the resistance of his skin being almost
as tough as dragon skin. This also applies to things like blades
and energy, which aren't able to pierce him nearly as easily as
most people. This enhancement helps immensely with his physical
strength as well, as his body is able to handle far more stress
on the body thanks to both of these enhancements, as he is able
to more easily use more strength in fights than most people
would due to his body being able to handle extra effort that,
for most people, would do things like tear their muscles or hurt
themselves from putting out so much effort.
- Carbide Ceramic Bone Ossification: This is a natural bone
enhancement to Master Chief's bones that make his bones almost
impossible to break. His bones are enhanced using an organic
carbon compound, which hardens his bones naturally without
poisoning his body in manners like other metals like adamantium
would do. This also doesn't cover his bones, but modifies his
bones so that they produce this enhanced defense naturally,
rather than just being a covering layer like some cybernetics
today. While this doesn't make Master Chief's bones as
indestructible as bones covered in something like adamantium, it
does make his bones extremely strong, and almost impossible to
break under normal circumstances. This is specifically designed
so he can move around in his armor, as early versions of the
Spartan armor shattered bones of people who tried to move in the
armor. As one might imagine, this enhancement is mostly
defensive, allowing Master Chief to take far more impacts
without his bones breaking or even cracking. This enhancement is
strong, but overall, this is more just protecting his body from
the effects of his armor rather even though it is still useful
in battle to help him handle powerful attacks without worrying
about his bones breaking. This enhancement isn't as strong as
some metallic bone enhancements, but is far more natural and has
less ill effect than most cybernetic enhancements that enhance
bones.
- Protein Complex Muscle Tissue Enhancement: Just as his bones
are heavily enhanced, Master Chief's muscles are also heavily
enhanced. This uses special proteins to heavily enhance the
muscles ability, and also both strengthens and keeps the muscles
loose enough that they are far more flexible than normal, which
is designed to allow Master Chief to move more easily and
increase his agility. This particular enhancement is designed to
work in combination with the enhanced skin and enhanced bones,
and all of the enhancements work together. The first benefit is
the highly enhanced strength, in which the muscles are able to
handle far more weight than most bodies would be able to, making
Master Chief able to compete with some very tough individuals.
The second benefit is enhanced speed and flexibility, which many
of his enhancements focus on due to the armor's immense
strength. The muscles are also strong enough that they also have
have highly enhanced durability and defense, in which the
muscles enhancement reduces overexertion and overstrain
immensely due to the strength of the muscles. These enhancements
are much more simple than current complex ones that use things
like synthetic fibers or nano-tech to enhance the muscles, but
is still quite effective at what it does. This allows Master
Chief's muscles to keep up with his armor and allows his muscles
to handle the extreme exertion of the movement of his armor.
- Enhanced Catalytic Thyroid Implant: This enhancement is more
of an accelerated natural healing, in which Master Chief's body
is able to build new tissue in his body far faster than normal
humans can. While not a supernatural regeneration, this highly
accelerates his healing from injuries, and allows him to heal
from wounds in hours rather than days or weeks. Many of his
injuries are usually able to heal very fast, with things like
small cuts and bruises healing within 10 minutes, or larger
wounds healing in hours. This healing is a very useful thing
when it comes to taking damage, as his body is able to handle
most injuries much more easily. Unlike supernatural or tech
healing, this is a completely natural healing, just accelerated
as the parts of the body that generate new tissue, and the parts
of the body that handle healing are highly enhanced by the super
soldier serum given to the Spartan IIs. However, it is worth
noting that this cannot do things like regrow limbs, and Master
Chief can only heal from things that normal humans would be able
to heal from. He cannot heal from injuries too severe too
quickly, which is why his suit has it's special biofoam to help
keep worse injuries from causing problems. It is also worth
nothing that some worse injuries may require medical attention
to heal, such as larger cuts may require stitches, or if he were
to break a bone (as unlikely as it is) he would need medical
attention to help fix the bone. However, if he were to suffer
these kinds of injuries and proper medical care is taken, he can
be back up and in the fight again as early as a week, compared
to up to six weeks for most people.
- Enhanced Blood Flow and Cellular Transfer: This enhancement is
an enhancement to Master Chief's circulatory system, where his
circulatory system is highly enhanced by his super soldier
serum. This first benefit of this enhancement is his enhanced
blood flow, in which his body's blood flows faster than normal
people which allows his body to move blood through his body more
easily. This mostly helps with endurance and stamina, in which
Master Chief is able to fight longer than normal since his blood
is able to transfer nutrients through his body more easily. The
second part of this enhancement's benefit is the enhancement to
the cells themselves, where they transfer more nutrients so that
the blood doesn't have to flow as fast as some other cybernetic
enhancements, and uses a more natural enhancement to enhance the
red blood cells produced by the body. This second enhancement is
very useful when it comes to stamina and endurance since his
body is able to handle more nutrients in the cells than most
people. Combined, this allows Master Chief to keep his body from
being overstrained, and keep his red blood cells supplying
oxygen and nutrients to his cells without requiring too fast of
a blood flow like some cybernetic enhancements. As such, this is
a very useful enhancement, but is still a double edged sword.
Because of the first benefit, his blood flows faster, which
means that he can also bleed to death slightly faster if he's
not careful should he get injured badly enough. The second
benefit is also a bit of a double edged sword, as it means that
Master Chief has to be more active in order to burn off all the
calories, even though his body requires more calories than
normal people, which means that Master Chief can actually gain
weight if he doesn't burn off his calories (though he's usually
pretty good about staying active).
Combat Skills:
- Military Weapons User/Master of Weapons: Through extensive
military training, Master Chief has learned to use a multitude
of weapons, from guns, to knives, and even using swords if he
needs to. Through his training and experience, Master Chief has
become an extremely adept weapons user, and can use almost any
weapon in combat with deadly efficiency. When it comes to guns,
he is an expert marksman, able to almost always shoot where he
wants to shoot once he knows what kind of weapon he's using.
Typically, assault rifles and a pistol are all he needs in
battles, but he is able to use far more than just those weapons.
He is able to use almost any weapon that he can get a hold of,
and is great at improvising using guns and other weapons he's
not usually used to using. Because of this, he is a very skilled
weapons user who doesn't just specialize in one set of weaponry,
but almost any kind of weapons. His specialty is military issue
weapons, as they are what he has been around and knows best, but
he can also use just about any weapon once he's had time to
adjust to the weapon. Master Chief can utilize almost any
weapon, and any weapon he doesn't know, Cortana can usually
analyze and tell Master Chief how to use it effectively. This
doesn't just apply to weapons though, as Master Chief is also an
expert in using military vehicles like tanks and planes.
However, while Master Chief is able to use many kinds of
weapons, weapons he doesn't know usually he has to use for a
little while before he gets used to them, and learn how they
work. One example would be certain energy based weapons groups
like Ragnorok have built, or blasters Hyperion uses since Master
Chief has never wielded them before. Aside from weapons he
knows, Master Chief cannot instantly wield new weapons like a
master weapon user would.
- Military CQC/Enhanced Military Combat Master: Master Chief has
been trained heavily in many forms of military combat, including
multiple hand to hand styles. Thanks to his heavy experience in
combat and his years of combat training during the Spartan II
program, Master Chief has been fighting for a long time.
Normally, he will combine guns with combat, but he can fight
with physical combat on it's own. Master Chief's combat can mix
a variety of aspects, usually mixing concepts like jujitsu's
grapples and throws, with karate's fluid movement. However, his
biggest training is in his military combat style, in which he
learned to fight armed opponents, and learned how to use this
style to fight and disarm opponents. Similar to the aspect of
dangerous styles like Krav Maga, Master Chief's style is
heaviliy focused on defense and counterattacks, and can be
changed depending on what Master Chief needs to do. His fighting
styles can range from specializing in fighting all kinds of
opponents, as he has tactics and fighting styles to handle many
types of opponents. For example, Master Chief could fight
someone smaller than him, or he could fight someone larger than
him, having different combat tactics for both types of
opponents.
- Military Tactical and Operations Expert: Overall, few have a
masterful understanding of military tactics and operations like
Master Chief does. Since Master Chief is extremely smart and
creative with strategies, he learned as much about military
style tactics and operations so that he could adapt and use
military strategies to his advantage. Master Chief is the type
that is highly profession, so he always knows how the military
operates. Thanks to this, not only does he know tactics, but he
is up to date with many of the military's weapons and newest
technology, always keeping up with the military so he can be
ready. This even included him having to learn certain
supernatural metals and what groups like Ragnorok and Wakanda
use so that he could adapt and have a wider range of military
strategies he could draw from. Luckily, this also makes him an
expert on military operations and how militaries respond to
situations.
- Supernatural Hunter Training/Hunting Experience: Thanks to the
Spartans being specifically designed to be super soldiers that
can take on supernaturals, all Spartans been taught a lot about
fighting supernaturals. Most Spartans know the strengths and
weaknesses of many kinds of supernaturals, including demi-gods,
depending on any type of demi-god or supernatural the military
has data on. Spartans are skilled opponents to face by any race,
and knows how to take down most supernaturals thanks to their
experience. Any supernaturals the Spartan doesn't know about,
they can usually find information through military communication
thanks to the suit's communications. Since most Spartans are
typically very smart beings and have a lot of experience to
teach them how to handle many types of situations, they are able
to often come up with solutions to most problems if they
encounter a supernatural with an ability they can't counter.
Though Spartans don't know everything about supernaturals, they
usually know a lot about the supernaturals they fight, even
though there are plenty they don't know, just like many other
fighters since the universe is filled with many unknown races
and beings. Spartans usually specialize in alien races and the
supernaturals that appeared during the hollow invasion, but have
knowledge of many kinds of supernaturals.
- Tracking and Hunting Expert: This is another thing that comes
with experience in being a supernatural hunter, in which many
people trained as supernatural hunters learn how to track and
hunt supernaturals who are threats, often learning the best ways
to track down their opponents as well as how supernatural
hunters may track them if they ever find themselves on the wrong
end of a supernatural hunter (in the case of supernaturals).
Those trained in this learn very subtle things from their
training, like telling whether a foot print is their target or
not by things like the shape of the boot and how deep the
boot-print is, with some being advanced trackers that are able
to identify people by boot prints, as well as also being able to
tell where opponents go thanks to things like walking on plants,
and animals that are unusually silent in a direction. Some even
have a sense of when opponents are near, and can often gain a
sense of where their opponents are going while tracking them. Of
course, with enhanced senses, this becomes even more effective
as those with enhanced senses can do things like find traces of
body heat, traces of presences, or even just telling what's
around them more easily with special senses.
- Supernatural Exorcism, Weakness and Trap Training: Of course,
every supernatural hunter has to learn how to do things like
exorcisms, and use traps for certain types of races. From their
training as well as their experience, Spartans were trained
heavily in how to trap and contain supernaturals mostly through
any known means like warding, spell circles or even using
certain exorcisms. They are taught things like how to draw demon
and angel traps, how to build traps for other supernaturals, or
how to lure out supernaturals if they try to hide. They are also
taught all manners of exorcisms, from exorcising demons, to
using Enochian sigils to cast out fallen angels and even how to
cast out angels as needed. Of course, as many Spartans have had
plenty of practice and experience, they also eventually
developed experience with it over time, and can learn new ways
to take on supernaturals thanks to experimentation with their
abilities and knowing how to combine certain exorcisms and
abilities. Depending on what's available, some Spartans can come
up with new ways to take on supernaturals, and this works even
better when paired with their suits, as some can have special
modifications made, in which this usually determines how they
use exorcisms and purification since their knowledge typically
determines how effective their exorcism would be, as well as
their power also helping determine outcomes of exorcisms.
Passive Skills:
- Enhanced Human Accelerated Healing: Thanks to Master Chief's
Spartan upgrade and his enhanced human abilities. Thanks to the
Spartan upgrade and his training, Master Chief's body heals much
faster than an average human. Though Master Chief is not a
supernatural, cuts and injuries heal extremely quickly (usually
within an hour or two depending on the injury), thanks to his
Spartan enhancement. Normal injuries heal within an hour,
usually depending on the injury. While Master Chief cannot
regrow limbs or organs, he can repair damage much more quickly
through an almost supernatural-like healing that lets him heal
from wounds that would kill most humans. If for some reason his
wound is bad enough, his suit will usually use it's system to
eject something to keep the wound from getting bad, though this
is only a temporary solution. However, this only applies to
things like stabbing wounds or other injuries from impacts, and
does not apply to things like lost limbs or organs. Another
positive about his healing is that his healing cannot be negated
by supernatural regeneration negation techniques, since his
healing is just enhanced normal human healing through genetics
manipulation. This healing is very useful, and is one of the
main reasons that Master Chief has survived some of the battles
he's fought.
- Natural Combat Talent: Master Chief is perhaps one of the most
naturally talent humans that isn't a supernatural. Master Chief
has been training to fight since he was a child, even before his
Spartan II enhancement. Even at 14, Master Chief was beating
experienced elite Marines in combat, and his natural talent
surpassed even the other Spartans he trained with. Master Chief
has always been great at combat, and seems to have a natural
talent for growing as a warrior through combat. Since he's also
experienced, Master Chief is the type of fighter who has learned
a lot from combat, and knows how to combat almost any kind of
opponent, even having been able to take out stronger super
soldiers thanks to his natural combat talent and his impressive
ability tro strategize in dangerous situations. Master Chief has
even been known to be able to mimick other combat abilities,
such as mimicking combat styles and being able to analyze
opponents combat styles as needed. Because of this, Master Chief
is a hard opponent to take on, and when combined with his
Spartan II enhancements, this makes Master Chief an even more
dangerous opponent. Master Chief has even been able to outmatch
many other super soldier types, even though his super soldier
formula is very basic, much more so than most other super
soldiers due to this being developed as one of the first super
soldier serums.
- Enhance IQ/Tactician: Even without the Spartan II enhancement
of his mind, Master Chief is an extremely smart human. While he
leaves most of the technological hacking and controls to his AI
Cortana, Master Chief is one who typically knows a lot about
technology, and usually is very fast to come up with plans in
combat situations. Master Chief, while not at supernatural level
intelligence, is beyond the peak human level of intelligence.
This mostly comes out in how creative he is with his strategies.
Master Chief has had to come up with very unique strategies in
the past, and has shown that one of his greatest strengths
alongside his combat ability is his ability to plan and
strategize. Typically, Master Chief can come up with a plan for
most situations as they happen. When combined with his Spartan
II enhancement, this makes Master Chief even smarter and makes
him even more creative with his strategies. While he wouldn't
beat certain high level psychics, Master Chief is still one of
the smarter humans in the world. And when combined with Cortana
and how Master Chief has enhanced memory thanks to his Spartan
II enhancements, Master Chief is perhaps one of the better
tacticians in fights due to how fast he can think.
- Unique Reclaimer Genesong Enhancement: After helping the
military with a secret organization in the military that handled
alien activity, Master Chief was enhanced with a special
enhancement to his physical being by an alien AI when he helped
take out an alien trying to get to Earth. This upgrade had a
strange effect on Master Chief, and gave him a genetic upgrade
that made him a unique human. The main thing to note with this
upgrade is that the upgrade made him immune to telekinetic
abilities, like demonic or angelic telekinesis. This was
originally designed to be used against alien telekinesis, but
worked on just about any kind of telekinesis. This genetic
enhancement has made Master Chief a highly advanced human, and
this also enhances his already impressive physical enhancements
to a degree. While Master Chief's physical stats don't change,
his body has certain adjustments that have been made. This also
made him able to adapt to far more environmental changes than
most humans could handle. This is a genetic enhancement, so it
is a passive upgrade to Master Chief's genetic code. It is also
worth noting that while he is upgraded genetically, he is still
human, and doesn't become an alien or a supernatural. He mostly
remained the same, but his biology changed a bit to be more
adaptive, and made him immune to certain alien abilities like
alien telekinesis.
- Genesong Environmental/Temperature, Gravity, and Pressure
Adaption: As part of the genetic enhancement, Master Chief is
able to adapt much more easily than mortals can. This doesn't
just apply to adapting his intelligence, but also applies to him
being able to adapt to almost any environment in the world
(aside from ones like lava or something equally deadly to
humans). However, Master Chief is able to adapt to most
environments, where he are able to adapt to things like changes
in temperature, to changes in pressure, and even changes in
gravity, even without his Spartan armor. This makes him able to
adapt to most environments in the world, save perhaps being
underwater (since he cannot adapt to being underwater without
having air to breathe) or being affected by lava. However, he
can adapt to wild temperature changes, even being able to wear
summer clothes in what would normally be considered winter
weather due to them being able to adapt fairly easily to
environments. This also led to him being able to adapt to other
things like changes in elevation (such as going up mountains
where there is less air, or going scuba diving and handling
pressure that would kill most normal humans). This has even
granted him resistance to fire and ice effects, allowing him to
walk through fires and handle having parts of his body frozen
whereas most people would take damage from it. He is able to
adapt and doesn't take damage like most, unless it is an extreme
case (like the volcanic magma or someone freezes them close to
absolute zero). Usually, if he can still breathe, they can
usually adapt to the environment aside from extreme
environments. Though luckily, this isn't usually an issue due to
his suit being an environmental suit designed to operate even
while in space.
- Human Immunity to Varanium/Stilled Silver/Negation Abilities:
Because Master Chief is purely human, he has no supernatural
abilities. All of his enhancements are all artificial, and he
doesn't gain any supernatural enhancements through this
modification. The first thing to mention is his immunity to
regeneration negation, which some might think he shouldn't be
immune to. Master Chief heals faster than most humans, but
overall, this healing is a natural human healing, but just a
genetic enhancement that makes it more effective. This makes him
immune to not only regeneration negation, but to the negation
effects of varanium, since Master Chief heals naturally, and
doesn't have any regeneration abilities. The second is his
immunity to stilled silver and power negation. Power negation
doesn't work on him either, because he has absolutely no
supernatural abilities. Because his enhancement is mostly
physical and is not supernatural in nature in any way, Master
Chief is not affected by stilled silver or power negation
abilities. This also means that oceanstone and other weakening
stones that weaken certain supernaturals don't affect him, not
unless it's a type of metal or item that affects humans (like
escamite radiation can be harmful to humans). Of course, this
also means that things like magic negation and other specific
power negation abilities don't work at all on Master Chief,
since he doesn't have any of those abilities to negate. Even if
Master Chief were vulnerable, his suit would provide him plenty
of protection unless his suit were somehow damaged or
compromised.
- Unusual Good Luck: It isn't known why, but Master Chief has
always had good luck. In addition to how skilled he is in combat
and strategies, Master Chief seems to have a passive good luck
that helps him. This usually comes out in situations where
chance is a factor, such as if he is going to survive a certain
dangerous event and his chances are 50/50, he will usually get
lucky and something will help him survive the event. No one
knows why this is, but Master Chief is believed to possess some
extraordinary luck, as he has had a lot of great luck over the
years. When combined with his natural combat talent and his
strategizing, this almost seems to add another layer to Master
Chief's skills. He doesn't control this good luck, and he can't
change anything about it, for better or worse. While this may
seem supernatural in nature at some points, Master Chief's luck
is just that: Good luck. There is nothing strange about it, just
that he has better luck than most. However, this doesn't always
apply, as he has had plenty of bad luck over the years. This can
also be partially to blame why Master Chief has survived longer
than the other Spartan IIs. When Dr. Halsey was choosing the
Spartan IIs, she tested their luck, as she felt they would need
luck to survive training and enhancement, which is partially why
she choose Master Chief for the Spartan II program.
- Multi-Linguist/Language Learning: All of the Spartans have
been around a long time, and know multiple languages thanks to
their education for if they were shipped out to other countries.
Typically, most Spartans know most of the main spoken languages.
The most common one to hear from Spartans is English, since they
are born and raised in America. However, they do speak other
languages like Russian and Japanese. However, they are not
limited to these languages, as they can speak almost any modern
language, such as English, French, Spanish, and many other
languages. Because Spartans were trained and designed to be sent
to other parts of the world, they had to be taught how to
communicate with people. Due to this, most Spartans have no need
to learn new languages, as they automatically gain this through
interacting with humans and can learn other languages after
hearing enough of the language.
- Genesong Sixth Sense: After Master Chief's genetic upgrade,
Master Chief can sense the presence of other beings, and sensing
who and what they are like some supernaturals can. This can
sense not only one's presence, but their levels of energy and
how tough they are, allowing the user to gauge how they stand
against them, as well as often being able to tell what they are
by their presence if the user recognizes what kind of presence
it is. However, this can be deceived by skilled opponents,
sometimes not appearing correctly if the user can't sense the
opponent's full power or use powers that fool this sense. There
are also skills that hide one's presence so those with this
sense can't sense them, or some opponents can suppress their
presence so they're not fully able to be sensed. While this
isn't always the best judge of someone's abilities, it can
provide a slight insight to help the user as to what they face
or what's around them.
- Spartan II Enhanced Senses And Genesong Telepathic Listener:
Master Chief has enhanced senses, thanks to his Spartan II
enhancement. His senses of smell, sight, hearing and touch have
all been enhanced by his Spartan II upgrade. Master Chief is
able to see things farther away than most, and can hear things
farther away than most people would be able to hear. Of course,
most of this doesn't do much good, since Master Chief wears a
helmet and it's mostly only his sense of sight and hearing that
are able to make any use of these upgrades. However, Master
Chief also has another strange sense, in which Master Chief can
hear telepathic communication within a certain range of him. If
someone near him is talking telepathically with someone, Master
Chief can hear it, and Master Chief is able to listen to any
telepathic communication within range of him even if it's not
meant for him. No one really knows how this works, other than
Master Chief has no control over it, and cannot turn off this
sense. However, this can help in battle, usually if an enemy
calls for help, Master Chief can hear opponents talking mentally
to each other.
- Mind Chip AI Protection and Genesong Resistance to Psychic
Abilities: While Master Chief may not have immunity to psychic
abilities and other mind manipulation abilities, he has a few
precautions set up thanks to his tech and his genetic upgrade.
The first is his AI, Cortana, who monitors Master Chief's mind
while she's plugged into his helmet, due to the connection to
his mind while she's plugged in. This allows Cortana to protect
Master Chief from outside influence, and can counter attempts to
control or manipulate Master Chief to a degree. This allows
Master Chief to have Cortana protect his mind. However this only
works while she's hooked up to his helmet, and doesn't work when
she's hooked into other systems. However, while Master Chief was
upgraded, he also gained resistance to psychic and mind/nervous
system manipulation abilities alongside his telekinesis
immunity. Thanks to the genetic upgrade he gained, Master Chief
is able to resist a lot of powerful mind manipulation and even
resist nervous system manipulation thanks to this upgrade.
Overall, between Cortana and his resistances, Master Chief
typically has no issues with psychic abilities anymore, aside
from some more powerful abilities that might come up from
certain beings stronger than ones he's been designed to be able
to be resistant to, which doesn't happen too often.
- Enhanced Super Soldier and Combat Trained Physical Stats: As
mentioned already, Master Chief's Spartan upgrade makes him
extremely strong and makes him a far more capable warrior. When
it comes to speed, Master Chief is able to run up to 55 miles an
hour, which is far faster than most humans could run. This is
even without his armor, though with it his speed is reduced a
bit because of the weight of his armor. When it comes to
strength, Master Chief is strong enough to bend metal doors with
enough strength, and is strong enough to lift cars and trucks
due to his enhanced strength (though he can only handle heavier
objects with the help of his armor). Master Chief's strength and
speed are extremely good for a human, and makes him able to keep
up with a lot of supernaturals. And also thanks to his combat
training and his Spartan enhancement, his stamina and defense is
also highly enhanced. He is able to fight longer than most, due
to his upgrades making his stamina extremely high. The only
thing that suffers is his flexibility, due to his armor not
being the best for flexibility since it's designed more for
strength and defense. However, Master Chief still manages to be
a dangerous opponent, even with his limitations.
Transformations:
- None
Weaknesses:
- As tough as Master Chief is, he can still be killed like any
human. If one manages to pierce his armor and fatally injure
him, he can be killed just like any human with a fatal injury.
His heart and brain can be destroyed, or his organs destroyed,
which would most likely be fatal to him. For the most part, if
an enemy is strong enough to break his armor, they can kill him
if they can either damage his recharging energy shield or
destroy his armor so they can attack him directly. And without
the armor, Master Chief is just as vulnerable as any other
enhanced human. While he can heal faster, and his suit does have
ways of responding to damage, enough damage will still kill him
despite this. His faster healing can only heal him so quickly,
and without the Spartan armor, he is just like any other person
with the exception of being tougher and stronger than most
normal humans and some weaker supernaturals. Unlike other humans
who gain special abilities, Master Chief is a pure human. The
only thing that separates him from other humans is how strong
his enhancements are, and his armor that helps him even the
odds. Without that, he is just a normal human, and can be killed
as such without any supernatural abilities.
- Despite how easily Master Chief is easily able to move around,
his armor weighs far more than it looks. Because of this, Master
Chief's speed suffers, and he cannot move quite as fast as he
would without the armor. While the armor does give him far more
defense and strength, this comes at the cost of some of his
speed. While's still extremely fast and can run up to about 45
miles per hour with the suit in short bursts, it's still not as
fast as he could run without the suit. This means that faster
supernaturals could theoritically avoid Master Chief's attacks.
While speed alone cannot beat Master Chief, it would be easier
to handle his attacks if one was fast enough to avoid him. It is
also worth noting that Master Chief is not strong enough to
handle certain larger threats without help, such as enemies like
dragons or other larger enemies due to him needing the firepower
to handle certain enemies. While Master Chief's able to handle
most threats on a battlefield, and can easily handle most
situations, there are some situations that even Master Chief
would need help with.
- Strong enough impacts can lock up Master Chief suit, which is
a defense feature that prevents damage to Master Chief during
certain impacts. However, this is also because the Spartan suits
are not perfect. The suits are designed with this feature, and
when the suits are locked up, it might take someone else using a
connection to his system to release the lock on his system. This
is usually Cortana's job to release his suit, but if she is for
some reason not with him, this can easily be taken advantage of.
This means that if Master Chief is exposed to a strong enough
impact, this lockup system can be used against him. While his
armor is strong enough to handle most impacts, impacts like
falling from the sky, or getting hit by extremely strong
supernaturals could lock up his armor even if he can survive the
attack. However, there are those like Ragnorok who know of the
Spartans and developed something to take advantage of this if
they encountered this, in the form of a device they could attach
to the armors in order to disrupt the suits movement systems and
lock them up completely. When this happens, the armors movement
and shields lock up completely, making him not able to be
damaged easily with the shield locked up, but not being able to
move is also a danger if he is locked up during battle.
- Because of the armor's design, the armor has giant bolts on
his armor that are screwed in to keep the armor from coming off.
This means that his armor cannot be removed without special help
from special tech teams. The only thing he can take off easily
is his helmet, but the rest of his armor he cannot remove by
himself. This means that if he were in a situation where he
needed to remove the armor, he could not remove it. While the
armor is very useful for defense, it is not easily removed. A
special machine was designed specifically to remove the armor,
but only a few military bases have this armor removal system.
The only other way is for special tech teams equipped with
special tools to remove the bolts that hold his armor on. While
his armor does have an emergency eject system built in that
Cortana can use, this is a one time use that will not put his
armor back on if he needs to put it on again, and can only be
put on by the machine which takes off and puts on his armor.
This means that Master Chief is stuck with this armor in
battles, whether he wants to wear the armor or not. And because
the armor is top secret government property, it would not be
allowed to just lie around after being ejected if it were
ejected from Master Chief in an emergency situation. It is also
notable that Master Chief is put into cryosleep in order to
sleep, given that he doesn't sleep like normal people. This
means that usually when in cryosleep, he requires someone to
wake him, which can be a dangerous situation if he gets stuck in
cryosleep and there's no one left to wake him up if his capsule
isn't damaged enough to suspend the cryosleep.
- Compared to the new Spartan program attempts, Master Chief's
enhancements are very basic. Master Chief, aside from his
genesong upgrades, were not designed with any kind of
supernatural style enhancements, and to this day, is a very
early form of super soldier enhancement. Master Chief cannot
change this upgrade he got, which was mostly just so that he
could move in his armor without breaking all his bones like
previous Spartan programs members. While this does give him big
advantages against supernaturals, he really has no special super
soldier built in defense against supernatural abilities, and his
enhancements are almost all purely passive enhancements to his
body to make it stronger, faster and able to handle extreme
stress. Other than his physical and mental enhancements, the
super soldier serum really doesn't do much else to him that
would make him a bigger threat like some super soldier serums.
While Master Chief was strong enough to take out stronger super
soldiers, this doesn't mean that some of them don't have special
upgrades that really show how outdated the Master Chief's
upgrades are.
Personality: Master Chief is a soldier above all else. He was
raised to be one of the ultimate soldiers, so he's always about
duty and his responsibility to the military more than his own
personal life. Master Chief really only has three ways to deal
with people, and is really awkward in social situations. Master
Chief is the type of person who protects others as best he can,
and does his best to keep civilians out of fights due to his
military background. While he's very smart and skilled, he is
seen as being very reckless at times with his strategies, such
as when he used a bomb programmed by hollows during the invasion
and managed to get it into a group of large hollows to blow them
up even though most thought he wouldn't survive it. He is also
the type that keeps his word, and doesn't make promises unless
he's sure he will be able to keep them. In battle, he is very
smart, and knows when he needs to focus on having a plan rather
than just straight out trying to brute force his way through a
situation. However, Master Chief is the type of person that
doesn't give up when it comes to defeating opponents, even if he
is forced to retreat. Overall, Master Chief doesn't show much
emotion, and often seems like he's willing to shake off people's
deaths in battle, but the truth is that he actually is very good
at controlling his emotions, and only people who are true
soldiers often understand how he really is.
Bio: The Spartan program was among the first attempts at super
soldiers. Due to the rising threat of supernaturals and
demi-gods, the Spartan program was designed to even the odds
against the dangerous supernaturals trying to destroy humanity.
The first Spartan program was mostly a failure, but the second
Spartan program was much more of a success, with exception of
the fact that half of the program participants ended up dead or
crippled due to the super soldier Spartan serum being hazardous
to the health of those it was used on. Master Chief was in the
second Spartan program, and one of the most successful
productions of the program. For those that did get the
enhancement, they were progressed to the next stage of the
program, where they were given special armors codenamed Mjolner
Armor. This armor was based on alien tech acquired through top
secret government programs that even the president doesn't know
about. The armor was designed to also be used for the programs
that were traveling to other alien worlds through use of a
special device, though the program started out as supernatural
hunters.
Similar to the project Dead Cell, which was started by previous
president George Sears, the Spartan program was designed to take
on supernatural threats and any other threats that would
threaten earth. Due to the Spartan upgrades being an early super
soldier program, there were a lot of failures, and eventually
most of the Spartans were killed in battles when they started
fighting. Master Chief is the only known Spartan II still alive,
and the most experienced of the groups. While there have been
new and more dependable Spartan programs since, not many have
compared to Master Chief, who made a name for himself during the
hollow invasion when he helped the ground forces fight off the
hollows. While President Whitmore was a major player in the Air
Force that took out the airborne hollows, Master Chief was the
major player that took out many of the ground forces. After the
incident, Master Chief went into cryosleep, and has been for
years since the invasion. However, after the incident with
Israel, and the attacks on Russian Special Forces, Whitmore had
Master Chief reawakened, and assigned to American Special Forces
as extra muscle for them to help avoid similar destruction that
the Russian Special Forces bases experienced when the Triam Trio
was destroying their bases looking for Vin and Rei.
Theme: Anthem for Saving the World (
HTML https://www.youtube.com/watch?v=aEbxfy2Tv6I&list=PLxoOpZa54NksiD8p9EWkcgt81eotkv-Xv&index=16<br
/>)
Battle Theme: Halo Theme Scorpion Mix (
HTML https://www.youtube.com/watch?v=r_Wz4HVn2l8&list=PL2dk-v3Qz2CFE7uERNRbTUXipFFLqSCbN&index=13<br
/>)
*****************************************************