Hello again people, this is SignalHunter, and I should let you know that this profile was updated with more details again. Also, I left a little note at the end.
Name: Irene Fletcher
Nicknames: The Wanderer, The Watcher, Gorgon's Bride (A title she wears with pride), Gorgon's Whore (Call her this at your own peril), Immortal Phoenix of Humanity (Most infamous to the Mage Association and the Clock Tower), Golden Phoenix (Most infamous as a Mobile Suit pilot), Iffy (An embarrassing nickname that only Medusa, as well as any close friends, can call her and get away with it), Mama (A fond nickname that Compa/Isis have for her, and are the only ones who can call her that and get away with it)
Alignment: Chaotic Good
Hidden Attribute: Heaven
Magic Circuit Color: Scarlet
Age: 7,237 (Biologic), 14 (Chronologic)
Birthday: May 12th, 5095 B.C.E.
Sex: Female
Height: 137cm
Weight: 31kg
Three Sizes: B68/W50/H70
Blood Type: O
Race: Human
Genetics: Oldtype
Ethnicity: British-American
Sexuality: Bisexual (Though in reality it is more of a single-target sexuality with Medusa)
Personality: Aloof and quiet, Irene Fletcher is a girl who has spent most of her entire life in isolation, and as such she possesses next to none of the social skills needed for the modern era, although she has had a bit of practice with her interactions with the 08th Mobile Suit Team, the AEUG, and Londo Bell. When surrounded by people she is unfamiliar with, she usually won't utter a single word unless she is addressed directly, but underneath her silent exterior she is a kind and gentle girl towards those she deems as her friends, and she upholds Bright Noa with utmost respect, having served under him both in the AEUG and during the Second Neo Zeon War and who reminds her of "Young Wash", a fond nickname she has for George Washington. More often than not she can be found reflecting on what few memories she is still able to recall with clarity during the Age of Gods, primarily those revolving around her family before they were killed in a bandit raid, the face of the mad Mage who was responsible for her current condition, and her former lover Medusa, who was killed by Perseus while she was dealing with another group of trespassers who had distracted her from him. Due to her complete immunity to fire and lava, one of her favorite things to do to pass the time is bathe in lava pools of her own creation and gaze at the stars and moon, taking the time to think about both her past and the potential future. As a result of her very long life, she is very good at reading other people and can generally tell if a person is mistrustful. Despite her hatred of both the Earth Federation and Zeon as a whole, she knows that there are still a few decent people on both sides due to her experiences with the 08th MS Team, with examples such as Shiro Amada and Aina Sahalin, as well as when serving under Captain Bright Noa during the Gryps Conflict and the 1st and 2nd Neo Zeon Wars. Despite having made numerous new friends during the last two decades, she knows that she will be forced to watch them die of old age while she remains forever young, which is why she prefers to spend so much of her time alone rather than engage in social interactions with other people. When she is alone with Compa/Isis, Irene's motherly side becomes apparent, as she treats her adoptive daughter as if she were her own flesh and blood. Upon successfully summoning Rider/Lancer at the beginning of the Universal Century Holy Gail War and reuniting with her lover she began to ever so slowly open up to other people, with Medusa being selected by the Grail due to the Gorgon Jewel necklace she had received as a gift from the youngest of the Gorgon Sisters that Irene had kept with her over the millennia and the scythe Harpe that was recovered from the estimated location of Atlantis on the floor of the Atlantic Ocean that were both utilized as the catalysts for the summoning. With Irene's reunion with her lover, her dream of becoming a housewife and raising a family of her own as a true mother has become much more likely to turn into reality.
Appearance: Irene has a petite build thanks to a lack of a growth spurt during her preteen and early teenage years, and hasn't aged a day since she had a Phoenix Core forcefully implanted into her. She has ash white hair that falls down to her ankles with a scarlet ribbon tied into it near the end to keep her hair together along with another black ribbon with flame decals tied into it on the upper right side of her head, eyes the color of molten magma which glow when she utilizes her Magecraft and wears a green Gorgon Jewel necklace on her neck. She wears a thin black funnel neck shirt with red trim and a silver zipper in the front that accentuates her A-cup breasts and exposes her midriff, on top of which she wears a short-sleeved jacket with a white collar and two external pockets on the sides and are divided into three sub-pockets each that is primarily scarlet in color with black bands outlined in yellow that run the edges of the jacket that is worn open. On her arms she wears detached sleeves that are held in place with black belts on her upper arms where the sleeves start as a scarlet color, then shift to black at the elbow section and finally end with the lower third of the sleeves in a yellow and orange pattern that appears to resemble fire, with the ends of the sleeves partially covering her black fingerless glove-clad hands. She wears a pair of black short shorts with a brown stripe on the upper rim outlined in silver with a gold phoenix-shaped clasp on the front, with the lower section being black and the bottom trim being scarlet. Below this is a pair of pantyhose that start as pure black at the hips but gradually fade to scarlet, orange, and finally yellow down the legs, with branching flame-like trim starting bright at the feet then fading up the legs until disappearing at the thighs, and below these and her shirt she wears scarlet undergarments. On her feet, she wears lace-free, mid-calf steel-toed boots that are primarily black in color, with the soles, tongue, and cuff of the boots being scarlet, and are equipped with small steel strips on top of the toe box and on the front of the cuff. Her pilot suit is identical to the suit that is worn by Nena Trinity in Gundam 00 Season 2, with the colors switched from purple and white with blue trim to scarlet and black with gold trim and the visor being reddish in tint. Both her clothing and her pilot suit have been infused with her own Prana, allowing her to reincarnate herself after every death with her outfit remaining completely intact after burning to ashes and reforming during each fiery rebirth.
Faction: Azure Faction (Only as a Mercenary, but is loyal to and trusts Londo Bell as a whole), S.T.R.I.K.E. (Strategic Tactical Reserve for Integrated Key Entity) (As a freelance agent)
Backstory: Born during the Age of Gods on the island of Briton, Irene Fletcher was just a normal girl with an average life until shortly after her 14th birthday, when she was introduced to the Moonlit World in a cruel manner when she was abducted by a mad Mage who used her to experiment with immortality with a Phoenix Core he had obtained by extracting it from a Phoenix egg before it could develop a Mind and Soul of its own and implanted it into her. However, the Core had bonded to her Soul after she had been killed for the very first time and infused her with its power, and she was able to escape using her newfound power over fire and lava while killing the Mage and destroying his research. Upon finding out she was now immortal, she isolated herself out of fear that other Mages would come for her unwanted power as well as what her family would have thought about her; Irene would come to regret this decision as her family was killed in a bandit raid before she could arrive to help. Over the next several decades, she would repeatedly find new ways to kill herself, ranging from drowning, suffocation, beheading, poisoning, and even complete dismemberment. Unfortunately, though, none of them worked, as her dead body would just burn itself into ashes and be reborn from them, a process that the human Soul was never meant to go through; as such, every rebirth causes her to experience nothing but agony. Over the next few centuries, she would develop an enormous pain tolerance for her physical human body as a result of the countless deaths she had suffered, to the point that not even being sliced in half with a rusty claymore would be able to elicit anything more than a twitch in response; however, her Soul is incapable of developing such a tolerance, and still experiences torturous amounts of pain every time she reincarnates. Eventually giving up on her futile quest, Irene began to travel the world, watching events unfold from the background while learning how to master her new powers and find their limits, and eventually managed to obtain the full grasp of her fire and lava manipulation abilities, but was dismayed to learn that any other forms of Magecraft were next to impossible for her to perform; however, she had also learned how to fly by utilizing her flames as a form of propulsion, bringing with it her newfound enjoyment that the vast skies now offered as well as her new primary means of transportation.
She had witnessed much during her travels in Age of Gods, such as the battle between Gilgamesh and Enkidu and the slaying of the Bull of Heaven, the life and death of the Pharaohs Ozymandias and Nitocris, the rivalry between Karna and Arjuna as described in the Indian epic Mahabharata, the rule of Semiramis as the Queen of Assyria, and even conversed with the centaur Chiron and sparred with the Greek hero Heracles. It was during her time in ancient Greece when she heard about the two goddesses Stheno and Euryale along with the monster known as Medusa who were all located on the Shapeless Isle. The rumors piquing her curiosity, she set out to the island in question to confirm the existence of the Gorgon sisters. Upon arrival, she was attacked by Medusa, who had mistaken her as yet another adventurer who had come to slay her. Upon exhausting themselves after their three-day-long battle, with Irene's Core providing her an immunity to Medusa's Cybele, the two came to an understanding, and Irene was allowed to live on the island for a period of time. During her stay, Irene got to know the three sisters, and while she remained more or less neutral to Stheno and Euryale she slowly began to forge a friendship with Medusa, and as years became decades the two began to develop a romantic relationship between each other, with Medusa giving Irene the Gorgon Jewel necklace as a gift and Irene returning the favor with an obsidian ring with a ruby embedded in it. This relationship would continue to grow even after Medusa transformed into the monstrous Gorgon due to Athena's curse and devoured her two older sisters, with Irene taking up the task of driving off and killing any intruders who would dare try to slay her beloved. This state of affairs would persist for some time until 1391 B.C.E. when the Olympian Gods wised up and manipulated the mortals on Earth to launch a two-pronged attack against the monster and its undying guardian. The first prong consisted of a force more than a hundred strong who were all armed with enchanted weaponry and shields, whose objective was to distract Irene from the true threat; the hero Perseus who had been blessed with no less than five Noble Phantasms and had been tasked with slaying Medusa. Irene was unaware of the true threat until it was too late, and by the time she finished off the invading warriors, Perseus had already escaped the island with Medusa's head. Enraged by the murder of Medusa, she buried the remaining body of her lover and departed from the island on a quest for vengeance.
Irene spent the next two decades relentlessly hunting down Perseus, and upon finally finding him as the ruler of Mycenae the two engaged in a battle to the death as she laid siege on his kingdom all on her own. The battle waged for weeks, with vast swaths of the kingdom being submerged in the immortal girl's lava and the surrounding landscape being utterly decimated thanks to both spells and arrows from the defenders missing their target and stray fire on Irene's behalf. In the end, Irene was able to avenge her lover by slaying Perseus with the Immortal Slaying Scythe, Harpe, after disarming him of the weapon he had retained in anticipation of her wrath and burning the city to the ground, unintentionally accelerating the collapse of the Bronze Age. Still enraged at the loss of her lover, Irene took out her anger on the city of Athens as a form of attack on Athena, the Goddess who laid the curse on Medusa. Enraged at the damage to her city and temple, Athena descended onto the mortal plane from Mount Olympus, only to be greeted by Irene's wrath whilst she wielded Harpe. Their battle lasted for more than six months, with Athena managing to strike down Irene more than one hundred times during the conflict; however, Irene's anger was so immense that she forced herself to stay active in spite of the agony her Soul was experiencing, and she eventually managed to inflict a crippling blow to the goddess by slicing through both her right eye and right arm at the elbow with the Anti-Divine weapon. Before landing the fatal blow, Irene asked Athena what compelled her to lay the curse on Medusa, to which Athena replied that Poseidon raped the former goddess in her temple, and she cursed the more beautiful Gorgon as a form of punishment. Upon learning this, Irene's rage exploded into an apocalyptic fury as she quickly finished off Athena by severing her head and took the fight to Atlantis, the domain of Poseidon, as revenge due to him raping Medusa and starting the entire fiasco in the first place. Upon arrival, Irene wasted no time in beginning to melt down the island city, triggering Poseidon to come forth to defend his domain, and the two clashed in a titanic battle. For more than five years the battle was at a stalemate, with Poseidon utilizing the ocean waters around Atlantis and Irene utilizing the lava from the island's once-dead volcano that she had forcefully revived and activated; however, Irene was beginning to lose steam due to the sheer amount of agony her Soul was suffering from. Desperate to kill the one who was responsible for Medusa's plight, she fully released the power of her Core for the first time in her long life, which triggered her Reality Marble to manifest and completely engulf the island that Atlantis was built upon all the way down to the seafloor. Once within her Reality Marble, Irene made short work of both killing Poseidon and melting down the engulfed island into nothing but more lava, completely erasing the existence of Atlantis on the outside world; however, the strain of the constant battles had finally taken their toll on her, and as her Reality Marble faded and Harpe was lost in the depths of the ocean, she fell into a hibernating coma that would last for nearly 2,000 years, and she slept through the time when the Age of Gods came to an end and the Age of Man began.
Upon awakening during the early Age of Man in the year 0527 A.D., she grieved over her loss for a period of time before she continued to travel the world as a nomad and observed numerous historical events. Some of the events that she was present for were the journey of Xuanzang Sanzang, the atrocities committed during the First Crusade (of which convinced her to intervene during all subsequent Crusades to ensure that they never succeeded), the rebellion of the people of Camelot and the subsequent Battle of Camlann (which she actively took part in on the side of Mordred after discovering the truth to Artoria's rule, delaying Lancelot long enough to prevent him from participating in the battle and after which would form a strange friendship with Morgan Le Fay that would last until the latter's death), learned the techniques of the spear from Scáthach the Queen of the Land of Shadows, convened with the Chinese Empress Wu Zetian, witnessed Oda Nobunaga defeating Imagawa Yoshimoto in the Battle of Okehazama, the burning of the saint Jeanne d'Arc at the stake, the lives of Miyamoto Musashi and Okita Souji, and even George Washington leading his army against the British Empire in the American Revolutionary War and emerging victorious (after which she applied for American citizenship, mostly because of the man's charisma and his dream for a free country) and later discretely assisted Abraham Lincoln and the Union during the American Civil War by freeing thousands of slaves from the Confederate States and leading them to the Union while providing them intel on the Confederate's troop movements; all the while fending off numerous Mage attacks who keep managing to find her every few decades or so thanks to her unique Prana signature. Shortly after the war she began to wander through the reunited States of America, and eventually encountered and befriended Helena Blavatsky, remaining by the curious woman's side until her departure from America.
After remaining in the New World for more than half a century after the end of the Civil War, Irene began to travel around the globe again, and wound up being inadvertently dragged into the events of late World War I by a group of German Mage assassins who had mistook her for a highly valued daughter of an American Mage group's leader. Secretly fighting for the Allies, she was responsible for wiping out several enemy Mage groups before the war abruptly ended in the year 1918. Taking the chance, Irene went into hiding again while simultaneously developing a fascination with technology after witnessing the marvels that were known as aircraft. When the Great Depression hit America and subsequently the rest of the world, she left her home in the States to travel the world again and observe events from the background. When Irene learned about the Second World War in 1940 she had prepared to support her home country of Great Britain from the shadows against Nazi Germany, but when the Imperial Japanese Navy launched their surprise attack against Pearl Harbor on December 7th of 1941 her target shifted to the Magus populations in Imperial Japan. On August 6th, 1945, while she was clearing out yet another group of Mages who were fanatically loyal to the Emperor while near the city of Hiroshima, the B-29 Superfortress known as the "Enola Gay" dropped the "Little Boy" atomic bomb, wiping out the city. Upon witnessing the destruction, Irene could only stare in horror and ask herself "What has humanity done?" When the Second World War finally ended, she once again went into hiding in the now 50 States for the next several decades, adapting to the current society while maintaining her solitude and, by sheer luck, managed to evade the notice of both the Real and False Holy Grails which prevented her from participating in the Holy Grail Wars. She also took the time to permanently kill the Yellowstone supervolcano whilst under the influence of the Counter Force in anticipation of a future calamity that threatened humanity's existence. She began to travel the world again shortly after the calendar change from Anno Domini to the Universal Century, and eventually wound up being unlucky enough to be in Sydney when the Principality of Zeon initiated Operation: British and dropped a colony cylinder onto the Earth in an attempt to destroy Jaburo Base, but was diverted by the Earth Federation Space Forces into Sydney, Australia.
Upon reincarnating, she learned exactly what was going on and developed a hatred of both the Earth Federation and Zeon for the atrocities both sides are guilty of. She secretly took part in the war, posing as a Zeon recruit and quickly learned how to operate a Mobile Suit. Using her newfound knowledge, she became a mercenary on the Earth Front after stealing one of the first Zaku IIs that had been retrofitted into the MS-06F2 Zaku II F2 Type from a Zeon supply depot and destroying the base. During the war, she wound up being hired by the 08th MS Team, where she exchanged her stolen Zaku II for an RGM-79[G] GM Ground Type, and eventually developed a bond that could be considered a friendship with them. They went their separate ways after the war on the surface ended, and Irene continued her work as a mercenary with the Earth Federation and was transferred to the Moore Brotherhood in the Thunderbolt Sector at Side 4, leaving her GM Ground Type behind and receiving the second FA-78 Full Armor Gundam (Thunderbolt Ver.) as a means of propaganda, with hers being equipped with a magnetic coating upon her insistence after informing them that her previous two units were lagging behind her reaction speed. While with the Brotherhood, she had made a friend with Bianca Carlyle and an acquaintance with Io Fleming over their shared interest in music. During her first sortie, she would manage to sneak up on one of the snipers of the Principality of Zeon's Living Dead Division by taking advantage of the debris field, without using any propellant to maintain stealth, and kill them in close quarters combat while also capturing one of Zeon's Big Guns as Io killed the other two during the first test flight of the two Gundam units. On her second deployment, Irene and Io were able to take on and destroy another squad of five snipers; however, one of them managed to escape their squad's destruction. Shortly afterward, during the final battle in the Thunderbolt Sector, Irene would face the MS-06R Zaku II High Mobility Type (Reuse "P" Device), eventually creating the opening Io needed to land the killing blow to Daryl Lorenz and destroy the unit, and would also go up against the Zeon reinforcements alone, managing to shoot down four of the five Chivvay-class cruisers and 90% of their total complement of Mobile Suits despite the damage her own Gundam had received in the earlier battle, buying enough time for the Moore Brotherhood to withdraw from the sector before her unit was crippled by one of the few MS-14A Gelgoog (Thunderbolt Ver.) that had survived her assault, and she and the remains of her Gundam were subsequently captured by Zeon forces. While being held in solitary confinement, she was at first beaten and tortured by her captors, who were the few surviving members of the Living Dead Division, before they took note of her healing factor and began to experiment on her. Irene, who had been abiding by the law that mandated that the Moonlit World be kept secret up until now, decided that enough was enough and lashed out with her Magecraft, breaking her cover to the lone Magus that was aboard the ship as she went on a rampage, with Karla Mitchum being among the first of the fatalities. Making short work of both the soldiers and the lone Magus with torrents of lava that flooded the ship's corridors and melted through bulkheads, she broke into the ship's hangar bay and, in a bout of irony, hijacked the same Gelgoog that landed the crippling blow to her in the Thunderbolt Sector and proceeded to destroy the ship from the inside out in an effort to destroy what data Zeon had accumulated from her Gundam; unfortunately, the data had already been beamed to A Baoa Qu six hours before her breakout. Double-checking to ensure that there were no survivors, Irene grabbed the remains of her Gundam with her new Mobile Suit and escaped from the wreckage of the ship. After remaining adrift for six days, she finally managed to rendezvous with a Federation task force that was on its way to A Baoa Qu, and after some initial difficulty would be allowed to land on one of the Columbus-class transports and have her Gundam repaired to its original specs in exchange for access to the stolen MS-14A Gelgoog (Thunderbolt Ver.) and her services until the end of the war, which Irene accepted without hesitation; as much as she was starting to like her stolen unit, she much preferred the Gundam. Repairs to her previous Mobile Suit were kicked into high gear, and once the Battle of a Baoa Qu began she would sortie in her stolen Gelgoog to both aid the Federation forces as well as to sow discord and confusion into Zeon's ranks. Midway through the battle, her Gelgoog was heavily damaged after a run in with a trio of MA-05 Bigros, and she was forced to return to the mothership as the stolen unit was no longer fit for combat despite being able to dispatch all three Mobile Armors. To Irene's delight the repairs to her FA-78 Full Armor Gundam (Thunderbolt Ver.) were complete, and she would switch over to the Gundam-type and remain active for the rest of the battle, at one point providing covering fire for a group of RGM-79/GH Gundam Heads as they stormed a section of the giant asteroid base.
After the war, Irene became the primary test pilot of the Gelgoog she had stolen under the employ of Anaheim Electronics, with her payment being the ownership of the RX-78-7S 7th Gundam, a modified variant of the 7th Gundam customized for her specific use, on the condition that Anaheim held the rights to the 7th Gundam's combat data for analysis and development of future Mobile Suits. Once her job as a test pilot was complete, she left the Gelgoog with Anaheim Electronics and resumed her job as a mercenary with her new Gundam, taking every opportunity to strike down as many fanatical Earth Federation and Zeon remnants as possible as she developed a hatred of both sides due to their political games and the atrocities both parties have committed, especially in the aftermath of Operation Stardust (the impact of which occurred close enough to the former Yellowstone supervolcano and would have triggered an eruption if Irene hadn't rendered it permanently dead in the old calendar era). During the Gryps Conflict and the First Neo Zeon War, she joined forces with the AEUG, switching from the ageing 7th Gundam to piloting a highly customized MSA-003 Nemo High Maneuver during the Gryps Conflict and later the MSN-001 Delta Gundam at her request after a new friend of hers, whom she had named Compa as she only went by E-0057 up to that point, fixed the blueprints during the First Neo Zeon War, which she took into battle and earned the title of Golden Phoenix. During the First Neo Zeon War, she took on Compa as an apprentice of sorts, teaching the newborn dual personalities of the Cyber-Newtype about the world around her and the importance of finding a meaningful purpose in life, lest Compa wind up like Irene herself, and the two formed a strong friendship with each other. After the First Neo Zeon War came to an end, Irene discovered that Compa was a hybrid between a super soldier and a homunculus whose Magic Circuits have been active the entire time, and began to teach her the basics of Magecraft to the best of her ability, starting with unlocking her Origin. Shortly after this, the two stumbled upon the final battle between an Earth Federation task force and a terrorist organization on April the 4th. The two took part in the battle, assisting the Earth Federation's Gundam-type in its battle against the gigantic enemy Mobile Armor and eventually creating the opening that the Gundam-type needed to destroy it. However, when the Gundam's Core Fighter ejected and the unit continued to engage the few remaining enemies as it plunged into the atmosphere, Compa took off in pursuit of the main body, having realized that there was an artificial intelligence controlling the unit, which in turn forced Irene to chase after her pupil to make sure she didn't kill herself. After overhearing a brief argument between Compa and the A.I., Irene conjured a lava dome large enough to encase all three units once her pupil managed to get the A.I. to confess that it wanted to live. Once the three units managed to safely land near Dakar, Irene and Compa transferred the A.I. unit designated as "Advanced Logistic and Inconsequence Cognizing Equipment", otherwise known as ALICE, from the remains of the MSA-0011 S Gundam over to the latter's FRX-099 Gundam Sylph.
Over the next four years, the new trio remained on the move, visiting one colony after another while Compa scavenged past battlefields for both parts for upgrading both her and Irene's Mobile Suits as well as to provide Irene's pupil an ideal location to practice her newly-discovered Technomancy while allowing ALICE to see the world in a way that she would have otherwise never had an opportunity to do so. When the Second Neo Zeon War broke out in the year of U.C. 0093, Irene and Compa along with ALICE were quick to link up with Londo Bell, with the two humans participating with their respectively upgraded units, the MSN-001S Delta Gundam Honoo and the FRX-099S Gundam Super Sylph, in an effort to stop Char Aznable's plan to force people to immigrate to space. Near the end of the battle, Irene takes a hit from the MSN-04 Sazabi that was originally meant for Compa, leaving the Delta Gundam Honoo heavily damaged, but that doesn't stop her from helping both Londo Bell and Neo Zeon push back the Axis asteroid. As a result, both Irene and her pupil, as well as her partner, bore witness to the Axis Shock, which restored Irene's faith in humanity after she felt the light within the human heart; however, both she and ALICE were horrified once they learned that Compa's 5-year life expectancy, which they hadn't known beforehand, was rapidly reaching its end. Refusing to have her pupil and close friend's life cut short after they had both witnessed what could only be described as a miracle, Irene voluntarily plucks all of the Phoenix Plumes that she had grown up to that point and infused them within Compa, blowing her cover as a normal Magus to any Magi that were in the vicinity in order to extend the life expectancy of the hybrid. While Compa's scientific mind wanted nothing more than to figure out how Irene did so, her respect for her friend's privacy won out, and the two continued to live in space as a trio alongside ALICE, with Irene officially adopting Compa/Isis as her own daughter shortly afterward. With Compa's help, Irene was able to repair the Delta Gundam Honoo, but the Mobile Suit was showing its age and requested S.T.R.I.K.E., a new organization that was allied with Londo Bell, to put the dated Mobile Suit into storage after the three became freelance agents for the organization. Even after Compa's body was repaired and her lifespan was extended through the use of her Phoenix Plumes, Irene, who did not know exactly how much each of her individual plumes healed a person, believed that only 72 of them wouldn't nearly be enough, and would infuse every plume from the subsequent batches she would regrow every 37 days for the next two years, with the total number of infused plumes being 1,440, unintentionally extending Compa's estimated lifespan by nearly 1,500 years instead of the predicted 100 years.
Early in the year of U.C. 0095, Irene, Compa, and ALICE were able to steal the blueprints of the MSN-06S Sinanju Stein from Anaheim Electronics after it was stolen by Neo Zeon, as well as the schematics of the modified version of the machine from Neo Zeon, and used both sets of data to redesign the Mobile Suit for Irene's personal use while incorporating newer technology in Compa's Gundam. Construction began later that year using parts the two had managed to smuggle from both Anaheim and Palau to build Irene's new machine, with Compa joining in to challenge herself in figuring out how to combine modern technology with Irene's Prana, and the unit was finally completed on the date of June 14th, U.C. 0096, too late to participate in the Laplace Conflict. The Mobile Suit was christened as the MSN-06SP Sinanju Honoo, and the trio soon split off afterward, with ALICE tagging along with Irene's adoptive daughter along with the promise that the three would meet each other again at Industrial 7 in a month upon Compa's request, as she wanted to try her hand at living independently for once. After the three split up, Irene would take her new Mobile Suit out for a few test flights to ensure that everything was working properly. On the fourth flight while on her way to Texas Colony, the Command Seals for a Servant engraved themselves onto her forehead. Shortly after being marked as a Master, she was contacted by the Azure Faction through a representative in the hopes that she would join their side. Irene initially refused, but upon learning that Zeon supporters were on the opposing side she agreed to join them as a mercenary, beginning her involvement in the Universal Century Holy Grail War after managing to successfully summon and reunite with the Rider/Lancer-class Servant and her lover.
Likes: Medusa, fire, lava baths, hot climates, the Sun, stargazing, birds, children, flight, peace and quiet, technology, music (any genre so long as the song catches her interest), singing, machines, reading, her katars and handguns, firearms in general, her Gorgon Jewel necklace, 08th Mobile Suit Team, AEUG, Karaba, Londo Bell, her adoptive daughter(s) Compa/Isis
Love Interest: Medusa
Dislikes: Mages, genocide, warmongers, terrorists, perverts, cold climates, ice and blizzards, immortality, being alone (but forced to due to her immortality), whiny brats, politics, Earth Federation, all forms of Zeon as a whole, Titans
Despises: Perseus (killed), Athena (killed), Poseidon (killed), Shinji Matou (dead), Zeon Zum Deikun (dead)
Weapons:
• 2 x Heat Katar – Irene's primary weapons of choice are a pair of katars she had acquired in ancient India during her travels and had them enchanted to withstand extreme heat and enhance her fire and lava manipulation capabilities. When utilizing her katars, Irene utilizes a high speed combat style that relies on her petite stature, her highly flexible body, and her agility to weave through enemy attacks and retaliate any time she spots an opening. These katars have been enchanted to be able to conduct tremendous amounts of heat through Irene's Prana, which can reach up to around 5000 degrees Celsius, to give them a dramatic increase in offensive cutting power; enough, in fact, to allow them to slice through heavy Mobile Suit and capital ship armor with little difficulty, although the thickness of the armor will mean that the blades would only be able to reach so far and still not be able to pierce through it completely unless they are thrown with enough force. In addition, as the katars themselves are more than a millennium old, they have accumulated enough Mystery to become completely indestructible as well as gain the ability to appear by Irene's side every time she reincarnates even if they are taken from her, making them completely impossible to steal. When not in use, the katars are kept sheathed in special pockets within her detached sleeves, where they can double as makeshift forearm armor in the event of a surprise attack on her person.
• 2 x Modified Desert Eagle – The two Desert Eagles are Irene's secondary weapons and are a heavily modified pair of IMI Desert Eagle pistols which have been rebuilt with Lunar Titanium alloy, which prevents them from degrading over time and were given reinforcement enchantments courtesy of the Azure Faction, with Irene herself adding a few additional enchantments of her own to increase their effectiveness when she wields them. The two Desert Eagles are chambered to fire the .50 Action Express cartridge, and when utilizing her two handguns Irene prefers to dual wield them in a similar fashion she had seen some outlaws in the American Wild West dual wield revolvers. Each Desert Eagle has been enchanted to be able to withstand much more punishment before their structural integrity is compromised and also possess an extremely high heat tolerance, which allows Irene to utilize compressed globs of lava that are shaped and fired through a series of runic arrays as a form of unlimited ammunition; however, when firing lava bullets the firing speed of the handguns is decreased from semi-automatic to 60 rounds per minute each to allow for optimum cooling to prevent the guns from overheating and melting. Each Desert Eagle is also equipped with a detachable serrated combat knife under the barrel that acts as a bayonet in the event she can't switch to her katars in time, and each knife has been given the same enchantments as the katars which allow them to act as secondary melee weapons should the katars ever be lost, albeit they have also been Reinforced through the usage of runes from the Azure Faction as they lack the indestructible properties that the katars possess. When not in use, the two Desert Eagles are stored in a pair of holsters that are sewn onto the sides of her short shorts, and the two combat knives are stored in sheaths that are hidden in the soles of her mid-calf boots.
• 4 x M105 Fragmentation Grenade – The M105 Fragmentation Grenade is a type of frag grenade that was developed by the Earth Federation. The casing is an improved version of the M67, which upon detonation shatters into a greater number of metal fragments than its predecessor to give the weapon a higher chance of striking its target(s). As the pyrotechnic charges are greater in explosive power compared to the charges in the M67, the fragments of the M105 have a greater effective range than those of their predecessors. In addition, there is a thin layer of napalm in between the pyrotechnic charge and the outer casing, which is designed to allow the napalm to stick to the fragments and ignite upon detonation; this allows the fragments to be superheated by the ignited napalm midflight to grant them greater effectiveness against light enemy armor such as Kevlar. Irene typically carries four of these grenades within one of the sub-pockets in her jacket's large external pockets, with two per sub-pocket in each of the two main pockets.
• 4 x M107 Flashbang Sonic Grenade – The M107 Flashbang Sonic Grenade is a type of stun grenade that was developed by the Earth Federation and is an improved version of the M84. Upon detonation, it emits an intensely loud "bang" of 200–220 decibels and a blinding flash of more than 1.5 million candelas within eight feet of initiation, sufficient to cause immediate flash blindness, deafness, tinnitus, and inner ear disturbance. Exposed personnel experience disorientation, confusion, and loss of coordination and balance. While these effects are all intended to be temporary, there is a risk of permanent injury. Consequently, the M107, like its predecessor, is classified as a less-lethal weapon. Irene typically carries four of these grenades within one of the sub-pockets in her jacket's large external pockets, with two per sub-pocket in each of the two main pockets.
• 4 x XM109 Multi-Jammer Grenade – The XM109 Multi-Jammer Grenade is a type of grenade that was recently developed by the Earth Federation and is a combination of the Smoke, Chaff, EMP, and Sonic types of grenades. The casing is cylindrical in shape and is designed to detonate in a manner similar to that of a fragmentation grenade. Unlike a frag grenade, however, only the central section of the main casing actually detonates, which results in the outer sections being launched from the main body which releases both a cloud of dense smoke laced with Minovsky particles and a thick layer of chaff to jam enemy optical and radar sensors while laying down a thick smokescreen to mask the movements of the user and any nearby allies. The two sections that are ejected during the detonation activate .5 seconds after the main section explodes, with one section emitting a sonic screech at 250 decibels for five seconds, while the other section emits a powerful electromagnetic pulse that short-circuits all electronic devices that aren't properly shielded within a 10-meter radius. As the grenades are a recent development, there are only a few dozen XM109s in the Azure Faction's armory by the start of the Universal Century Holy Grail War and must be used sparingly. Irene typically carries four of these grenades within one of the sub-pockets in her jacket's large external pockets, with two per sub-pocket in each of the two main pockets.
Mobile Weapons:
MS-06F2 Zaku II F2 Type (early-mid One Year War)
RGM-79[G] GM Ground Type (mid-late One Year War)
FA-78 Full Armor Gundam (Thunderbolt Ver.) (Late One Year War in space, mid-late Battle of A Baoa Qu)
MS-14A Gelgoog (Thunderbolt Ver.) (Captured unit, early-mid Battle of A Baoa Qu, test pilot after One Year War)
RX-78-7S 7th Gundam (modified, Operation Stardust)
MSA-003S Nemo High Maneuver Custom (Gryps Conflict)
MSN-001 Delta Gundam (1st Neo Zeon War) – MSN-001S Delta Gundam Honoo (2nd Neo Zeon War)
MSN-06SP Sinanju Honoo (early-mid Universal Century Holy Grail War)
Support Units:
Enterprise-class Transport Shuttle [Modified] (Sumeragi) (Currently used by Compa)
Combat Style:
• General: A pragmatic style which utilizes Irene's speed and agility for close to midrange combat, with occasional uses of long-range sniping.
• On Foot: When Irene is fighting against enemies on foot, she will take a pragmatic approach and attempt to stick to the shadows and utilize sneak attacks when possible, employing her grenades when needed. Should she finds herself in a combat situation with multiple Mage opponents, she will attempt to stick to midrange combat and utilize her two handguns to thin some of the enemy numbers before switching to her katars and rapidly close the distance with jets of fire to attack at close range. At either range, she is capable of augmenting her attacks with bursts of fire, lava, and Phoenix Fire to either use as distractions while preparing to deal a lethal blow, or do the opposite and use her weaponry as a distraction while setting up the killing blow with her Magecraft. In addition to this, Irene is also highly skilled when she is in the air, utilizing jets of fire to maintain flight and dodge around enemy attacks while retaliating with either her own barrages from long range or with high-speed diving passes in close quarters combat, and is her preferred combat style to use against Mages when in an open environment. In any event, she will also utilize Reinforcement to make herself faster and hit harder than she would normally be capable of, and varies the output of the Reinforcement depending on how much of it is really needed; although she is capable of turning it up to its absolute maximum, she can only safely do this once per day with each burst lasting for a single second, and any further attempts will start to rip her body apart in a violent manner; however, this figure resets upon each reincarnation. Should she ever either lose her katars or be faced with a situation that doesn't favor the weapons when in close-quarters combat, she will fall back to the spear training she learned from Scáthach and dual wield a pair of obsidian spears formed from conjured lava; if the situation doesn't favor spear usage, however, she will fall back to knife-fighting instead. In addition, Irene is highly proficient in the usage of many weapons, ranging from swords, lances, knives, axes, maces, and clubs, all of which she can create by utilizing her lava to forge obsidian versions within a matter of seconds. She is also highly skilled with nearly any kind of gun that's ever been built, having firsthand experience with a multitude of firearms, but is especially skilled with pistols, bullpup assault rifles, and sniper rifles.
• Mobile Suit Combat: When piloting a Mobile Suit, Irene takes an analytical approach and will at first primarily fight from long range, taking potshots against any enemy units and gauging their strength. Those who are weak are killed immediately, while anyone who manages to evade or block her first few shots she will regard as a greater threat and begin to bombard them from long range to test their agility and defensive maneuvering. Should anyone be able to withstand the barrage she will then shift into high-speed combat, changing trajectories often and in random directions while closing the gap and pelting them with beam fire. If the enemy in question is able to withstand this, Irene will deem them a worthy opponent and engage in high-speed close combat while Reinforcing her body to better handle the G-forces. When fighting at close range in the Sinanju Honoo, Irene will primarily use the two pairs of beam axes by deploying them directly from the shields and gauge her opponent's skill in close combat; should they be sub-par she'll kill them quickly and be done with it. If they still manage to hold their own, she will then go all out and use any means necessary to win. Should she be forced to break off an engagement and retreat, Irene will analyze the combat data to look for any flaws in her piloting and for any weaknesses that she can exploit against her particular target next time she engages it in combat. Of course, this only applies when she actually has the time to get into a good fight; if she doesn't then she will shift her attention to first shooting down as many of the weaker Mobile Suits as possible by using a mixture of high speed and beam fire from her ranged weapons with the occasional use of either the beam sabers or the beam axes before switching targets to the stronger enemies. Against normal Mobile Suits she will strictly utilize her Mobile Suit's weaponry, but against Mages, she will switch to using her Magecraft on occasion to throw them off of any patterns they might try to use against her. Should she ever happen to lose all of her weaponry, Irene will form a pair of Mobile Suit-sized Reinforced obsidian spears and fall back to the spear training she learned from Scáthach; however, this does not mean that she limits herself to utilizing her obsidian weapons as a last-resort measure, and is perfectly capable of forming them at any time to be used as surprise weapons when the situation favors their usage.
Magecraft:
• Fire Manipulation – As a human whose Origin and Element are both Phoenix, Irene has command over all forms of fire. She can summon fire when utilizing her own Prana, manipulate existing fire in offensive, defensive, or supportive roles, and even absorb fire as a way of recharging her enormous Prana reserves more quickly than her Phoenix Core can on its own. Despite being created from Irene's Prana, these fires still require fuel to burn and can be extinguished just like any normal fire. Also, while normal fire is less powerful than Phoenix Fire, it is also much more efficient to utilize, costing next to nothing from Irene's Phoenix Core to create and manipulate. Irene is also capable of forming jets of fire that she can utilize to fly at high speed and has learned how to fight in the air with as much skill as she is able to while on the ground. As these flames have no magical properties after being conjured with the exception of their manipulation, they are capable of bypassing Magic Resistance.
• Lava Manipulation – In addition to fire, Irene also has command over lava due to it being a closely related entity to the Element of Fire. Just like fire, Irene is capable of conjuring lava from her own Prana, but it is much more costly to create and maintain than her normal fire and Phoenix Fire due to the fact that magma and lava also possess the Element of Earth. However, unlike her fire, Irene's lava is far more environmentally versatile; as it is simply superheated liquid rock, it can be conjured and maintained in any and all environments, including Arctic and underwater conditions, and even in the hard vacuum of space with little difficulty. In addition, Irene can also use it to form a "lava dome" around herself as a defensive measure if she is in danger; however, doing this also slows her down and completely restricts her sight, so she needs to either lower it on occasion or open small gaps in the dome to see what's going on around her. Just like fire, Irene is also capable of absorbing lava to replenish her Prana reserves in tandem with her Phoenix Core. As the lava has no magical properties after being conjured with the exception of its manipulation, it is capable of bypassing Magic Resistance.
• Earth Manipulation (Limited) – Although not true Earth Manipulation, Irene has figured out a way to imitate it by using her lava as the catalyst. By manipulating the lava's adhesion and siphoning away the heat from its surface, Irene is capable of creating earthen constructs with molten interiors. Once cooled into solid rock, the topmost layer of any construct she creates can be manipulated through the lava that lies underneath the rocky "skin". Should the rocky exterior ever be destroyed, Irene can repair the damage by simply utilizing the lava from the inner layers to fill in the damaged sections and harden the topmost layer in a manner similar to a scab. Irene mostly utilizes this technique to create golems with the properties of the element of Earth, with her favorite constructs being giant eagles that can lift tanks with their talons as well as fire molten feathers from their wings and hordes of saber-toothed tigers that gang up on individual targets to brutally rip them apart. When scaled down, these constructs can also be used for reconnaissance through the use of miniature video cameras and listening devices that can be attached to the bodies of golems that are the same size and shape as some of the smaller falcon species of birds. Each individual construct requires some of her focus to properly control, so Irene is unable to create more than two or three at a time before she starts to lose a significant amount of focus on her surroundings, making these lava golems more of a situational weapon than one she would deploy on a regular basis. In addition, she is also capable of forming weapons made out of pure obsidian by first forming lava into the desired shape and then cooling it. These weapons range from swords, spears, lances, maces, and other melee weapons that she can either wield or fire off in a barrage; however, she has a tendency to stick with spears due to them being easier to create using this method as well as her training with the weapon type in question while under the tutelage of Scáthach.
• Plasma Manipulation (Extremely Limited) – Due to the fact that plasma has properties that are similar to fire, namely its temperature and its capability to burn nearly any known substance to man, Irene is capable of utilizing the fourth state of matter, although her ability to manipulate it is extremely limited in comparison to her other abilities as she had only discovered the technique in the year U.C. 0091 with the help of her pupil and adoptive daughter Compa. As such, the only thing Irene is capable of performing when utilizing this technique is creating a small plasma field with a three-meter radius around herself as a form of an offensive shield, with anything more than that running the severe risk of electrocuting herself. The plasma field created is powerful enough to melt through Luna Titanium alloy within a time span of 10 seconds, with any regular bullets and humans simply disintegrating upon contact with the field. However, utilizing this plasma takes both an enormous amount of Irene's focus as well as a massive chunk of her Prana reserves, which restrict this technique to being one of her two desperation attacks and the only one that can be used in relative safety in close-quarters combat.
• Phoenix Fire Manipulation (Specialty) – A type of fire that is magical in nature, Phoenix Fire is unique from normal forms of fire in the fact that it doesn't require any form of oxidizer or solid or liquid fuel to burn; to sustain itself, all Phoenix Fire needs is heat. In addition, Phoenix Fire cannot be extinguished by normal means such as spraying it with water of fire-retardant foam; instead, only frigid conditions such as blizzards and liquefied gasses such as liquid nitrogen at well below 0°C, as well as being completely submerged in cold water (although this method takes several times longer), are capable of extinguishing it, and these restrictions only apply to Irene because she was not born as a Phoenix and does not have its raw power as a Divine Beast under normal circumstances. This also includes the hard vacuum of space that is anywhere within the Sun's shadow or is far enough away from the nearest star in general, with the flames being only able to sustain themselves for fifteen to twenty seconds before the heat sustaining it becomes insufficient and the flames fizzle out; however, the planet Earth is close enough to the Sun that Phoenix Fire is capable of burning indefinitely provided it is in direct line of sight of the star in question. In these conditions, Irene's ability to utilize Phoenix Fire is severely limited, limiting her to just her fire manipulation (which would also be hampered) and her lava manipulation (which suffers from no such consequence). If Irene wishes it, however, the flames will extinguish themselves. Due to the fact that these flames are magical in nature, a high enough rank in Magic Resistance (B or higher) can extinguish them.
• Fire-based Enchantments and Runes – While Irene's skill with anything other than fire/Phoenix Fire, lava, and pseudo-Earth manipulation is next to nonexistent, she is still capable of utilizing enchantments and Runes of different kinds so long as they primarily focus on either fire or lava.
• Reinforcement – Reinforcement is a basic type of Magecraft, and is the only form of Magecraft that Irene is capable of utilizing that doesn't associate with any Origin and Element. While incapable of utilizing any other non-elemental Magecraft, Irene has mastered Reinforcement to the point that she can, in short bursts at maximum power that can be considered "Pseudo-Mana Bursts", reach speeds of up to 300 miles per hour from a standstill on foot, swing her katars with enough force to slice through skyscrapers in a single swing, and survive blows with enough momentum equivalent to a 50,000 ton freight train traveling at 80 miles per hour. However, each burst at maximum output puts a tremendous strain on her body, with enough bursts in a short period of time actually capable of ripping her body apart depending on the circumstances, which severely restricts the number of "Pseudo-Mana Bursts" she can use before her body begins to give out; she can, however, utilize Reinforcement in a less powerful manner for a longer period of time, with just a small amount of Reinforcement capable of being held nigh indefinitely. Each "Pseudo-Mana Burst" at maximum power takes approximately twenty-four hours to recover from, with her maximum safe limit being just a single full power burst per day before her body begins to give out and starts violently ripping itself apart with each full power burst afterward; however, this figure resets after each reincarnation.
• Phoenix Core – The very source of Irene's power and also the reason why she is no longer capable of aging, the Phoenix Core which her Soul has bonded with is in actuality the very heart of a Phoenix, the source of the Divine Beast's limitless power and is what grants it the ability to reincarnate from its ashes after it dies. It is capable of producing an unlimited amount of Magic, but due to the fact that Irene is still a human instead of a Divine Beast that is on par with Dragons in sheer power, she can only draw on a finite amount at any given time; this forces her to be more conservative with her Prana usage just like any other Magus, albeit with the fact that she can recharge from near-empty to full within a timeframe of ten minutes. However, she is capable of bypassing this restriction by "Overheating" her Soul, forcibly summoning more Prana from the Core for her to utilize with the price being having to subject her Soul to extraordinary amounts of pain depending on how much her Soul is "overheated". In addition, the Phoenix Core is what gives Irene her complete immunity to both magical and mundane fire and lava, and even allows her to breathe normally when completely engulfed in either substance, allowing her to swim in lava as if it were water as well as the ability to absorb them to help replenish her reserves faster than the Core can on its own. However, despite the fact that Irene is capable of reincarnating herself like an actual Phoenix, the process puts her through an agonizing amount of pain due to the fact that her Soul, despite being bonded with the Core, is still human in nature and was never meant to endure the death and rebirth cycle of a Phoenix. In addition, the Core does not protect Irene's Soul from attacks that directly target it, rendering her extremely vulnerable to Magecraft that specifically targets the Soul; should Irene go through either the death and rebirth process enough times within a short enough timeframe or be subjected to enough torture directed at her Soul, she will be unable to take the strain and her Mind and Soul will force her into a hibernating coma, in which her Phoenix Core automatically conjures a ball of lava around her that cools into a large ovular lump of obsidian as a defense mechanism. This obsidian "egg" is Reinforced to the point that only the likes of Dragons of the Transcendent Kind are capable of damaging it as the limitations set upon the Phoenix Core by Irene's human nature are no longer present when comatose, and even then the Phoenix Core and the bonded Soul themselves are completely indestructible even to the likes of both an Enuma Elish from the Sword of Rupture: Ea fired at maximum power and the Mystic Eyes of Death Perception, due to the fact that the Phoenix Core is a manifestation of the Concept of "Rebirth", and because of this not even the likes of a Grand Assassin can grant her a permanent death, no matter how much Irene wishes for it; should the obsidian shell ever be cracked or destroyed, the lava that lies directly beneath the surface will immediately cool to repair and reform the outer layer. This comatose state can last from several weeks up to a decade or more depending on the severity of the ratio of how many reincarnations took place in a small amount of time or the amount of torture her soul has been subjected to, with the equivalent of ten rebirths within a time frame of 24 hours averaging about a week, while the equivalent of fifty rebirths within a time frame of 10 minutes or less is enough to render her comatose for 10-20 years. Despite this, Irene can forcibly awaken herself from a coma should the situation demand it; however, doing so will leave her severely weakened for a period of time, ranging from a few weeks all the way up to 5 years or longer depending on how long her coma would have lasted naturally. As of the Universal Century Holy Grail War, it has been discovered that the Core's insane output is capable of adding a "+" modifier to all of a contracted Servant's Parameters with the exception of Luck. The Phoenix Core is among the primary reason as to why she is so coveted by Mages from all over the Earth Sphere, with the other reason being her Phoenix Plumes that she is capable of growing and distributing.
• Phoenix Plume – The feathers of a Phoenix, these plumes possess powerful healing properties that can heal all manner of wounds, provide nourishment as well as repair the Souls of others, and can also restore bodies to their prime. When enough of these plumes are used, they can even grant a form of limited immortality, preventing aging and death by natural causes as well as complete immunity to all forms of poisons, but not death by artificial means; however, because Irene herself is still human and is not an actual Phoenix, the healing properties of each individual plume is significantly weaker than those from the genuine Divine Beasts. In order to obtain the limited immortality from these plumes, one would need 3,000 of them if they are taken from Irene, whereas one would only need 50 from a genuine Phoenix. In addition, Irene can only grow up to 72 of these plumes at any given time, which are located underneath her ankle-length hair, and they take 37 days to regrow once plucked. These plumes are among the primary reason as to why she is so coveted by Mages from all over the Earth Sphere, with the other reason being her Core which originates from the Age of Gods.
• Overheat – Under normal circumstances, Irene is limited to a set amount of Prana that she able to call upon from her Phoenix Core, which restricts her usage of high-power techniques and Magecraft. However, this limit can be bypassed through a process that Irene calls "Overheating", which allows her to call upon more power from her Core than she can normally access, with the tradeoff being that her Soul is put through a torturous amount of pain depending on how much she "Overheats" herself.
• Reality Marble: Fiery Twilight: Eternal Burning of the Lonely Skies – Fiery Twilight: Eternal Burning of the Lonely Skies is the Reality Marble of Irene Fletcher. It is a high-class thaumaturgy that embodies her internal world and imprints it upon the World as a Bounded Field so long as she provides the Marble with Prana. The Reality Marble takes the form of a deep orange sky lit by an eternal sunset, with clouds of fire constantly on the move being pushed by strong air currents. The ground level consists of a never-ending ocean of lava, with islands of superheated rock few and far in between. This Reality Marble, which is the trump card of Irene Fletcher, reflects her Origin and Element of "Phoenix", while also symbolizing her loneliness and the tragic loss of her "someone just for me". When invoking the Reality Marble, Irene uses an incantation in the form of a poem that uses her life experience as the basis. The incantation is as follows:
"My body is that of the immortal Phoenix.
My heart is that of broken dreams and my soul is the eternal flame.
I have witnessed what lies beyond the bright horizon.
Not ever falling from grace.
Not ever remaining with my true love.
This body has ascended the world of death.
Thus, my life shall have no meaning.
Shall the lonely skies light its eternal flame,
In hopes of finding my salvation."
• Eruption – Irene's ultimate attack, "Eruption" is the name of the technique in which she "Overheats" herself to such a degree that her entire body becomes little more than a walking volcano, which then detonates with enough force to rival the 1980 eruption of Mount St. Helens. However, each eruption puts her Soul through so much agony that Irene can only utilize the technique once before she is forced to slip into a hibernating coma that can last for up to a decade or more, depending on how close she was to collapsing before the technique was used. Each eruption takes a year to recover from, so Irene reserves this technique as a last resort due to both the strain it puts on herself as well as its sheer destructive power.
Command Seal Design: Command Seals take the form of a Phoenix on her forehead
1st Seal: Fiery wing and tail feathers
2nd Seal: Wings and tail
3rd Seal: Head and the main body
Wish from the Grail: To revive and reunite with her lover (granted upon successful Servant Summoning)
Servant Core Design: Smartphone w/Bluetooth headset
Servant: Rider/Lancer; Medusa (Fate/Grand Order Final Ascension w/obsidian ruby ring on left ring finger)
Alignment: Chaotic Good
Hidden Attribute: Earth
Sex: Female
Height: 172cm
Weight: 57kg
Three Sizes: B88/W56/H84
Servant Parameters:
Strength: C++
Endurance: D+
Agility: EX
Mana: B+
Luck: D
Noble Phantasm: A+
Class Skills:
Riding: A+ – Riding is a Class Skill of Rider and Saber class Servants, denoting the ability to ride mounts and vehicles. Rider-class Servants will typically possess a high rank. It is said that Dragon-type mounts are an exception, requiring a different ability other than Riding. At Rank A+, all vehicles and all creatures up to the level of Phantasmal Beast and Divine Beast can be used as mounts. However, that does not apply to members of the Dragon Kind.
Magic Resistance: B+ – Magic Resistance grants protection against magical effects. Differing from the Resistance effect that merely rejects Magical Energy, this ability cancels the spells altogether. As Medusa was originally a Greek goddess before she turned into a monster, she possesses extremely high Magic Resistance at Rank B+, which invalidates magic with three verses or less and will receive mostly no damage even against High-Thaumaturgy or Greater Rituals. Depending on the situation, even High-Thaumaturgy would be completely invalidated.
Personal Skills:
Affections Towards the Beyond: A – Affections Towards the Beyond is a Skill representing the distance that might have been someday- with the feelings towards those beloved days that support her struggle to the very end. Medusa possesses this Skill at Rank A which is normally inactive, but when it is activated it grants the effects of the Battle Continuation Skill at Rank A+ for a short period of time on top of healing fatal wounds just enough so that they aren't life-threatening during the duration that the Skill is active; however, the drawback is that this Skill can only remain active for five minutes per day.
Goddess's Divine Core: A – Goddess's Divine Core is a Skill that expresses one being a perfected goddess from birth. A composite Skill that comprises the Skill Divinity, preserves the absoluteness of the mind and the body, repels all mental interference, prevents the body from growth and prevents the figure from change no matter how much calories are absorbed. At Rank A, the Skill also includes the effects of the Skills Infinite Mana Supply at Rank B and Independent Action at Rank C.
Monstrous Strength: C- – Monstrous Strength is a Skill that temporarily grants a rank-up to one's Strength parameter for a time limit determined by the ranking of this Skill. This Skill is borne from the holder's nature as a monster or Demonic Beast. It has many uses with her chained daggers, such as forcibly dragging an impaled opponent around. Medusa's Rank with this Skill is low because her demoniac disposition is small while in her child form; because of this, she runs no risk of turning into the monstrous Gorgon with the tradeoff being that the Strength increases by only a single Rank, and only lasts for a short amount of time.
Noble Phantasm:
• Bellerophon: Bridle of Chivalry, Type: Anti-Army, Rank: A+ – Bellerophon: Bridle of Chivalry is a shining golden bridle and whip paired as a set that is capable of fully controlling a Divine Beast. It is an oddity even among Noble Phantasms, having no effect without a mount. Its power is great, providing extraordinary offensive and defensive capabilities at the highest level. Sharing its name with Bellerophon, the young man who tamed and rode Pegasus in Greek Mythology, she uses it with her Pegasus, allowing it to display its full power even with its normally docile nature. Pegasus is already an exceptional beast, and directing it with Bellerophon removes its limiters, causing it to rage under Rider's command. All of its abilities are increased by one rank, and its defensive power, already on the level of a Dragon, is improved several times due to the protection provided by its massive amount of magical energy and divine protection. Once fastened, it allows for the mounted beast to use its most powerful charge to physically destroy the target, and it must be fastened after the mount is summoned or simultaneously as it emerges from the summoning circle. As it is a powerful ability, it is not suited for ground combat in normal situations. Although she can fasten and mount it immediately after it leaves the summoning circle, she prefers to utilize it in the air away from onlookers. She has the Pegasus fly high into the air, before descending down like divine lightning, slamming into her target with the speed and force of a comet. Peculiarly, the size of the Pegasus increases significantly when the Noble Phantasm is used while Medusa is within a Servant Core, with the Divine Beast growing large enough to allow a Mobile Suit to mount it like a normal person.
• Harpe: Immortal Slaying Scythe, Type: Anti-Unit/Anti-Divine, Rank: A+ – Harpe: Immortal Slaying Scythe is a black-bodied scythe with a dark purple blade and is the divine weapon from Greek Mythology that was used by Perseus to kill the Gorgon Medusa, as well as the very same scythe Irene had used to kill Perseus, Athena, and Poseidon before it had been lost to the sea and recovered millennia later by the 35th Technical Evaluation Research Army. Its true strength is its trait of Refraction of Longevity, which is a divine ability that nullifies the "undying attribute" of immortals and inflicts wounds that cannot be restored by any methods other than healing in accordance to the natural laws; however, the sole exceptions to this are the immortal Phoenixes, which are a materialization of the Concept of "Rebirth" and are therefore immune from this effect as they can simply reincarnate themselves to heal any injuries they may sustain should their healing factor ever be compromised.
• Caress of the Medusa: Embrace of the Goddess, Type: Anti-Unit, Rank: B+ – Caress of the Medusa: Embrace of the Goddess is the Noble Phantasm in which Medusa fully unleashes the power of the normally sealed Mystic Eyes of Petrification, "Cybele", in the form of a beam emitted from the eyes that petrifies all that are caught in it and turned to stone. Those who possess Rank C or lower in Mana will be immediately petrified, while those with Rank B may or may not be affected depending on the conditions. Those with Rank A or higher won't be petrified but will sustain "pressure" from the Eyes and receive a one rank-down to all parameters. The entire body of the target will be affected, including clothing and weaponry, "killing them while alive" as they are turned to stone. As the attack is in the form of a beam, it is possible to evade even if one is in Medusa's field of vision; however, even this is tricky, as the beam can be "swept" across a wide area while the Noble Phantasm is still active. The effects of the Noble Phantasm diminish with distance, with its maximum effective range being 20 kilometers; when used against Mobile Suits and capital ships, however, the effective range is reduced to only five kilometers.
Mobile Suit
Unit Serial Number: MSN-06SP Sinanju Honoo
Namesake: Sinanju (The Destroyer), Honoo (Flame)
Unit Type: Custom Pranaframe-equipped High Mobility Mobile Suit
Armor: Gundarium γ (Gamma) Alloy
Noble Phantasm Connector: The two Variable-Length Chain Nails that are stored on the inner forearms are the first Noble Phantasm Connector, and are capable of spraying the blood of Medusa into a runic array that summons Pegasus for Medusa's most powerful Noble Phantasm, Bellerophon: Bridle of Chivalry. The second Noble Phantasm Connector is the Mobile Suit-sized Harpe, which is also Medusa's second Noble Phantasm, Harpe: Immortal Slaying Scythe. The Sinanju Honoo is also equipped with a third Noble Phantasm Connector, which takes the form of the unit's dual purple optical sensors and is the focus for Medusa's third and final Noble Phantasm, Caress of the Medusa: Embrace of the Goddess.
Main Weapons:
• 4 x 20mm Linear Vulcan – The four 20mm Linear Vulcans are smaller versions of the 60mm Vulcans found on many Federation Mobile Suits and have been geared to fire at a rate of 2,000 rounds per minute. While not very powerful and typically unable to penetrate Mobile Suit armor, the Vulcans are useful in intercepting missiles/rockets, destroying Mobile Suit sensors, and engaging lightly-armored targets such as tanks and small aircraft. As their size is significantly smaller than the 60mm variant, they are capable of being loaded with 1,000 rounds each for a total of 4,000 rounds of ammunition. As the slugs fired are propelled by using electromagnetic force instead of traditional propellant, there is no risk of the Vulcans detonating should the magazines be struck. The Vulcans are also capable of switching to an alternative type of ammunition in the form of magma produced by Irene's Prana. In this alternative mode of fire, the magma rounds are capable of superheating and melting through enemy Mobile Suit armor should enough shots connect at the same general location on the enemy MS, but this comes at the cost of a reduced rate of fire of only 1,000 rounds per minute each as well as a cooldown period of 10 seconds after every 5 seconds of continuous fire; as such, the magma ammunition is best suited as a form of surprise attack in close quarters combat.
• 6 x Beam Saber/Beam Gun – The beam saber is a small cylindrical device that is held in the Mobile Suit's hands when operated and is powered by an energy capacitor that is recharged from special racks. The beam sabers use superheated Minovsky particle plasma held in place by an I-Field to form an effective cutting surface that can slice through nearly any material that has not been treated with an anti-beam coating. The Sinanju Honoo is armed with six beam sabers, with two being stored in special compartments in the side skirt armor, two mounted in the feet which can be used as surprise weapons when kicking, and two being stored inside the forearms which can be used either while inside the sockets for quick responses to close combat threats or can be ejected and handheld to allow for a greater variety of attack angles. While inside the sockets the six sabers are powered directly by the suit's reactor, but once ejected from the sockets the beam sabers' internal E-caps take over to allow for up to five minutes of use before the charge depletes and the sabers must be returned to their sockets to recharge. The Sinanju Honoo's beam sabers are also capable of increasing their power output from the default 1.6 MW up to 3.8 MW to allow for the weapons to be able to overwhelm and cut through other beam sabers that are weaker in power, but this can only be done when the limiter circuits on both the Mobile Suit and the reactor are disengaged, and only while the sabers are still in their sockets. In addition, each beam saber is also capable of doubling as a beam gun with an output of 2.5 MW, giving the weapons ranged combat capability. Optionally, the sabers can also be either be used as throwing weapons or can be discarded as decoys if the situation calls for it.
• 2 x Variable-Length Chain Nail – The two Variable-Length Chain Nails were not originally equipped to the Sinanju Honoo; rather, they manifested after the Heroic Spirit Medusa was converted into data and the Rider Servant Core was installed onto the Mobile Suit due to the fact that they are weapons that reflect Medusa's inner character. Mounted in specialized slots on the inner forearms, the two chain nails are capable of extending their length indefinitely, but they are best used as throwing weapons within ranges of 100 meters to a few kilometers, while in close-quarters combat situations the nails themselves are best used as stabbing weapons while the chains can be used to entangle enemy Mobile Suits. They can also be used to create a "web" of chains within areas where there are plenty of anchor points, such as debris fields and asteroid fields, where the Sinanju Honoo can jump from chain to chain without utilizing its thrusters, allowing the Mobile Suit to remain undetected from thermal sensors and launch surprise attacks from unexpected angles while simultaneously limiting the movement of enemy Mobile Suits and ships; when enough chains are used, it is even possible to disrupt radar sensors through the sheer number of false returns that would be detected. In addition, as the Servant that resides within the Servant Core is Medusa, the Sinanju Honoo is even capable of detecting the slightest twitch caused should any of the chains be touched, allowing the Mobile Suit to keep track of any allies or enemies that touch the chains in a manner similar to a trapdoor spider or a tarantula. When enough force is applied to the nails when they are either thrown or used to stab, they are capable of piercing through the armor of heavily-armored targets such as battleships and the armor of Mobile Suits such as the PMX-003 The-O; this armor-piercing capability can be enhanced even further when the nails are superheated via Irene's Prana, allowing the nails to pierce through even the thickest of armor, including the armor of gigantic Mobile Armors such as the NZ-999 Neo Zeong when thrown at sufficient velocities, and can pierce through the thickest of Mobile Suit shields when used as a handheld stabbing weapon and enough force is applied to it; however, shields and armor that are sufficiently Reinforced are capable of withstanding such blows for quite some time depending on the thickness of the shield/armor and the amount of Reinforcement is applied.
• Harpe – The Harpe was not originally equipped to the Sinanju Honoo; rather, it manifested after the Heroic Spirit Medusa was converted into data and the Rider Servant Core was installed onto the Mobile Suit. Mounted on the backpack via a dedicated Sub-Arm on top of the central thruster unit, the Harpe is the Sinanju Honoo's secondary melee weapon. Due to its nature as a scythe, the weapon has a much longer reach than a normal beam saber, and can be used to hook onto and rip away most handheld shields; however, a crafty opponent might be able to take advantage of this fact should they be able to retain their shield(s). As the Harpe is a Noble Phantasm in itself, it is capable of blocking beam sabers with both the scythe head and the long pole grip without any detriments to the weapon's structural integrity, and when spun at high speeds the scythe becomes a makeshift shield that can deflect both physical rounds and shots from beam rifles; however, this method of blocking is unsuited against beam cannons, as their sustained beams can slip through the gaps in this particular form of defense even if the Harpe itself would suffer from no damage.
• Phoenix Beam Rifle – The Phoenix Beam Rifle is a heavily modified variant of the Sinanju Stein's High Beam Rifle that is proprietary to the Sinanju Honoo. Unlike most beam rifles which utilize replaceable E-Caps, the Phoenix Beam Rifle utilizes its own energy condenser and is connected directly to the Sinanju Honoo's reactor and Irene's Prana reserves via specialized plugs on the manipulators and the grips, rendering it useless when any other Mobile Suit attempts to utilize it. This beam rifle is capable of varying its output, allowing it to be fired in three different ways while the weapon is in Minovsky Mode; a beam machine gun for weak shots but is capable of rapid fire at a rate of 600 shots per minute, a high-output beam rifle that can be used for long-range sniping, or a mega beam cannon that is capable of destroying most space battleships and heavily-armored Mobile Suits with a single well-placed shot. The weapon also possesses a second mode called Phoenix Mode, in which the ammunition used changes from compressed mega particles to superheated magma at 3000 degrees Celsius which is created from Irene's Prana. In Phoenix Mode, each shot from the three firing methods is significantly more powerful, but this comes at the trade-off of a 50% decrease in firing speed and a cooldown period that is different for each of the three firing methods; The rapid-fire method requires a 5 second cooldown period after every 30 shots but in return can melt through thick armor and Mobile Suit shields in a short period of time, the rifle method requires a cooldown period of 5 seconds in between each shot to prevent it from overheating but also allows the shots to simply melt a hole clean through the enemy unit in question be it a Mobile Suit, capital ship, or even a Mobile Armor, and the cannon method requires a cooldown period of 15 seconds in between shots to allow the weapon to cool off to safe levels but allows each shot to simply melt a significant chunk off of any enemy unit that gets struck by the lava round. In addition, because the ammunition that the weapon's Phoenix Mode utilizes is lava, it is capable of penetrating I-Fields with no difficulty. The weapon is also equipped with a specialized rack on the underside of the frame which allows it to equip the optional Rocket Bazooka. When not in use, it can be mounted on a hardpoint located on the rear waist armor.
• 2 x Phoenix Shield – The two customized arm-mounted Phoenix Shields are the Sinanju Honoo's primary defensive armament. Their design primarily takes cues from the shield of the Federation's Sinanju Stein which includes the basic shape and the built-in beam cannon along with newly-installed missile launchers but incorporates the elongated lower section of the Neo Zeon variant of the Sinanju as well as its beam axes. The lower sections of the shields can be used as makeshift melee weapons that are powerful enough to punch through the armor of most mass-production Mobile Suits.
- 2 x Beam Cannon/Large Beam Saber – Each of the two Phoenix Shields is equipped with a single beam cannon that can also be used as a large beam saber with similar output to the Hyper Beam Sabers that are equipped to the MSZ-010 ZZ Gundam. The large beam sabers have a power output of 3.7 MW, while the beam cannon mode has an output of 12 MW, giving the beam cannons a somewhat slower firing rate when compared to the Phoenix Beam Rifle.
- 4 x Beam Axe – A pair of beam axes are stored in each Phoenix Shield in a manner similar to that of the Neo Zeon variant of the Sinanju. The beam axes have a higher output than the average beam saber and can change their shape by changing the output of the beams, allowing them to function as beam sword-axes. When either pair of axes are combined at the grip they form a beam naginata, and they can also be used even when stored in the shield due to their movable mounts, allowing them to flip forward when they are needed in a hurry.
- 8 x Missile Tube – Each of the Phoenix Shields are also equipped with four missile tubes, granting the Sinanju Honoo a total of eight missiles to utilize per sortie. These missiles can be equipped with a variety of warheads, ranging from smoke bombs laced with Minovsky Particles for temporary smokescreens and enemy communication disruption, flashbangs to momentarily blind enemy sensors, high-explosives for raw damage output, and even a specialized napalm mixture that is capable of burning in the hard vacuum of space for a short period of time, giving the missiles tactical viability in combat. The typical loadout for the missile tubes is two of each of the four types for mixed versatility, but this can be modified depending on combat conditions prior to sortie.
Optional Weapons:
• Rocket Bazooka – The Rocket Bazooka is an optional projectile firing weapon that the Sinanju Honoo can be equipped with and is a modified version of the same type of bazooka that could be optionally equipped to the MSN-06S Sinanju. It is a weapon that fires 800mm rounds from a 5-round magazine, with additional magazines being stored on the rear skirts when the weapon is brought into battle. When the weapon is equipped, it is attached to the underside of the Phoenix Beam Rifle on a specialized rack and is utilized as a secondary fire weapon against slow-moving, heavily-armored targets.
• 2 x HWF SHG·MMG96 Magma Machine Gun – The magma machine guns are optional Magecraft-use, lava-firing weapons that were developed by both Irene and the Azure Faction for use with Irene's unique Magecraft abilities. They utilize the chassis of the HWF GMG·MG79-90mm Bullpup Machine Gun utilized by GM-series of Federation Mobile Suits and have been specially modified and enchanted to utilize the magma that Irene can create as ammunition. The "magazines" at the rear of the weapons have been modified into magma storage chambers which are filled with magma that Irene has conjured, which is kept at a temperature of 3000 degrees Celsius through the use of specialized runic arrays which also double as a form of reinforced containment to prevent the magma from simply melting the weapons from the inside out. When the firing sequence is initiated, the magma is first fed into a compression chamber which compresses the liquefied rock to a very high pressure. When the trigger is pulled all the way back, a valve opens for just long enough to allow a 90mm bullet-sized ball of lava to escape the compression chamber before it closes again, and the ball of lava is then transformed into an aerodynamic shape, spun like a drill, and is finally propelled out of the barrel at high speed through the use of numerous runic arrays. The weapons are capable of firing these lava bullets at a rate of 1,200 rounds per minute each; however, the weapons can only fire 100 rounds in a 5-second burst each before they begin to overheat, even with the liquid nitrogen coolant systems and runic cooling arrays both working in tandem, and the weapons must go through a cooldown period of 10 seconds before they can be safely fired again. Despite this drawback, the weapons are capable of melting through enemy armor in short order should enough lava rounds impact in the same general area. When equipped, the magma machine guns are mounted on specialized hardpoints on the outer wings.
Special Equipment and Features:
• Rider Servant Core – The Rider Servant Core is a combination of science and magic and allows for the storage of a Servant by converting it into data. The Servant that is stored in the Rider Servant Core is Medusa, a Rider/Lancer-class Double Summoned Servant. When Rider is within the Servant Core, the Sinanju Honoo gains the abilities and stats of Medusa, on top of its normal abilities.
• Prototype 360° Pranaframe Cockpit – A feature that was not originally installed on the Sinanju Honoo, the Pranaframe Cockpit is a prototype interface developed by the 35th Technical Evaluation Research Army and was installed into the Sinanju Honoo as a show of good faith towards Irene's duty as a Master of Rider. The Pranaframe is a new technology that can be considered a version of the Psycoframe fit for Mages, as the Pranaframe utilizes Prana signals from the pilot instead of Psycowaves from the pilot's brain. While this may seem to be a completely different method, as Prana can be controlled by thought it still functions in a similar manner.
• Phoenix Fire Propulsion System – The Phoenix Fire Propulsion System is a system co-developed by Irene and Compa that takes advantage of both her immense amounts of Prana and the unique properties of the Phoenix Fire she can create. As Phoenix Fire requires no solid or liquid fuels in order to burn, both the external and internal fuel tanks were removed from the Sinanju Honoo's design, freeing up space for additional armor and thrusters. Because Phoenix Fire only needs heat in order to burn, all of the thrusters are equipped with radiators that both provide the heat needed for the burn as well as remove excess heat from the Mobile Suit's frame and internal components.
• Magnetic Coating – A special membrane treatment applied to Mobile Suit joints to improve their response speed. The Mobile Suits developed by the Earth Federation Forces use special actuators called field motors, whose efficiency is increased by the magnet coating process. The treatment also reduces friction resistance in the Mobile Suit's joints. With this, the reaction time of the MS is greatly increased, but also makes the Sinanju Honoo extremely hard to control, especially for a non-Mage Oldtype; however, Irene and Medusa can both pilot the unit with no problems.
Pilot: Irene Fletcher, Medusa (Rider/Lancer)
Appearance: The main body is that of the Sinanju Stein, but the backpack is replaced with an enlarged modified version of the Sinanju's backpack; this modified version increases the total number of thrusters from six to twelve, with four in the main unit and four in each wing (which have been enlarged to accommodate the extra thrusters) while removing the external fuel tanks as they are no longer needed. The head is that of the Sinanju Stein's with the exception of the purple optical sensors and the inclusion of a V-fin to give the unit the appearance of a Gundam as a psychological form of attack against Zeon soldiers. The arms are equipped with hardpoints on the outer forearms that the Phoenix Shields are attached to, and the inner forearms are where the mounts for the Variable Length Chain Nails are located. The shoulders and hips are equipped with thrusters like those of the Neo Zeon variant of the Sinanju, but are shaped more like a rectangle and lack the spikes. The thruster blocks mounted on the sides of the legs are in the same base shape as those on the Neo Zeon variant of the Sinanju but have been enlarged to allow a third thruster to be installed in between them, and the lower rear legs also have an additional thruster installed in them; in addition, the inner legs were also equipped with the enlarged thrusters like those on the outer legs, bringing the number of thrusters on each leg up to eight.
Colors: Scarlet as the primary, black as the secondary, and golden yellow for the trim; "Sleeves" markings are replaced with yellow and orange flame decals, and the torso replaces the "Sleeves" markings with a scarlet phoenix outlined in gold
Info: The MSN-06SP Sinanju Honoo was designed and built by both Irene Fletcher and Compa/Isis Epsilon Kyrielight while utilizing data stolen from both Anaheim Electronics and Neo Zeon. Designed for high-speed combat, the Mobile Suit also incorporates numerous fire-based enchantments to allow the unit to utilize Irene's Prana in offensive, defensive, and self-supporting roles; primarily, though, her Prana is utilized in creating the Phoenix Fire that the Sinanju Honoo utilizes for propulsion. Upon Irene's entry into the Universal Century Holy Grail War, the Mobile Suit was modified to incorporate the prototype 360° Pranaframe Cockpit, the Rider Servant Core, and the three Noble Phantasm Connectors needed to utilize Medusa's three Noble Phantasms to their maximum potential. Despite these modifications, the Sinanju Honoo retains its phoenix motifs as it was primarily designed for Irene's exclusive use, which unintentionally gives it an edge against enemy Master and Servant-use Mobile Suits as it helps to disguise Medusa's True Name by creating an illusion that the Heroic Spirit within has properties associated with fire, of which Medusa herself possesses none of.
Variants: None
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