RPC Name: Daniel Blitz
Gender: Male
Age: 25
Height: 6’3”
Species: Powered Human
Skin color: Tan
Eye color: Light Blue
Hair Style/Color: Up the front Silver
Basic information vvv
Strengths||
Snipeing
Mostly fearless
Weaknesses||
Risk taker
Fears||
Losing someone close like a partner.
Pic.-
_____________________▅ ▄ ▃ ▂ Weapons ▂ ▃ ▄ ▅ - NOTE *All of the laser guns use mirror tech to not burn or damage the gun.

Primary-Vanguard sniper rifle.
Well placed in the soldiers hands is the Dax-5 Rifle with the safety switch on or off depending on the situation. The Dax-5 Sniper Rifle is a fully preloaded Sniper weapon that is effective at Long and close ranges and carries a larger laser magazine clip than most others. It will take 15lbs of force to magnetically demount or remount the weapon from the outside of the Jetpack located on the soldiers back. This weapon has a quick reloading time because after firing all the shots, the magazine automatically ejects itself allowing the next magazine to be inserted. After the next magazine is inserted the components of the L.C.R will lock onto the magazine keeping it in place. The gun also reacts with the HUD providing aim assist features. The contents of the L.C.R is professionally designed giving it the ability to prevent jamming and work in most types of environments and even fire while upside down This gun is very reliable and near completely recoil-less. Ironsight scope is attached to the top of the weapon assisting in accuracy and direct sights, although not needed with the targeting systems. Designers- TDA, Cartridge 5.56 x 45 mm cartridge, Action Battery operated, rotating bolt, Muzzle velocity m/s (3,245 ft/s), Effective range Long and Close Range 200–1000m, Feed system 15-laser round magazine clips and a 3.5 pound trigger system. The inside of the muzzle is circular, which allows the laser pulse to fire through the air giving it the ability to travel faster and more accurately. The Laser Firing Core (LFC)
This is a simple device made to fire a laser at high temperatures. The device is made of a few parts that would rotate creating kinetic energy which would also charge up a static charge to make a Laser beam at high speeds as well. This system is able to be fitted into any type of laser sniper rifle or laser assault rifle but not for hand guns or smaller arms.
The chamber is about the size of pill bottle, It is made of 3 parts with in it. The outside piece made of rubber, is a shell that slides into the rifle allowing it to work, the rubber is one to make sure that the high heats don’t effect the weapon and make it crack, and so the other parts can move freely. This piece has a space in between which inside has the second piece, this piece is made of basic copper, with a beryllium alloy, this alloy allows the piece to get hot but never spark causing a fire or melting the rubber. The copper slides perfectly around in a 360 degree rotation with a aluminum piece which catches the pieces. The cylinder pieces have a opening for the laser to travel down the barrel. When this travels down the barrel the beam catches the speed to make a higher velocity and making it hotter. By the time it fires out of the rotating copper and still aluminum the beam would hit a target with extreme accuracy. The system does not need a cool down system seeing the hotter it gets the better the lasers fire and faster they fire.
The lasers fire about 60 kilometers per shot and can burn through most types of armor that would be bullet proof. The laser beam its self makes a Red coloring and is hard to miss, how ever traveling at speeds of 80-120 miles per hour per laser makes finding the shooter hard. A 40mm Grenade Launcher is attached to the bottom section of the Lancer Combat Rifle. It is a lightweight, compact, breech loading, pump action, single shot launcher. Muzzle velocity 250 ft/s (76 m/s), Effective range 160 yd (150 m), Maximum range 1,312 ft (400 m). The launcher consists of a hand guard and sight assembly with an adjustable metallic folding, short-range blade sight assembly, and an aluminum receiver assembly which houses the barrel latch, barrel stop and firing mechanism. The launcher is capable of firing a variety of low velocity ammunition and grenades TDA units use such as but not limited to smoke grenades, plasma grenades, etc. The Highly Explosive Dual Purpose (HEDP) round has an olive drab aluminum skirt with a steel cup attached, white markings, and a gold ogive (head of the round). It penetrates at least 4 inches when fired straight at steel armor at 150 meters or less, or, at a point target it arms between 14 and 27 meters, causes casualties within the area nearby and has a kill radius of 5 meters. The laser in this weapon also allow an electric discharge within a 5 meter radius on impact. This causes an EMP blast that shortages the circuts in almost all electric weapons. The standard soldier carries 2 HEDP rounds with them.

Laser Pulse Gun:
In a gun holster near the soldiers waist is a L.P.G (Laser Pulse Gun) within easy arm reach. It does damage by pulsing laser particle beams which creates a deadly stream explosion on whatever it affects at light speed. With careful timing, a second pulse arrives after the stream from the first pulse has dissipated and creates a second explosive crater at the same spot as the first which usually kills the foe if the survived the first pulse. Using mirrors to deflect these this weapon is ineffective and it will NOT reflect. Instead it will cast an explosion at the point of impact. This weapon has extremely low recoil. The power source is a modified pulse/laser generator that instantly powers up the gun to full potential when firing. There are also 4 modified supercharged lithium batteries to provide a secondary power source. When firing the weapon, there are cooling fins around the barrel for air cooling. The shots penetrate about 30cm in soft body tissue. This gives about 15cm in bone or plastic, 5cm in brick or concrete, or 2.5cm in steel or most ceramics, and then the pulse explosion applies additional damage which is much stronger. This weapon is direct accurate at whatever that's in its crosshairs. On the top of the gun is a small red dot site for improved accuracy. This weapon is very effective at close range and directs the laser at light speed. The L.P.G weights 4.1lbs, 3lb trigger system, and can fire 3 consecutive times before having to wait a 15 second recharge delay for each shot. The weapon is preloaded with an Energy Fuel Cell Magazine to charge up the Laser Pulse Gun. Each magazine contains enough power for 10 shots before reload. The soldier has 4 additional ammo clips for their Laser Pulse Gun. Most effective range of this weapon is up to 62 meters, although it's maximum range is about 75 meters.
Pistols (x2) Diamond Back.357
Explain:Chambered for a .357 Magnum cartridge.
Delivers a powerful, knock-down shot at medium and short ranges.
Change to Rapid Fire Mode (High Recoil)
Magnum Cartidge can be change to fire regular ammunitions
Each Cartidge can hold up to 100 Plasmatomic Bullets x8 = 800 Rounds.
Attachments can be made
Duals are acceptable
Finger Print to access this gun
Explosive Rounds with Armor Piercing
Weight: 5 lbs Plasma mode, 7 lbs regular cartidge
Silencer Mode
Finger Print Accessible To Use
Laser Sight System
Skins: Any
Special: Each time 100 rounds are use the magnum cartridge fires 1 Magnum blast that can pierce through enemy and knock them back hard. Downfall: Overheat for 5 Seconds.

Diamond back con- It’s a 50cal. Military issued handgun. It’s very effective for close combat. It’s a high caliber weapon made to get the job done. This is a large-framed laser-operated semi-automatic pistol.
silencer-F62 complete silence

The Katana would be located in a separate place from the other weapons. This weapon takes the form of a 8 inch hilt. The inside is a battery that has a cooling chamber. The battery heats up the plasma discs that are inserted on the top like the Star wars light saber. How ever this is much different. The Plasma disks make a Red glow that is not mistakable. The blade its self becomes 4 ½ feet long and creates searing plasma capable of cutting through barricades, cars, armor, and even weapons. The hilt has a black base to it with a built in red grip. This grip is capable of producing a hold even when wet. The grip was made of a malleable leather material that makes it mostly fire proof.
The hilt: The hilts better info is that it has a cooling chamber that sends a 25 degree system to the outside, while allowing due to copper for the inside to heat the plasma producing the blade. The hilt its self also curves slightly for a more aero dynamic thrust with the blade. This also allows the blade to not be taken out of the hands of the user as easily. The hilt has a glass piece over a slit which allows to put a 1 inch wide 10 CM disk inside. This may not look like a lot, but the disk produces a day worth of energy and continuous fighting. The hilt also allows a faster thing with one hand combat. The heat system works by a reactor used in most HSX weapons. This one produces nonstop energy as long as there is air. A small vent on the bottom smaller then water molecules allows the carbon dioxide from the system to be released. How ever a cap on the bottom makes it in such little amounts it can not be seen on sensors. The hilt activates the blade after 2 seconds of a button being pressed. The button is near the top of the hilt where you would grip it safely away from the blade. The hilt’s button when pressed causes a reaction for stored up plasma that has been heated to activate causing the yellow blade its self.
The blade: The blade is about 4 ½ feet long. This allows the user to have a far reach on it while it is also curved. The katana is 1 ½ inches thick. This blade is capable due to the plasma’s heat to cause molecules to split allowing a strike on armor to split it ruining resistance from the armor. The blade’s penetration system makes most anything unless energy proof useless. The Red blade does pose as an issue in stealth combat but using it would work wonders about several opponents in blade combat. The blade when about to short out can be replaced by putting in a fresh plasma disk. The disk goes into the slot that the old disk pops out of. The blade then gets hotter and stronger over the heat created.

Plasma Combat Knife:
Located to the right side of the soldiers leg inside of a scabbard is a Plasma Combat Knife. The blade is fashioned from a hardened, wear-resistant cobalt/chromium alloy, which ensures that it has a long life and doesn't chip. When applied with enough force the outer layer of the knife's sharp blade heats up with magnetically contained hot Plasma to increase its piercing power.. When not in use the plasma combat knife is placed into a lightweight storage compartment designed to safely hold it. The overall length is 16 inches. The blade is 7 inches, while the grip is 9 inches. There is also a pommel that acts a guard to protect your hand and keep it away from the blade to avoid injury or burns. This weapon is very good for quick and silent kills being very useful for stealth attacks.
4 Grenades:
{{2 Equipped}} The Z47 Plasma Grenade can be thrown about 30 to 35 meters by the average standard male human soldier. The Z47 is an advanced plasma grenade with a industrial chrome casing. The grenade is activated by pushing up a sliding switch. When switched on, the ring around the Z47 will glow a neon blue indicating that it's on. After the grenade is activated the holder can still hold onto the grenade. Advanced technologies allow the grenade detonate 3 seconds after it touches another surface after it has been thrown. The plasma after the explosion can easily burn through many kinds of metals. Weight: (1 lb),Blast Radius: 4.6 m (15 Ft),Size: 10.1cm (4 in), Shape: Spherical, Casing: Industrial Chrome, Detonation Time: None. {{1 Equipped}} Smoke grenades are canister-type grenades used as ground-to-ground or ground-to-air signaling devices, target or landing zone marking devices, or as screening devices for unit movements. Smoke grenades are normally considered non-lethal, although incorrect use may cause death. The body consists of a sheet steel cylinder with a four emission holes on top and one on the bottom to allow smoke release when the grenade is ignited. The filler consists of 250 to 350 grams of green colored warm smoke composition (mostly potassium chlorate, lactose, and a dye) and lasts about 60-70 seconds average. This warm smoke is warm enough to block the sights of thermal vision. The reaction is exothermic and grenade casings will often remain scalding hot for some time even after the grenade is no longer emitting smoke. There is a secondary switch which allows the user to choose between using normal smoke, or warm smoke. {{1 Equipped}} The G14 Emp Grenade is a non-lethal weapon used to unleash an electromagnetic pulse which creates an enormous power surge meant to blow out and fry electronic circuits. The grenade is activated by pushing up a sliding switch. When switched on the ring around the G-14 EMP Grenade will glow a neon blue indicating that it's on. After the grenade is activated the holder can still hold onto the grenade. Advanced technologies allow the grenade detonate 2.5 seconds after it touches another surface after it has been thrown. The severity of the effect depends on how close the enemy was to the pulse explosion. When the grenade goes off a switch connects the capacitors to the stator, sending an electrical current through the wires. This generates an intense magnetic field. A fuze mechanism ignites the explosive material. The explosion travels as a wave through the middle of the armature cylinder. As the explosion makes its way through the cylinder, the cylinder comes in contact with the stator winding. This creates a short circuit, cutting the stator off from its power supply. The moving short circuit compresses the magnetic field, generating an intense electromagnetic burst. The intense blast radius is about 7 feet, although it affects things about 15 feet away. The size of the G14 Emp Grenade is 4 inches.
▅ ▄ ▃ ▂ Armor ▂ ▃ ▄ ▅
Helmet:
Our highly top notch helmet is meant to protect the entire head, face, ear and neck region. It's made to be practically bullet and blast proof being layered in Dragon Skin and Sheer Thickening Fluid (STF) explained furthermore below. The goggle lens are made with transparent bulletproof ballistic glass (polycarbonate thermoplastic) making it lightweight, strong and effective. It's known to scare hostiles into retreat due to the intense psychological effect the red and yellow glow the goggles emit. With this helmet, the wearer is able to see in Night Vision, Thermal, Transparent, and the entire outfit has an inner voice command system being connected to the HUD and Cross Comm. A gas mask is also rendered with the helmet and put over the mouth and nose to protect the wearer from inhaling airborne pollutants and toxic gases filtering the air they breathe to healthy levels. With advance technology the wearer can breathe at both high and low altitude with ease through the gasmask. The helmet is so advanced, it will even regulate the amount of harmful noise or light, so that weaponry like flashbangs would be a lot less effective against them. Soft padding on the inside is used to absorb sweat and keep the inside comfortable reducing trauma if the head is struck.
Full Body Armor:
The armor set uses a set of smart, state of the art technological advancement with a complex network of Dragonskin and Liquid Body Armor layering that each standard soldier have equipped. The Liquid Body Armor is a 17lb full body defensive system that relies on liquid that hardens when something hits it, providing ultimate protection while letting the wearer move effectively without having to worry about weight slowing them down. It distributes the force of impact over a larger area to reduce the amount of injury. This armor is MUCH stronger than Kevlar, Dragon Skin, and the Ceramic Plates soldiers have been using for many years. It utilizes Shear Thickening Fluid (STF), gel contained inside the Liquid Body armor and has a viscosity that increases when shear stress is applied. In other words, it moves like a liquid until an object strikes or agitates it forcefully and hardens in a few milliseconds in an efficient way. The fluid has special particles that are freely suspended, and when disturbed, it creates a near impenetrable resistance to the disturbance. When the energy from the impact dissipates, the particles begin to repel one another and the solid substance reverts back to a liquid. TDA military scientists used this knowledge, and engraved it into a masterpiece. Four layers of STF-treated Kevlar can dissipate the same amount of energy as 14 layers of Kevlar. In addition, STF-treated fibers don't stretch as far on impact as ordinary fibers, meaning that bullets don't penetrate as deeply into the armor or a person's tissue underneath. The Liquid Body Armor embedded with 4 layers of Dragon Skin (stronger than kelvar) has combined perfectly to make it effective, flexible, and without the effects of bulk. Areas where joints is vital is made to be less loose and baggy so that there's less friction when running or when the fluid hardens. It also works well in defense against energy type weapons since it consists with most of the same concepts of impact to get through the armor and can withstand corrosive atmospheres, and intense weather conditions being very heat resistant and waterproof because of its thin coating of a fireproof and water proof liquids. There is soft fabric foam that cushions this armor against the wearers skin to make it very comfortable and wearer friendly. The outfit comes with 8 upper body pockets/pads to store items inside, and two side pockets near the waist and two back pockets near the buttox region. Soldiers with Jetpacks have aerodynamic shaped armor plates to assist their in flight movement.
Exoskeleton:
The exoskeleton attachments are wearable robots that has human-robot cooperation technology that centers itself on humans and the person wearing the robot, uses their own intelligence to analyze the situation, and thus produce the appropriate motion via the wearable robot. The robot supports the wearer’s physical strength and enhances it. This wearable robot’s exoskeleton synthesizes onto the external body as a tool, recognizes the intention of the person wearing it and then executes the desired action. It has both a power assistance system & power augmentation system so the wearer can perform tasks that wouldn't be normally possible. With the assistance of the wearable robots, the wearer is strong enough to punch and/or kick through concrete, jump higher, run longer, move at a faster rate, and do many things that isn't humanly possible. Defensive body armor plates supported by wearable robots are molded carbon-fiber which are lightweight, 10x stronger than titanium steel, and more heat resistant. The powered armor exoskeleton wearable robots amplifies the movements of its wearer, adding its strength to theirs in a sort of purely mechanical synchronization. Each one uses an auto-recharge Zero Point powered Tachyon energy from a battery pack that's strong enough to power its systems for over two weeks without a recharge. Each device have a circular knob that you have to twist around 4 times to remove it. Areas outlined with dragonskin, works as slots for the wearable robot exoskeleton to attach to the wearer without being bothered by the Liquid Body Armor.
Boots, Gloves, & Undergarments:
Speed boots
The speed boots are a special type of combat boot, This type of boot has special rocket like abilities due to having small rocket thrusts on the bottom. These thrusters are inside the sols and bottom of the shoes and activating when you tap both feet together twice. These boots then send off a sensor that activates the rocket flames. A special gel in between the inside of the shoe and the outside keeps the inside of the shoe warm while not burning it. The gel is made out of a silicon and lead liquid that has oxygen inside to make it a gel. The rockets dismiss a miniature jet engine to activate sending off a hot air of carbon dioxide sending the user to run at 50-60 miles per hour. This of course requires special padding to make sure the user does not break a limb. Due to human limitation this is worn off by making them go off the ground by a inch so they are like flying. The difference is that when you go off you must step for the speed to activate making it like a run. These boots are a size 12 and a half and allow a faster run and if used to kick a more momentum kick. The boots need to have a lithium battery inserted on the opposite end of it how ever to allow the engine to work. With it they retain 4 days per battery. Of continuous running.
The boots them selves are made of a leather on the outside, and a spider silk on the inside making it a conferrable fit and bullet, fire, and water proof. The boots are the color black so they are cool looking, and have shoe clamps that clamp in to fit. The clamps are made of copper with the same gel alloy. This makes them stay on while in use. The top of them are made with tiny dull spikes to add damage in a kick to any part of the body, these spikes are made of just copper so they heat up with the speed creating a better hit with searing burns.
To stop the Boots, you must click them once while in action, for this the thrusters will turn off and you land lightly unless in full speed where the user will then skid slightly. The boots in turn also allow the user to when stopped and land close to an enemy use that momentum in a punch to cause a lot of pressure. If landed on a target they would die quickly due to the pressure crushing them while keeping the user safe.
The boots as a last system also allow a higher jump. When you do this jump as you click them on and you would jump about 15-17 feet high in the air being able to land strong attacks of fire a weapon from in the air, or even take out a target in the air.
The boots over all are able to be used in a lot of different ways keeping the user safe and causing damage in combat.
▅ ▄ ▃ ▂ Support Systems ▂ ▃ ▄ ▅
Anti-Virus/Firewall:
Incorporated in the outfits systems is an anti-virus and firewall which protects and encrypts all of the contents of the wearers default technology to the point only TDA units can decipher it because they have the access codes. It also prevents things from gaining access to its systems without its approval which is instant. In other words, it prevents leeching or copying files. The Antivirus software is used to prevent, detect, and remove malware, including but not limited to computer viruses, computer worms, trojan horses, spyware and adware. If for some reason something tries to hack/breach the firewall, it'll send a backlash of malware to disrupt their computer operation, gather sensitive information, or gain unauthorized access to their computer systems if they don't have protection. If someone is using their brain or powers to do this, it can cause serious side effects including amnesia or other brain defects. They will also be identified and traced to their direct location. The outfit is integrated with an advanced Micro Processor with an accurate processing speed of over 1.19 kilo F.L.O.P.S per second.
Micro-Climate System:
Another good feature for support is the The Micro-climate Cooling System which is a network of narrow tubing that would automatically provide up to 100 watts of heating or cooling to the wearer. The cooled circulating fluid pulls metabolic heat from the soldier's body and transfers it into the environment through its condenser which ultimately means the soldier is capable of fighting in more environments at higher potential and less detected. This system hides the wearers heat signature making them basically invisible to heat and/or infrared sensing technology.
Deflector Shield:
The outfit comes with a useful activated Deflector Shield made out of charged Tachyon Energy that a device emits of such significant magnitude so that objects affected by the particular force relating to the field are unable to pass. When hit, the repulsive shielding looks like a bubble around the user. It's capable forms of impact from the outside while attacks from within the shield can freely pierce through the shield without damaging it by measuring the frequency allowing certain objects to pass. Basically the best way to destroy it is with repetitive attacks and when the shield is not being damaged it is automatically recharging itself by absorbing all types of energy and manipulating it into a controlled amount of charged Zero Point Tachyon Energy. It's invisible to the naked eye, while not being damaged and strong enough to even block the power of a frag grenade. The deflector shield device is powered from the Zero Point Module and located slightly above the outfit wearers waist.
Cloaking Device:
To increase the soldiers defensive ability, the armor has a very advanced long lasting active camouflage device that generates a "spatial distortion" which causes most light and sensor rays to travel around its body and clothing for about 300 second periods. The camouflage is a sorta glassy image, which is 2D transparency and uses a LOT less power than the traditional cloaking device which renders you basically completely invisible. With this less power usage, the wearer can still use their weapons, etc, without decloaking. When moving fast, more and more outlines of the soldiers body form since the cloaking device can't keep up with the light changes from movement, although still will remain with the 2D image. Also while cloaked, any form of hard impact will have the soldier temporarily decloaked. The device is very advanced, and the operator can control the sovereignty/intensity of the device and render themselves virtually unseen, although it'll be for short periods of time.
Cross Communication Systems:
As usual TDA's Cross Communication Systems is connected to the outfits systems and provides real time data on the move greatly enhancing intel. It automatically paints an orange marker over located hostile units, green for TDA units, blue for allies/friendlies, yellow for neutral/unknown. Also allows the wearer to point out hit points for artillery fire if available, and destination markers. It will tell basic information about each marker. Name, Speed, Distance From, Height, etc. This helps greatly with targeting systems to make accurate shots. The Cross Comm systems is incorporated with the helmet and goggles. The memory chip contains up to 2.5 Terabytes (TB) of memory.
Sensor Array:
Very powerful sensor arrays gathers information about the surrounding space and/or environment using a variety of sensors and then the advanced micro processor system would process and analyze the data within milliseconds. The sensors allows for navigation, spot approaching obstacles, detect incoming objects or projectiles, or chart maps and interstellar phenomena. It can even pick up a cloaked individuals footsteps or disturbances/distortions in light and sensor arrays if it's not concealed. Also this sensor array is capable of picking up foreign signals or communication devices that hostiles tend to use, and it can track the signal to it's epicenter. With these sensor arrays, the wearer is able to wirelessly attempt to hack or scan other technology within its sensor range.
▅ ▄ ▃ ▂ Equipment ▂ ▃ ▄ ▅
Power Source:
Built in the back center of the upper body armor protected with a few layers of buckypaper is an additional regenerative battery as a power source immune to EMP. It's designed to have full control of the contained and emitted effectively electron charged Tachyon Energy which has all the qualities of Zero Point energy. This battery acts as a power source for the outfits systems and cloaking device. The amount of energy the battery contains can power the outfits systems for about two weeks (excluding the auto-recharge). The battery weights about 3lbs and about 1inch long. However it keeps reserve energy to keep usage for emergency features.
Jetpack: > Picture
These 10lb Jetpacks on the standard soldier is very useful and it makes the flying soldier in the air MUCH harder to hit and transportation time is decreased significantly. Embedded with this liquid body armor, straps and belt buckles are designed to overlap certain areas where the Shear Thickening Fluid doesn't cover. These areas are outlined with Dragon Skin Pinnacle Armor, overlapped with 4 belt straps going around your shoulders, arms, and body, syncing up with 2 buckles with a locking system to prevent it from slipping off. However, while the Jetpack is in use, the wearers shielding system will be temporarily disabled. The range of the Jetpacks are very short, although it can give you quick and easy propulsion. The average person can maintain flight for a maximum of 30 seconds before having to recharge. Every 2 seconds of recharge = 1 second of flight. The maximum speed of the jetpack is up to 80mph. The jet pack creates all the lift with pure thrust with its powerful energy fuel system that makes this possible. The Jet pack run on power from a Zero Point Module, which is an immensely strong and reliable clean energy source that powers it. Combined with the the futuristic designs of the engine, the Jetpack generates superheated steam that shoots out of twin rocket nozzles at over 1,300 degrees Fahrenheit although there's no flame. The defensive structure is made from Dragon Skin and heat resistant alloys with the Z.P.M located inside. The Jetpacks are actually very safe to wear, even when the wearer angles their arms, body, or legs. With this heat control system near the bottom of the jetpack, it manages the energy sending it in the correct directions to keep the energy more efficient, safe, accurate, and longer lasting. The Jet pack can be controlled with a wrist-hand throttle that activates when ready for flight, or the Jet pack can be controlled by the wearer through Neural Technology with accurate brain sensing technology that reads determination. However each TDA soldier that uses a Jetpack is trained on how to operate with it, how to angle their body, and given a pill that helps with the neural development and being more accustomed to flight. From a trained person, landing, flying, or doing the hover effect is accomplished with ease.

