Original Class: Master Librarian - Archivist
Race: Human
Alignment: The Void (Sheol)
Attributes/Elements: Pure Ion / Lost Void
Special Abilities:
Race: Human
Alignment: The Void (Sheol)
Attributes/Elements: Pure Ion / Lost Void
Special Abilities:
- Pure Psyche Symbolic Arts: Psyonics, the power of Complete Eradication and Psionics, the power of Complete Manipulation
Special Traits:
Special Traits:
- Telezma’s Eyes: (Right) has the power to see the imperfections of all symbolic arts. / (Left) has the power to see predict incoming symbolic arts.
Symbology Style: Archaic/Advanced - Archive Armory – All Styles
Personal Deity: Telezma, the Isolated One
Affiliation: The Hierarchical Library - 1st Paradox Branch - The Hidden Archives
Rank: Library Administrator
Number of Archetypes: 3
1st: TYRANT (Class: Juggernaut) - Ion/Void Hybrid *(6 Cylinders)
Personal Deity: Telezma, the Isolated One
Affiliation: The Hierarchical Library - 1st Paradox Branch - The Hidden Archives
Rank: Library Administrator
Number of Archetypes: 3
1st: TYRANT (Class: Juggernaut) - Ion/Void Hybrid *(6 Cylinders)
· Code: Usurper – Blitz Frame Juggernaut
· Code: Despot – Fortress Frame Juggernaut
2nd: APOSTLE (Class: Sorcerer) - Pure Void *(4 Cylinders)
· Code: Prodigy – Master Archivist
· Code: Mastermind – Master Puppeteer
3rd: MURAKUMO (Class: Ethereal) - Pure Ion *(2 Cylinders)
· Code: Wraith /or/ Poltergeist
· Code: Catastor /or/ Nether
First Archetype: TYRANT
General Description: TYRANT is a very unique variant of the original Juggernaut-class. Always fully-clad in Titan-class armor, they excel at both close-quarters and mid-ranged assaults and with the correct armaments, even long-range and siege assaults are possible. However, they lack the mobility to back them up due to being so heavy armored. Gravity stabilizers allow them to move at regular pace, as they have a massive weight and must us them to move but this can be fixed if certain modification are made to the base circuit of their legs. They have great capacity but require a lot of energy in order to function. Due to this, they cannot cast any spells or use any symbolic attacks except for the ones integrated into their armor. Weapon deployment is available via Nano-Pocketing salvos located on the sides of the legs.
Motif: The Elemental Spiral Particle Centrifuge - Cylinder Cartridge Release System
General Description: TYRANT is a very unique variant of the original Juggernaut-class. Always fully-clad in Titan-class armor, they excel at both close-quarters and mid-ranged assaults and with the correct armaments, even long-range and siege assaults are possible. However, they lack the mobility to back them up due to being so heavy armored. Gravity stabilizers allow them to move at regular pace, as they have a massive weight and must us them to move but this can be fixed if certain modification are made to the base circuit of their legs. They have great capacity but require a lot of energy in order to function. Due to this, they cannot cast any spells or use any symbolic attacks except for the ones integrated into their armor. Weapon deployment is available via Nano-Pocketing salvos located on the sides of the legs.
Motif: The Elemental Spiral Particle Centrifuge - Cylinder Cartridge Release System
- A network of circuits, glyphs and mechanisms that allows the user to use other elements. 1 centrifuge is located in each arm and leg. The palms of the hands are outfitted with Nano-pockets capable of absorbing symbolic arts. After which the centrifuge process the energy and convert it into particles. Lastly, the particles travel through the network of linear glyphs and into the cylinder located at either the shoulder or back and are stored as substance called “INK”. The stored INK act as a medium for anything that requires the use of another element that the user wishes to do whether if it’s Symbology, chants or ink-fusion for other glyphs.
Offensive Stats: /-//-//-//-//-//-//-//-//-/
Defensive Stats: /-//-//-//-/
Agility: /-//-//-//-//-//-//-/
Adaptability: /-//-//-//-//-//-/
Symbolic Skill: /-//-//-//-//-//-/
Energy Capacity: 25,000 units
Symbology Usage: Skilled at applying Surface-based Circuits using blue/orange or blue/green ink to their armor to enhance its current performance, Recoil Absorbing formulas are fused into the inside bottom of the arms and legs to dissipate released excess energy accumulated from energy discharges, and other various situation that require them. Linear glyphs are added to Surface circuits and are used to direct energy flow thought out the armor and serves as a vector-circuit for both Wave-Force Recharge as well as Wave-Force Discharge.
--- {CODE: USURPER} ---
Offensive Stats: /-//-//-//-//-//-//-//-//-/
Defensive Stats: /-//-//-//-/
Agility: /-//-//-//-//-//-//-/
Adaptability: /-//-//-//-//-//-/
Symbolic Skill: /-//-//-//-//-//-/
Energy Capacity: 25,000 units
Symbology Usage: Skilled at applying Surface-based Circuits using blue/orange or blue/green ink to their armor to enhance its current performance, Recoil Absorbing formulas are fused into the inside bottom of the arms and legs to dissipate released excess energy accumulated from energy discharges, and other various situation that require them. Linear glyphs are added to Surface circuits and are used to direct energy flow thought out the armor and serves as a vector-circuit for both Wave-Force Recharge as well as Wave-Force Discharge.
--- {CODE: USURPER} ---
Purpose/Role: Front-line Assault
Description: Mostly focusing on close-quarters combat and direct confrontations, code USURPER is the most mobile of any Juggernauts developed this far because it is the only one that has the ability to engage in aerial combat. With that said USURPER has the lowest armor of all the juggernauts but compensates with its unique armor having the ability to receive and convert impacts into usable energy, called Pain Drops. Another flaw is they cannot wield artillery pieces or any siege-class firearms so they ranged capabilities are only limited to anti-personal and anti-armor firearms such as grenade launchers, LMG's, etc. To make up for this lack in firepower, they employ heavy melee weapons such as Punisher board-swords, Grand Axes and Speed edges such as Chain Blades and Grappler Talons.
Armaments:
- Panzer Armor Mk: IV w/ Augmented Impact Refraction Nano-Cells
- Grand Axe - Sōdaina debaida
- Twin Electrolyzed Chain Swords – Honor & Pride
- Dual Grappler Talons - Fate & Choice
- Punisher Claymore – Nether’s Edge
Special Features:
Description: Mostly focusing on close-quarters combat and direct confrontations, code USURPER is the most mobile of any Juggernauts developed this far because it is the only one that has the ability to engage in aerial combat. With that said USURPER has the lowest armor of all the juggernauts but compensates with its unique armor having the ability to receive and convert impacts into usable energy, called Pain Drops. Another flaw is they cannot wield artillery pieces or any siege-class firearms so they ranged capabilities are only limited to anti-personal and anti-armor firearms such as grenade launchers, LMG's, etc. To make up for this lack in firepower, they employ heavy melee weapons such as Punisher board-swords, Grand Axes and Speed edges such as Chain Blades and Grappler Talons.
Armaments:
- Panzer Armor Mk: IV w/ Augmented Impact Refraction Nano-Cells
- Grand Axe - Sōdaina debaida
- Twin Electrolyzed Chain Swords – Honor & Pride
- Dual Grappler Talons - Fate & Choice
- Punisher Claymore – Nether’s Edge
Special Features:
- Accumulation of "Pain Drops": when Steyine takes a certain amount of damage, one drop is made and stored inside the centrifuges. Each drop increases his offensive power and augments his Noble skills. When 10 drops accumulate, they are combined and 1 "Essence of Malice" takes its place. A total of 5 Essence of Malice can be store at any given time. By releasing 1 Essence of Malice into his armor's main circuit, he can go into "Tainted" mode. This removes all limiters and filters active on the armor for a short time. In this state Steyine is invulnerable to most types of damage, his Offensive Power and Mobility is doubled and his Noble symbolic arts do not require energy to use. However, after the effects were off, he is momentarily disabled and takes more damage from all incoming sources. This skill can only be used if he is mortally wounded or taken heavy damage.
- Noble Aura: all foes are intimated and will lose moral and will fear Steyine whenever he is present near them.
- Noble Aura: all foes are intimated and will lose moral and will fear Steyine whenever he is present near them.
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