Mani4c (V3.5)
Oct 12, 2017 21:37:44 GMT -5
Post by Mani4c on Oct 12, 2017 21:37:44 GMT -5
Name: Mani4c
Avatar Style: Viral Hybrid/Combat/Spammer
Gender: Male
Appearance: Link
Personality: Mani4c's personality has changed a rather large deal as a result of the war against Abraxas' army and the six months of rebuilding that have followed, going from an impulsive, overtly aggressive young man to a more calm, thoughtful demeanor...mostly.
He still possesses his trademark sense of humor, taking great joy in delivering piping hot snark and black humor to whatever situation needs it, whether it's mundane or the usual brand of lunacy that has come to haunt the Brooklyn NPD as of late. His pranks however, which were once a staple of life that the precinct, have all but vanished, replaced by a dry sense of humor and a biting sarcasm that shows how much he's mellowed out in comparison to his earlier days in the force.
Where Mani4c's new, more reserved personality really shines however is in a fight, or when dealing with the population of the city in the event of an emergency. Where Mani4c was once combative and reckless, he has become more cautious and diplomatic, his more pacifistic traits having come to the fore as he's matured emotionally.
That is not to say that things cannot still make him snap, or become viciously angry. Threats to his family, or innocent people still earn his ire just as quickly as before, he's simply more quiet about it, opting for cold menace over explosive shows of rage.
When in battle, Mani4c still displays his frenetic, high energy fighting style, but it has been focused, tempered by his fights during the virus war, making him more dangerous as he now possesses the self control to not burn himself out or cause as much collateral damage due to wild and unfocused shots or attacks.
However, there is one place where he has not changed, and it is in his love for Baretta, his friends, and more recently, his children. Mani4c is still the loving, doting young dork that he has always been, getting flustered at his lover's advances and gleefully geeking out with his children when they show interest in a hobby that he loves. He still possesses the innocent love for things that most would deem childish or banal, showing that, despite all of his new maturity, Mani4c is, and always will be, the same old goofball and self proclaimed "Bro" of the precinct when he's able to kick back and relax with the people he loves.
History: Mani4c was originally created by an old man who used to be a scientist working for PariahTech. The man had never married and desperately wanted a son but in his old age he wasn't able to take care of a child, so instead he created Mani4c. However there was a problem, he wasn't licensed to create an avatar, if he was caught he would be arrested, and on top of that his health was failing.
It took three years to create Mani4c, and somehow despite his worsening health, the old man managed to complete most of Mani4c's programming, he was even able to be activated, but his code still had gaps that would have made traversing the cyber world extremely hazardous. Eventually, the old man died of a heart attack, but before he died he released Mani4c onto the net; hoping that the additional code he had added since activating him would allow him to be safe.
Mani4c wandered the net for about a year roaming from one end of the cyber world to the other, all the while suffering from glitches related to his code still not being finished, and it seemed like Mani4c was doomed to roam the net forever. Until, that is, he was attacked by a virus.
The virus attempted to consume him, to absorb his data in order to grow. But instead of being deleted, Mani4c's patches of missing code turned the virus's ability to consume it's targets against it, the viral data bonded to the empty spaces in Mani4c's code; including the virus's ability to analyze data and consume it. Instead of consuming Mani4c, it was analyzed, broken down into individual bits of raw data, and then absorbed into Mani4c's base code.
Approximately a year after gaining his viral abilities, Mani4c met Baretta and Saber when he briefly lost control of his viral abilities while inside of a power plants control systems(He had been planning to cause brown outs across the city, his idea of a joke). This nearly caused an explosion that could have killed over a dozen people. He later managed to get the viral infection under control with Baretta and Saber's help. Since then, Mani4c has gained a very good amount of control over his viral abilities, and is now working with the NPD as infiltration specialist in hopes of using his powers to protect people.
After responding to a call about a sword wielding avatar terrorizing downtown cyber city, Mani4c learned that he has a 'sibling'. This sibling was Noxus, a high ranking member of the underground network who had ordered his second in command Justicar to get Mani4c's attention.
Noxus revealed a plan to usurp control from humanity in an attempt to help them reach their true potential, and asked them to join him in his plan, he gave Saber a data chip that had data on Halberd's latest activities as a show of goodwill. After seeing Mani4c struggle with the idea of possibly having to fight his friends, Noxus decided to make Mani4c's decision for him, he ordered Justicar to gut Mani4c.
During the ensuing struggle, Mani4c was exposed to a gargantuan amount of viral data after absorbing a attack meant for Baretta, this resulted in him being overloaded by viral data. The overload released Viral Mani4c, a genocidal version of Mani4c completely fueled by viral energy. The battle would have been lost if not for an unexpected donation from Noxus and some vital assistance from an avatar created from Project AUGMENT.
After Viral Mani4c was bested, Mani4c returned with new upgrades, courtesy of the excess viral data that released Viral Mani4c in the first place. However, Mani4c didn't enjoy his upgrades for long, he fled in a panic and hid in an underused portion of the NPD's server. But unbeknownst to him, he arrived in the middle of an attack on the precinct by Halberd.
Since the attack on the NPD server, Mani4c has gone through a lot. Viral Mani4c, now simply going by Viral, had returned, now a bit more stable in terms of mental state. The avatar Totenkopf, one of the legendary Four Horsemen joined the NPD, along with Erika's girlfriend Mary Richards. The avatar Lilith, who was also a viral hybrid, formed from the code of Totenkopf and the S-class virus Abraxas. And finally The Doctor, and eccentric British NPD transfer with a love for science and an oddball collection of gadgets.
Things became even more complex, as the Mega-corporations attacked and kidnapped several AUGMENT avatars, including Domain and Mirror. Mani4c joined his friends, as well as his brother Noxus and Justicar, who had also lost their AUGMENT avatar to the Mega-corps, in assaulting and reclaiming his friends.
Things seemed to be cooling down once the Mega-Corp operation was over, but once again, Fate threw a curveball at Mani4c and his friends. Zeus, a virus representing Abraxas, assaulted the city and infected Baretta, nearly obliterating her cognitive code, only a swift virus purge and personality replacement operation saved her life. It was during this that Murakumo, a former Hunter for the Mega-Corps, was encountered. The avatar possessed a dangerous obsession with Mani4c, and joined the NPD to not only be close to him, but to seek help for her mental instability.
Mani4c confessed his feelings to Baretta, his formerly familial love for her having blossomed into a full-blown romantic interest.
Most recently, he has been embroiled in a massive war between Abraxas and his viral army, and the NPD. With Abraxas' goal being nothing less than the complete and utter obliteration of avatar-kind. It was during this war that Mani4c's code was split from Viral's necessitating a complete overhaul of his code, resulting in his current form.
Mani4c's life only became more dangerous and unpredictable as the war raged, Viral's mind was reverted to it's original sadistic self when the viral avatar seemingly became corrupted by a viral superweapon that he had absorbed into his body, but was beaten into the ground by Mani4c, only to later escape after manipulating Rift, a new administrative member of the Precinct who had been sent in by the World Net Security Council.
Things only got more chaotic from there, starting with the first major battle of the conflict, an assault on an infected Arena. The general in charge of the attempted infection used her own forces to power an incredibly destructive program that forced many of the Net Ops division to face it's worst fears or traumas, but it was not Mani4c's trauma that nearly broke him.
He was forced to see a version of Baretta who despised him, who considered him a freak of nature, but due in part to his innate viral resistance, he was not effected as strongly. Instead, he flew into a rage when he learned that Baretta was being injured by a duplicate of Gat, whom Mani4c holds a particularly vitriolic malice towards. The end result was Mani4c losing control of his Viral side and becoming a sadistic monster. He brutally eviscerating the Gat clone and beat the general, Hecate, into a bloody pulp before snapping out of it by being compared to Abraxas by her, due to both her mental instability and his sadism.
Mani4c, overcome by a wave of self loathing and fear of losing himself to his dark side, fled the arena, only to be pursued by Baretta. Mani4c has never exactly said what went on when he ran, only saying that Baretta helped him see that his viral code's instinctive need to dominate and destroy could be channeled into a controllable kind of aggression.
This revelation led to the beginnings of Mani4c's emotional changes, while he had always been outwardly confident in himself, he always held a sort of self loathing and fear regarding his viral nature. But after Baretta's intervention, he began to show more trust in his unique abilities, and he would need all of that newfound confidence and self control in the next battle to come.
Viral had been captured after Mani4c had fled, and the true nature of his personality shift had been revealed. His body had been hijacked by a latent portion of the virus that had originally turned Mani4c into what he was, and quite possibly, it was the original SOURCE of his psychosis and sadistic traits...a viral creation of none other than Abraxas named Ouroboros.
Mani4c, Baretta and Saber utilized a new device created by Forge, The Doctor, and Bit, a "Cognative Scanner" that was designed to alter and repair damaged personality and memory code. However, the device was insufficient to help Viral, the personality in control wasn't DAMAGED, it was a wholly different mind that had forced down the original. Instead, the three Net Ops officers plugged their own cognative code into the device and "Injected" themselves into Viral's psyche, essentially entering a virtual representation of his mental processes.
This fantastic voyage was fraught with danger, Ouroboros knew of the intrusion, and did everything in it's power to either corrupt or kill the officers, but it wasn't enough. The three located Viral, who had simply surrendered to the viral monster after seeing all of his efforts as useless, though needless to say, he was mortified of all the harm that he had unintentionally caused by LETTING Ouroboros run wild.
Mani4c tried to get Viral to fight against the invading virus' control of his mind, but it took another, unexpected avatar's interference to truly rouse his former personality into battle...Lilith, Viral's lover and Mani4c's so called "sister in law".
It was revealed that Lilith had survived her "reformatting" at the hands of Abraxas, using her code's natural malleability to hide her psyche inside of one of the portions of code that the new Lilith had injected into the viral weapon that kick started Viral's mental hijacking.
Lilith's return, along with her urging him to fight was enough to snap Viral out of his funk, and the two viruses joined Mani4c and the others in finally besting Ouroboros, driving him from Viral's mind once and for all. But if the group thought that Viral and Lilith's return would mean the end of the NPD's repeated strife during the war, they were sadly mistaken.
Abraxas and his generals only amped up their attacks, assaulting the Durendal multiple times in vicious air attacks that were only beaten back due to the timely intervention of several NPD groups that had volunteered to lend their aid. The only NPD branches that offered full, official support was the Japanese and British Branches, while the Russian, German, South American and Chinese Branches offered their air superiority and Search and Rescue Corps in an effort to contain the damage caused by the viral invaders.
But the war just kept rolling on, and Mani4c himself became a victim of Abraxas' machinations when Hecate and Genome disabled and forcibly modified him, forcing him to fight Baretta and attempt to kill or corrupt her into one of Abraxas' viral puppets. But they weren't able to anticipate Mani4c's willpower, and in an act of agonizing resistance to the program he'd been bonded to, he shot himself in the head, blowing apart the control uplink at the cost of severely damaging several of his programs, including his viral limiters and firewalls.
But, when it seemed that Mani4c had suffered irreparable damage, his luck kicked in again. His viral code, which had begun to leak throughout his framework due to the massive trauma to his body and utter failure of his internal firewalls, didn't corrupt or devour him...it healed his body, merging with every bit of his code to become something...new, something evolved from his patchwork viral/standard code makeup before.
Mani4c had become the first true viral hybrid, with no signs of hazardous viral contamination or defects, a pure mixture of virus and avatar. The newly evolved Mani4c became a powerful leader in the fight against Abraxas, being given command of Delta Squad right up until the end of the war, in which he fought in the final battle that saw Abraxas defeated, albeit at the cost of Viral's life and the contamination of several hundred miles of the cyber city into an inhospitable wasteland known as the PlagueLands.
Mani4c has now tried to return to his "normal" life since the end of the war, but with 5 kids on the way, and with no lack of enemies in the Megacorporations and Halberd lurking in the shadows, it's only a matter of time before Mani4c goes from full time father and cop to fighting some kind of grand battle once again...not bad for some stray program that got infected with a virus out of the blue, huh?
Add-Ons:
Combat - Enhanced Strength: Mani4c's physical strength has been increased to match Noxus', he is now 3x stronger than a standard avatar, as a result his melee attacks deal a large amount of damage per strike with a melee weapon, his fists or his feet. ((This is an innate ability on Mani4c's part, and as a result, takes up an Add-On slot as well as a DP slot.))
Combat - Stun Blade: Mani4c's fighting style has always relied on gun-play more than melee weapons, due to the arm blades on his armor being somewhat awkward to slash with due to their shape and position. As a way around this, Mani4c has forgone arm mounted weapons entirely, replacing them with a Data Blade. The blade is also capable of switching to a high-voltage stun setting for when he needs to render an enemy inoperable without deleting them.
The Stun Blade is capable of rendering an enemy virus or avatar completely immobile by delivering a variable output electrical discharge. This discharge can be cranked up to upwards of 1,000,000 volts, enabling Mani4c to stun an avatar who is much larger than he is just as easily as a normal sized one. However, the stun setting draws processing power from his strength setting, lowering any damage done while in stun mode to a small amount per strike. (The Stun effect is determined by the target.)
Combat - De-Rez Magnums: Mani4c's upgraded ranged weaponry takes the form of twin De-Rez magnums, these high-powered pistols are calibrated for high firing speed as well as higher damage, allowing him to fire three times every post with each gun, for a total of six shots if he's dual wielding. The magnums deal a moderate amount of damage per shot.
Combat - Gunslinger Armor: While Mani4c is more of a joker than a fighter, he isn't afraid to leap into action if the situation calls for it. So, as an answer to Mani4c's new load-out, as well as his more mobile fighting style, Forge crafted Mani4c's new combat Armor, created for maximum durability as well as mobility.
Mani4c's armor is mostly made of an armor-weave body suit with armor plating mounted on strategic portions of his body. The armor also possesses an integrated heads-up display that enables him to see in total darkness, and enhances his accuracy even when engaged in acrobatic maneuvers.
Connectivity - Modified Assault Speeder-Bike: This vehicle was created at Mani4c's request during the virus war, combining the best characteristics of various Military grade and police speeder-bike models and combining that with a focus on hit and run combat tactics or the pursuit of armed criminals.
The bike is armed with upgraded weapons, specifically a pair of fire linked De-Rez auto-cannons mounted on each side of the bikes front intake, dealing a moderate amount of damage and capable of firing reasonably accurate 10 round bursts (five shots per cannon). It's chassis is armored, making it capable of enduring a few powerful blows before becoming inoperable.
The bike is slower than some lighter, more nimble models, clocking in at only a 150% increase in speed (The equivalent of about 100 miles per hour at top speed), but it makes up for it by packing a hell of a punch while taking plenty back.
Downloaded Programs:
Repair - Data Consumption: Mani4c has had this ability since the beginning of his time as a Viral Avatar, but only recently has he learned how to control it, harnessing his viral code's ability to consume both viral AND standard data that is found in the world around him to heal code damage that he suffers. Unfortuately, this ability only effects him, he cannot "channel" the repaired data into another being, or instantly repair wounds.
Instead, Mani4c's natural healing is hyper-accelerated, replacing missing code and patching any damage that he has incurred, with each post that he spends using this ability restoring a small amount of his vitality. This ability doesn't repair connection, virus or corruption damage, those require either another Repair program or special tools to undo. It also requires a 5 post span to recharge, and can only run for 3 posts at most.
Combat - Armor Piercing: Mani4c's magnums can be configured to fire highly compressed bolts of energy, these compressed bolts can punch holes through personal firewalls and pierce armor plating, negating any protection that the armor normally provides (This download does not have a cool-down period, and will automatically turn off if the Downloaded program limit is reached.)
Connectivity - Wall Run: Mani4c's boots are equipped with a special program that allows him to attach to, and run along, any vertical surface. (This program does not possess a cool down, and can be activated or deactivated at will.)
Combat - Explosive Round: This DP alters Mani4c's ammunition into explosive rounds that can be set to either a proximity based air-burst round that deals moderate damage to anything within a 15 foot radius, or into a contact based explosive that deals large amounts of damage to a single target.
Combat - Crippling Shot: This DP allows Mani4c to target specific points on an opponent's body and damage their code, the rounds deal only a light amount of damage, but when struck, the target loses the ability to use a DP or add on (weapons only) for a period of 5 turns.
Cosmetic - Rogue Gunman Skin: This cosmetic mod allows Mani4c to travel through the more rough and tumble areas of the cyber world without notice. Taking the appearance of a helmeted thug wielding dual pistols. Mani4c's mannerisms, already rather coarse, are unaffected by the cosmetic change. However, his voice is hidden behind a modulator, masking his real identity.
Combat - Combat Armor Shift (CAS) program: A special open-source download that enables avatars to change their overall battle stats and equipment to place emphasis on one or more area of performance, better suited to the current battle. This program requires time to recharge between mod shifts (no less than 3 posts have to pass before another shift is possible). This is the base program, combat shift upgrades have to be downloaded or programmed separately, and other non-CAS downloads are unavailable while CAS is active and running one of the custom combat modes. The battle statistics that are affected are Speed, Power, Durability, Accuracy, and Technical (Tech).**
Title: Black Hat
Armor: link
Stats
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Description: Designed for covert operations and enemy disruption instead of direct combat, the Black Hat CAS is specially equipped for hacking and surveillance, weakening foes with crippling hacks and exploits one moment and then vanishing to mark the now vulnerable targets for more powerful allies the next, providing covering fire with a trio of specialized drones and a barrage of laser fire.
Strength(s): The Black Hat Mod is designed for three things, attacking from afar with the assistance of three specially made drones, covertly gathering information and distributing it to fellow team members during combat, and weakening enemy forces using a variety of hacks and exploits.
As a result it is especially well suited for high speed entrances and exits, as well has boasting a powerful suite of cyber-warfare processors, allowing it to overcome even the most powerful of firewalls with little issue.
Weakness(es): While the Black Hat model of CAS is extremely nimble and boasts potent computing abilities, it comes at a cost, almost all power is diverted from the user's weapons and body, rendering them incredibly ineffective in a straight on fight, combined with light armor and negligible shielding, and this makes the Black Hat a strictly long range, indirect combat model CAS, built only for asymmetric warfare and spying.
Weapons: Combat - Hand Blasters: The Black Hat mod comes pre-loaded with a pair of rapid fire blasters mounted in each of the armor's palms, these are more used for the purposes of keeping an opponent at arm's length, or distracting them so that the CAS' other functions can do the bulk of the work in defeating them. The blasters can fire an impressive 6 shots each per post, but the blasts are weak individually, dealing a low amount of damage per direct hit.
Combat - Recon Drone: The Black Hat Mod's first drone of three, this model is slower and more lightly armored than the rest, but is capable of hiding itself from sight using a built in cloaking device as it floats among the enemy on silent thrusters.
The drone's main use is for scouting and "marking" enemy forces, highlighting them for the user and their comrades, even allowing them to track a marked target through solid walls or while cloaked. Unfortunately, the drone's advanced spying and cloaking features leave it bereft of weapons, it must rely on stealth and it's powerful 100x zoom lens to become the battlefield's all-seeing eye. This Drone is capable of seeing through stealth programs while cloaking itself from view and hearing, however, it is NOT immune to stealth negating programs or visual filters, and it's only able to take a moderate amount of damage before being destroyed.
Combat - Assault Drone: The second of the Three Black Hat Drones, and possibly the most versatile, The Assault Drone is the CAS' main form of direct attack. The drone is equipped with an incredibly powerful power supply, allowing it to mount large amounts of armor as well as powerful thrusters on it. This allows it to move incredibly fast, chasing down even a speeder bike with a 300% connectivity bonus while still delivering a withering barrage of powerful blaster rounds downrange.
The Assault drone is armed with four High-Powered Autocannons, each of which is capable of belching out a hail of 20 shots per post, each dealing a moderate amount of damage. However, this firepower and armor takes away from the drone's sensors, aside from being capable of being "piloted" by the user remotely, and projecting a HUD while doing so, it is incapable of breaching any stealth programs without a Recon Drone having provided marked targets for it to hunt. But this is a small price to pay for a vicious combat unit that can take a large amount of damage before being downed, as well as delivering punishing hails of fire onto it's targets even at high speeds.
Combat - TED (Tactical Explosives Ordinance) Drone: The TED drone is usually only meant to be deployed against an A-level threat or above, including armored vehicles or titan-class avatars, but even against small fry, the TED is a nightmare to behold.
Short for "Tactical Explosive Ordinance", the TED is specially equipped to bombard an enemy from above, armed with a pair of modified Mark 54 automatic grenade launchers, as well as a rack of variable warhead missiles that are capable of Air-to-Air or Air-to-Ground deployment.
Clad in thick Duranium alloy plating, and boasting a pair of MONSTEROUS engines just so it can stay aloft, the TED is most commonly paired with the Assault Drone, swooping down and blasting the enemy to pieces should they survive being strafed by the Assault Drone after a few passes.
The TED drone is capable of enduring an Extreme amount of damage before being destroyed, and it's default Grenades deal a large amount of direct damage, or a moderate amount of damage if the target is within a 5 foot sphere of the explosives when they go off. The Rockets, meanwhile, deal and extreme amount of damage on a direct hit, or a large amount in the same sphere of influence as the grenades. ((Note: This is for an Avatar, not a Vehicle, Vehicles take a moderate amount of damage from the grenades if they directly hit, while a direct rocket hit deals a large amount.))
Features:
Repair - Drone Fix: This DP restores 50% of a Drone's health when used, however, it only restores code damage, and can only repair ONE drone every 4 posts.
Interface - Hack Link: A special DP designed for use with the Recon Drone, this program allows the Recon drone to remotely use one of the Black Hat Mod's interface programs on a target that it has in it's sights, this does not remove the program's cool down however, and it can ONLY be used with the Recon Drone. the link takes the form of a bright blue laser bolt that's fired from the drone's uplink receiver, should the shot miss, a one post cooldown is needed before it can be fired again.
Interface - Malfunction: This exploit floods a specific Add-On with zetabytes of junk data, causing it to not only fail, but backfire. the next time an opponent attempts to use their weapon, it will instead explode, rendering it unusable for 3 turns and dealing Half as much damage as a single strike with it would do if it hit it's intended target. This hack can only be activated once every 5 turns, and that cooldown doesn't start until AFTER the victim's Add-On resumes functionality. The attack takes the form of a pixelated "spear" about 4 inches long, fired from the top of one of Mani4c's gauntlets.
Interface - Shield Nullifier: This interface program has two forms of function, it can either be used on a single target in the form of a bright blue bolt of electricity, negating any damage reduction or negation programs or buffs it has for 5 turns. OR: it can be used in a large,50 foot wide spherical pulse, negating all damage reduction or nullification programs within that field of effect. However, the Program only works for 2 turns if it is used in this manner, due to the power draw of projecting such a hack over a wide distance. This program requires 5 turns to recharge, and it will only begin to recharge after it's effects have ceased.
Interface - U Can't C Me: This hack uses a concentrated spike of interference to overload any visual filter or accuracy boosting mods that a target may have active. This renders the victim unable to use any form of accuracy or vision boosting mods for 5 turns, or renders a target NOT using those programs almost completely blind for the same amount of time. It requires a 3 turn cooldown before it can be used again, and only once the victim's vision is not impaired any longer. This hack takes the appearance of a bright white orb that explodes like a flashbang
Combat - Assault Drone: AP Rounds: This DP swaps out the Assault Drone's ammunition with Armor and Shield breaching Rounds, allowing it to negate any defensive boosts that the victim might have in place. This DP is considered always functioning until it is turned off.
Combat - Silent Running: Despite the name, this DP is not a simple sound nullifier, it is in fact an upscaled version of the Recon Drone's stealth field generator, implanted in Mani4c's armor. Upon activation, Mani4c is rendered completely undetectable unless he fires a weapon or DP, or is spotted using advanced scanners. This DP lasts for three turns and requires a 5 turn recharge after it deactivates.
Title: Arsenal
Armor: link
Stats
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Description: A mod that was co-designed by Baretta and Saber after Mani4c's refit at the beginning of the virus war, The Arsenal Mod is designed with one thing in mind, combat flexibility and power, with a particular focus on accuracy and raw damage. While the Mod's main method of attack is a powerful sniper-rifle, the mod also supports Rapid fire SMG's and a pair of exceptionally powerful shotguns.
Strength(s): The Arsenal mod excels in ranged combat, using a variety of firearms to damage foes from a distance instead of wading into the fray and fighting hand to hand. combined with the various modifications to his weapons, this makes the mod quite effective in a variety of situations.
When combined with its impressive DPS potential at medium range, this makes the Arsenal mod well equipped to deal with a large number of lightly armored foes, or one slower opponent with a decent amount of armor. In short, while the mod isn't going to be going up against titanic foes or monsters, it's more than capable of putting a large number of goons to heel with a modicum of effort.
Weakness(es): The Arsenal mod, for all of it's excellence at ranged combat and DPS, falls short at close range compared to other mods at Mani4c's disposal. Aside from it's shotguns (and to some extent, it's SMGs) The Arsenal Mod is designed for mid to long range fighting, if an enemy closes the gap and takes advantage of the mod's lower defenses and comparatively low damage per shot ratio, then they could feasibly come out on top.
Weapons: Combat - Revolver Rifle: The Arsenal mod's biggest per-shot damage dealer, The Revolver Rifle is designed for accuracy and firepower over burying a foe in a hail of bullets. The Rifle is capable of accurately hitting a target the size of a human head from over 750 meters away, and possesses built in programming that compensates for atmospheric interference or powerful winds. The rifle can only fire once per post, but deals a very large amount of damage as a trade off, head shots are an instant kill if the target is not using a damage reduction or negation program of some kind.
Combat - Dual SMGS: (A/N: the stocks are not present on Mani4c's versions of this gun) Based on a real set of 21st century submachine guns, these rapid fire weapons unleash a hail of De-Rez rounds at a target, ripping lightly armored foes to shreds thanks to the sheer volume of fire that they can produce. However, what they provide in DPS, they lack in long range accuracy and stability, after about 50 meters, the rounds begin to widen out into a cone shaped spattering of bullets. The SMG's deal only a small amount of damage, but deliver a punishing 10 rounds per post with each gun (for a total of 20 rounds per post).
Combat - Twin Shotguns: Mani4c's answer to Melee combat in his Arsenal form, these twin shot guns can fire two rounds each before needing to be reloaded, and at close range they're capable of flooring anything tough enough to not be blown to bloody pieces by them. These guns are strictly close range weapons, at distances exceeding 10 meters, the shotgun's damage drops like a stone, only dealing a small amount of damage. However, at close range, the shotguns deal large amounts of damage per shot, and are capable of delivering 4 shots per post.
Features: Combat - Drop Shield: This program activates a spherical barrier that covers an area of about 6 feet in all directions, allowing Mani4c to comfortably hide inside while standing. The barrier is impervious to most standard forms of attack, though a sufficiently powerful strike or blast is capable of breaching it. (Large amount of damage or higher)
This program is active for two posts, and can be deactivated sooner if the user wishes, however, it's 4 turn cooldown is NOT effected if they do. The user is also incapable of moving outside of the barrier while it is up, however they CAN fire back through it, giving them a chance to try and force their attacker into cover.
Combat - Concussive shot: This mod is used to knock a larger opponent of balance, or to interrupt the charging process of an attack. When activated, any target struck by a projectile weapon is INSTANTLY knocked off of their feet or (in the case of an avatar who is 8 feet tall or higher) Staggered, ending any charging attacks and knocking them backwards a good 5-6 feet (if knocked down, staggered avatars skid backwards about 3-4 feet instead).
This mod does not effect the damage output of any weapons or attacks, and cannot be used with rapid fire weaponry. This mod is a toggle effect, and requires no cooldown.
Combat - Warp Shot: This mod is used to strike opponents from behind cover or a shield, opening a small warp rift that allows the users attack to travel through it. A second rift opens either above or behind the target, making them vulnerable to being hit even from behind a barrier.
This mod has limitations however, it can only allow a SINGLEshot to pas through it, limiting it's usage to the Revolver Rifle, it's portal also opens about a second before the user fires, giving the target a slim, but possible window of escape. It also cannot extend the range of the weapon, or be used on a target that cannot be detected in some way shape or form. (Other avatars acting as spotters and giving coordinates CAN be used to circumvent this however.) This post requires 5 posts to cool down before it can be used again.
Combat - Flachette Shot: This mod alters the user's ammunition into razor sharp shards of steel that rip into a victim's flesh, causing them to leak data and lose health over time. Each round of bleeding stacks up to 10 times, and for every 2 rounds of bleeding, the damage dealt per turn while the bleed effect is active increases. (fthe first 2 stacks of bleeding cause an avatar to take a low amount of damage per turn, 4 stacks is moderate, etc. topping out at an extreme amount of damage at 10 stacks) And bleeding effects added afterwards only reset the counter until the bleeding is staunched.
By default, the mod adds a bleeding effect to an avatar, making them take a variable amount of damage for a period of 3 turns.
Combat - Critical Strike: This mod allows the user to target weak points in an opponents code, dealing double damage when they land a hit. The precise aim required to use this Feature limits it to the Revolver Rifle however. This mod can also be paired with the Warp Shot feature, making it incredibly dangerous to enemies who are entrenched and unable to escape quickly enough to avoid being hit.
Title: Executioner
Armor: link
Stats
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Description: The Melee equivalent of the Arsenal mod, the Executioner CAS has had a complete overhaul since it's inception, originally a simple, powerful Melee Mod. It has since been completely revamped into a setup that focuses not only on delivering punishing blows to opponents, but also using a variety of different melee weapons that suit different combat situations.
Strength(s): The Executioner mod is well suited to close combat, sporting a large amount of damage output while also possessing a great deal of durability to match. The mod's raw power is so devastating that even unarmed, the user is capable of dealing large amounts of damage with just their fists and feet. These stats, when combined with the wide array of various melee options at the user's disposal, makes this mod exceptionally potent at it's given task.
Weakness(es): The Executioner mod suffers from a similar limitation to the Arsenal CAS, specifically that it's tailor made nature makes it an ill fit to much else other than close range combat. While it's speed is nowhere near as poor as other "tanky" mods, it is still nothing exceptional to write home about, averaging out at about the same as a normal avatar's movement speed.
Then there is the issue of Range...or the lack thereof that the Executioner mod possesses. Aside from one weapon that has the ability to project crescent shaped energy blades and fling them at an opponent, the mod has no ranged weaponry, unless the user were to throw their weapon at their opponent, which of course means that they would be disarming themselves in the process.
Weapons: Combat - Battleaxe: This is the Executioner Mod's default weapon, a powerful double bladed axe with large energy blades at the end of it. This weapon is simple, but undeniably effective, with a heavy, 4 and a half foot long shaft capped with a reinforced cylinder of metal at the end that contains the projectors for the axe's blades.
Another feature of the axe is it's ability to "fire" it's blades with just the hit of a button. However, this attack overloads the axe's energy projectors, making it little more than a club for a period of 2 posts after the blades are ejected. The axe deals a large amount of damage when it's blades are extended, and a moderate amount of damage when they are not. The blades deal a moderate amount of damage when fired, and can hit twice (once for each blade.)
Combat - Wristblades: Another of the Executioner mod's weapons are a pair of 2 foot long retractable blades mounted on the upper portion of the armor's gauntlets, these blades are exceptionally fast, capable of striking 5 times in total per post. However, because of their light weight, the blades cannot deal too much damage, only managing a small amount of damage per post.
Combat - Gravity Mace: This is the Arsenal Mod's designated anti-armor weapon, a large, heavy one handed Mace that possesses a gravity module within it's head. When swung, the module charges up, and when the head makes contact with anything, friend, foe, or the environment, a powerful blast of pure concussive force explodes from the weapon, sending the opponent flying or damaging them even through a block. This blast can also cause severe damage to buildings or vehicles, even sending smaller speeders flying with a good, hard smack of the weapon.
The Mace deals an extreme amount of damage if a hit lands directly, and a moderate amount if the opponent manages to block the hit.
Features: Combat - Battle Dash: This ability allows the user to perform a high speed dash that shoots them either forwards, backwards, to to the side to a distance of 15 feet. This allows them to dodge attacks with ease, and even best the tracking systems of seeking projectiles. However, the most advantageous part of this program is it's ability to be combined with the user's weapons or sheer physical strength, turning a simple dash into a painful Spear, or a devastating blow from the Gravity mace, or a perfect set up to a rapid flurry of stabs with the user's arm blades. This mod can only be used once every other post however, as the armor's propulsion systems need a brief time to recharge before they can be engaged again.
Combat - Chain Axe: This is a mod designed specifically for the Arsenal Mod's battle axe, adding a rotating "chain" to the energy blades, this allows the blade to not only breach armor, but deal vicious damage that rips an enemy's flesh, causing debilitating pain and slowing their movements by 35% for 3 turns after the hit lands. Any subsequent hits resets the timer on the movement penalty.
Combat - Sunder Weapon: This mod alters the properties of the Arsenal Mod's weapons, giving them the ability to shatter an opponents own weapons if they successfully block one of the user's attacks, rendering it unusable for 3 turns. However, this mod automatically shuts off once the weapon is broken, and it cannot be reactivated until 5 turns have passed.
Title: Archangel
Armor: link
Stats
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Description: Where other flight based mods attempt to be the fastest or most nimble, the Archangel mod aims for a different set of priorities, hitting hard, and taking more hits than most other flight modules.
Strength(s): The Archangel mod is geared towards air supremacy and ground bombardment, wielding higher damage weaponry with a focus on rapid fire and area of effect attacks when facing Ground Targets, and switching to Air to Air missiles to hit faster flying aerial targets.
Weakness(es): The Archangel mod's higher durability and damage output, while making it well suited to close air support and one on one dogfighting, draw power away from it's thrusters, leaving it vulnerable to swarm attacks, where it's more nimble quarry can divide and conquer, getting in behind the user while it tries to get a bead on one of it's targets.
Weapons: Combat - Auto-cannon: This weapon is the Archangel mod's main small arm, a powerful, automatic energy cannon that unleashes a hail of energy bolts on a target with a decent amount of accuracy, though over extremely long distance, the recoil can result in the bullets spreading out, reducing it's effectiveness. This weapon fires in 10 round bursts, dealing a moderate amount of damage per shot, and can fire only once per post.
Combat - Seeker Rockets: These weapons are explicitly designed for use against fast moving, agile opponents in the air, providing the slower moving Archangel mod with a crucial assist in fighting against hard to hit foes. The Rockets fly at upwards of 700 miles per hour, making them almost impossible to outrun, however, their tracking can be broken by sudden movements to the side as they get within 10 feet of their target, or by countermeasures such as chaff or flares.
The rockets deal a large amount of damage per hit, and are fired out in pairs with every use.
Combat - Cluster Missiles: The high explosive equivalent of a shotgun, the cluster missiles utilized by the Archangel Mod are best suited to low flying, high speed strafing runs. This weapon unleashes a rapidly deployed hail of small, unguided missiles that explode with a large amount of force when they strike something, damaging anything within a 10 foot radius.
However, because these rockets are unguided they aren't good at hitting fast moving targets, limiting their effectiveness to foot soldiers or ground vehicles. However, when faced with an armored foe, the missile's sheer power makes their lack of accuracy seem like an acceptable trade off.
The Cluster missiles deal a large amount of damage per missile, with the damage radius extending out in a 10 foot wide sphere. Each use of the weapon fires 5 missiles.
Combat - Talons: These weapons are a simple set of three 8 inch long claws that retract into the tops of Mani4c's gauntlets. The blades are incredibly sharp, capable of cleaving though the light armor that most flight based programs rely on, making them perfect for any flying avatar that tries to engage in mid-air melee under the presumption that they'll be facing an opponent that's solely armed for ranged combat.
However, these are strictly anti-avatar weapons, while the blades won't break or if they strike an armored opponent like a vehicle, they won't do more than rip up the outermost layer of the target's armor, dealing no effective damage and requiring a hell of a lot of effort to deal any kind of lasting effect.
The Archangel mod's talons are very fast, capable of striking twice per turn each for a total of four hits. Each hit deals a small amount of damage, with a full four hit combo dealing a decent amount to an unarmored target. (not under the effect of damage reduction or barrier programs.)
Features: Combat - Flak ammo: Designed as a workaround for opponents who possess a great deal of agility or anti-missile countermeasures, the Flak ammo modification alters the projectiles of Mani4c's auto-cannon, turning it's projectiles into proximity based explosives that throw out a cloud of shrapnel capable of shredding apart lightly armored targets like an X-Acto
knife does to paper.
However, as a blast radius based weapon, it is capable of easily injuring allies as well as opponents, and while the shrapnel is devastating to anything lacking substantial armor, armored foes will just feel the shards of metal bounce off of their plating.
The Flak Ammo Mod alters the Auto-Cannon weapon, reducing it's bursts to only 5 rounds per post, however, the rounds explode when they get within 15 feet of the target, creating a 25 foot wide burst of shrapnel that causes a large amount of damage per shot against unarmored targets, heavily armored targets are far less vulnerable, only taking a small amount of damage per shot.
Combat - Armor Piercing: The opposite of the Flak cannon mod, this modification, gives Mani4c a non explosive alternative to dealing with armored targets on the ground and in the air, strengthening the projectiles of his auto-cannon as well as adding an armor piercing effect to the rounds. The mod has an unfortunate side effect, however, aside from slowing down the rate of fire on the auto-cannon, it also cuts the amount of rounds fired per burst in half, down to 5 rounds.
With this mod, Mani4c's Auto-Cannon deals a moderate amount of damage per shot, and pierces any armor or barrier programs that attempt to lessen or negate damage from the attack. If a target takes an entire 5 round burst, they suffer a very large amount of damage.
Combat - Countermeasures: This mod is a specially designed "Catch-All" countermeasures package, designed to instantly negate any tracking effect or seeking program that could be used against the user. This renders the projectile no different than any other unguided munition, making it incapable of following a target if they try to dodge. This program also works against swarm based rockets or missiles that fire in a group all at once, making this program useful if an opponent tries to overwhelm the users ability to dodge the seeker rockets with sheer numbers.
This program is rather energy intensive, requiring a 4 turn cooldown in between every use.
Title: Blast Cannon
Armor: link
Stats
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Description: An attempt at emulating the recent creation of non add-on Powered Armor frames developed by The Doctor and Forge, the Blast Cannon Modification is a slow, lumbering thing, but it makes up for it with an almost freakish degree of durability and terrifying raw power. It's purpose is singular, the complete obliteration of an enemy or enemy force, no matter how well armored or entrenched they may be.
Strength(s): The greatest strength this Mod has is it's sheer resilience, the armor plating on the Blast Cannon mod allows it to effectively ignore conventional small arms like pistols and Rifles, while things such as grenades, Molotovs or mines are a mild inconvenience. Only sustained, high power weapons fire, an incredibly powerful attack, or armor piercing ordinance are of any serious threat to this CAS loadout.
Compounding it's durability is it's sheer power, every weapon in this loadout is capable of shredding a platoon of soldiers into a fine paste unless they are properly armored, and even then, it's explosives are more than sufficient to grind away at almost any defense.
Weakness(es): The Blastmaster Mod, for all of it's power, has a singular, potent weakness. The Mod is very, VERY slow due to it's heavy armor and weaponry. While this slow speed is of no consequence when facing a score of lightly armed and armored foes, any type of artillery is deadly effective against this mod unless taken out first, and any hopes of chasing down a speedy foe is useless with this mod active.
Weapons: Combat - De-Rez Bazooka: The Blastmaster Mod's main weapon, a powerful De-Rez cannon that fires tightly compressed spheres of unstable data, when the sphere strikes an object or avatar, it violently decompresses, releasing a massive spherical explosion of raw energy that deletes or maims any target within it's area of effect.
However, this blast, as powerful as it is, is not armor piercing, being akin to a bomb instead of a rocket propelled grenade. This matters little if used against crowds of lightly armored foes, who are liable to be ripped apart or outright deleted by the sheer power of the explosion, and even heavily armored avatars are going to be in for a world of hurt if they get directly hit by it.
This weapon deals out an extreme amount of damage per shot, but can only be fired once per post, and does not negate armor or shield programs.
Combat - Gungnir Laser Cannon: The "sniper" weapon of the Blastmaster mod, The Gungnir Laser is an incredibly precise weapon designed to destroy heavily armored targets in a single shot, minimizing the casualties they can cause.
It does this by concentrating the same highly unstable code as the De-Rez Bazooka, but instead of firing it as an orb, it releases it in a tightly focused stream of energy, greatly increasing the penetrating power of the blast without reducing it's kill-power.
However, as stated earlier, this is a "snipers" weapon. The blast can only effect ONE target in and of itself (if one were to shoot a vehicle with 10 people in it however, the resulting detonation of the craft would doubtlessly injure or outright delete the occupants.), limiting it to singular foes or as a tool to remove the most dangerous threat in a crowd.
This weapon is incredibly powerful, piercing armor and shielding programs, while instantly deleting a target if it strikes them directly from the chest up. Otherwise it deals an extreme amount of damage. It can also only be fired once per post.
Combat - Heavy Vulcan: The "lightweight" weapon of the Blastmaster Mod setup, the heavy vulcan trades raw power per shot for a mountain of DPS potential instead. The vulcan unleashes a hail of 30 heavy machine-gun rounds with every pull of the Trigger (after a 3 second spin up of course.), dealing a large amount of damage with every burst. The heavy vulcan can only fire one burst per post.
Features: Combat - Shield Bubble: This program is a simple, but powerful shield program big enough to shield the user and two other normal sized avatars or one large sized avatar. This shield protects against and exteme amount of damage before shattering, and is able to allow the user to fire out from the inside of it. However, the user cannot EXIT the bubble without deactivating it, and it can only be activated once every 3 posts, as it drains a large amount of power and needs to be recharged. If it doesn't fail within 3 posts, it automatically cuts out, and one begin recharging until the post AFTER it fails.
Repair - Armor Sealing: This is a gradually working repair protocol that, over the course of 3 posts, repairs about 50% of the users total health (or up to 75% of their full health, whichever takes priority.) This program does not effect any other avatars, and can only be used once every 7 posts, and it will not start recharging until it has finished healing the user.
Avatar Style: Viral Hybrid/Combat/Spammer
Gender: Male
Appearance: Link
Personality: Mani4c's personality has changed a rather large deal as a result of the war against Abraxas' army and the six months of rebuilding that have followed, going from an impulsive, overtly aggressive young man to a more calm, thoughtful demeanor...mostly.
He still possesses his trademark sense of humor, taking great joy in delivering piping hot snark and black humor to whatever situation needs it, whether it's mundane or the usual brand of lunacy that has come to haunt the Brooklyn NPD as of late. His pranks however, which were once a staple of life that the precinct, have all but vanished, replaced by a dry sense of humor and a biting sarcasm that shows how much he's mellowed out in comparison to his earlier days in the force.
Where Mani4c's new, more reserved personality really shines however is in a fight, or when dealing with the population of the city in the event of an emergency. Where Mani4c was once combative and reckless, he has become more cautious and diplomatic, his more pacifistic traits having come to the fore as he's matured emotionally.
That is not to say that things cannot still make him snap, or become viciously angry. Threats to his family, or innocent people still earn his ire just as quickly as before, he's simply more quiet about it, opting for cold menace over explosive shows of rage.
When in battle, Mani4c still displays his frenetic, high energy fighting style, but it has been focused, tempered by his fights during the virus war, making him more dangerous as he now possesses the self control to not burn himself out or cause as much collateral damage due to wild and unfocused shots or attacks.
However, there is one place where he has not changed, and it is in his love for Baretta, his friends, and more recently, his children. Mani4c is still the loving, doting young dork that he has always been, getting flustered at his lover's advances and gleefully geeking out with his children when they show interest in a hobby that he loves. He still possesses the innocent love for things that most would deem childish or banal, showing that, despite all of his new maturity, Mani4c is, and always will be, the same old goofball and self proclaimed "Bro" of the precinct when he's able to kick back and relax with the people he loves.
History: Mani4c was originally created by an old man who used to be a scientist working for PariahTech. The man had never married and desperately wanted a son but in his old age he wasn't able to take care of a child, so instead he created Mani4c. However there was a problem, he wasn't licensed to create an avatar, if he was caught he would be arrested, and on top of that his health was failing.
It took three years to create Mani4c, and somehow despite his worsening health, the old man managed to complete most of Mani4c's programming, he was even able to be activated, but his code still had gaps that would have made traversing the cyber world extremely hazardous. Eventually, the old man died of a heart attack, but before he died he released Mani4c onto the net; hoping that the additional code he had added since activating him would allow him to be safe.
Mani4c wandered the net for about a year roaming from one end of the cyber world to the other, all the while suffering from glitches related to his code still not being finished, and it seemed like Mani4c was doomed to roam the net forever. Until, that is, he was attacked by a virus.
The virus attempted to consume him, to absorb his data in order to grow. But instead of being deleted, Mani4c's patches of missing code turned the virus's ability to consume it's targets against it, the viral data bonded to the empty spaces in Mani4c's code; including the virus's ability to analyze data and consume it. Instead of consuming Mani4c, it was analyzed, broken down into individual bits of raw data, and then absorbed into Mani4c's base code.
Approximately a year after gaining his viral abilities, Mani4c met Baretta and Saber when he briefly lost control of his viral abilities while inside of a power plants control systems(He had been planning to cause brown outs across the city, his idea of a joke). This nearly caused an explosion that could have killed over a dozen people. He later managed to get the viral infection under control with Baretta and Saber's help. Since then, Mani4c has gained a very good amount of control over his viral abilities, and is now working with the NPD as infiltration specialist in hopes of using his powers to protect people.
After responding to a call about a sword wielding avatar terrorizing downtown cyber city, Mani4c learned that he has a 'sibling'. This sibling was Noxus, a high ranking member of the underground network who had ordered his second in command Justicar to get Mani4c's attention.
Noxus revealed a plan to usurp control from humanity in an attempt to help them reach their true potential, and asked them to join him in his plan, he gave Saber a data chip that had data on Halberd's latest activities as a show of goodwill. After seeing Mani4c struggle with the idea of possibly having to fight his friends, Noxus decided to make Mani4c's decision for him, he ordered Justicar to gut Mani4c.
During the ensuing struggle, Mani4c was exposed to a gargantuan amount of viral data after absorbing a attack meant for Baretta, this resulted in him being overloaded by viral data. The overload released Viral Mani4c, a genocidal version of Mani4c completely fueled by viral energy. The battle would have been lost if not for an unexpected donation from Noxus and some vital assistance from an avatar created from Project AUGMENT.
After Viral Mani4c was bested, Mani4c returned with new upgrades, courtesy of the excess viral data that released Viral Mani4c in the first place. However, Mani4c didn't enjoy his upgrades for long, he fled in a panic and hid in an underused portion of the NPD's server. But unbeknownst to him, he arrived in the middle of an attack on the precinct by Halberd.
Since the attack on the NPD server, Mani4c has gone through a lot. Viral Mani4c, now simply going by Viral, had returned, now a bit more stable in terms of mental state. The avatar Totenkopf, one of the legendary Four Horsemen joined the NPD, along with Erika's girlfriend Mary Richards. The avatar Lilith, who was also a viral hybrid, formed from the code of Totenkopf and the S-class virus Abraxas. And finally The Doctor, and eccentric British NPD transfer with a love for science and an oddball collection of gadgets.
Things became even more complex, as the Mega-corporations attacked and kidnapped several AUGMENT avatars, including Domain and Mirror. Mani4c joined his friends, as well as his brother Noxus and Justicar, who had also lost their AUGMENT avatar to the Mega-corps, in assaulting and reclaiming his friends.
Things seemed to be cooling down once the Mega-Corp operation was over, but once again, Fate threw a curveball at Mani4c and his friends. Zeus, a virus representing Abraxas, assaulted the city and infected Baretta, nearly obliterating her cognitive code, only a swift virus purge and personality replacement operation saved her life. It was during this that Murakumo, a former Hunter for the Mega-Corps, was encountered. The avatar possessed a dangerous obsession with Mani4c, and joined the NPD to not only be close to him, but to seek help for her mental instability.
Mani4c confessed his feelings to Baretta, his formerly familial love for her having blossomed into a full-blown romantic interest.
Most recently, he has been embroiled in a massive war between Abraxas and his viral army, and the NPD. With Abraxas' goal being nothing less than the complete and utter obliteration of avatar-kind. It was during this war that Mani4c's code was split from Viral's necessitating a complete overhaul of his code, resulting in his current form.
Mani4c's life only became more dangerous and unpredictable as the war raged, Viral's mind was reverted to it's original sadistic self when the viral avatar seemingly became corrupted by a viral superweapon that he had absorbed into his body, but was beaten into the ground by Mani4c, only to later escape after manipulating Rift, a new administrative member of the Precinct who had been sent in by the World Net Security Council.
Things only got more chaotic from there, starting with the first major battle of the conflict, an assault on an infected Arena. The general in charge of the attempted infection used her own forces to power an incredibly destructive program that forced many of the Net Ops division to face it's worst fears or traumas, but it was not Mani4c's trauma that nearly broke him.
He was forced to see a version of Baretta who despised him, who considered him a freak of nature, but due in part to his innate viral resistance, he was not effected as strongly. Instead, he flew into a rage when he learned that Baretta was being injured by a duplicate of Gat, whom Mani4c holds a particularly vitriolic malice towards. The end result was Mani4c losing control of his Viral side and becoming a sadistic monster. He brutally eviscerating the Gat clone and beat the general, Hecate, into a bloody pulp before snapping out of it by being compared to Abraxas by her, due to both her mental instability and his sadism.
Mani4c, overcome by a wave of self loathing and fear of losing himself to his dark side, fled the arena, only to be pursued by Baretta. Mani4c has never exactly said what went on when he ran, only saying that Baretta helped him see that his viral code's instinctive need to dominate and destroy could be channeled into a controllable kind of aggression.
This revelation led to the beginnings of Mani4c's emotional changes, while he had always been outwardly confident in himself, he always held a sort of self loathing and fear regarding his viral nature. But after Baretta's intervention, he began to show more trust in his unique abilities, and he would need all of that newfound confidence and self control in the next battle to come.
Viral had been captured after Mani4c had fled, and the true nature of his personality shift had been revealed. His body had been hijacked by a latent portion of the virus that had originally turned Mani4c into what he was, and quite possibly, it was the original SOURCE of his psychosis and sadistic traits...a viral creation of none other than Abraxas named Ouroboros.
Mani4c, Baretta and Saber utilized a new device created by Forge, The Doctor, and Bit, a "Cognative Scanner" that was designed to alter and repair damaged personality and memory code. However, the device was insufficient to help Viral, the personality in control wasn't DAMAGED, it was a wholly different mind that had forced down the original. Instead, the three Net Ops officers plugged their own cognative code into the device and "Injected" themselves into Viral's psyche, essentially entering a virtual representation of his mental processes.
This fantastic voyage was fraught with danger, Ouroboros knew of the intrusion, and did everything in it's power to either corrupt or kill the officers, but it wasn't enough. The three located Viral, who had simply surrendered to the viral monster after seeing all of his efforts as useless, though needless to say, he was mortified of all the harm that he had unintentionally caused by LETTING Ouroboros run wild.
Mani4c tried to get Viral to fight against the invading virus' control of his mind, but it took another, unexpected avatar's interference to truly rouse his former personality into battle...Lilith, Viral's lover and Mani4c's so called "sister in law".
It was revealed that Lilith had survived her "reformatting" at the hands of Abraxas, using her code's natural malleability to hide her psyche inside of one of the portions of code that the new Lilith had injected into the viral weapon that kick started Viral's mental hijacking.
Lilith's return, along with her urging him to fight was enough to snap Viral out of his funk, and the two viruses joined Mani4c and the others in finally besting Ouroboros, driving him from Viral's mind once and for all. But if the group thought that Viral and Lilith's return would mean the end of the NPD's repeated strife during the war, they were sadly mistaken.
Abraxas and his generals only amped up their attacks, assaulting the Durendal multiple times in vicious air attacks that were only beaten back due to the timely intervention of several NPD groups that had volunteered to lend their aid. The only NPD branches that offered full, official support was the Japanese and British Branches, while the Russian, German, South American and Chinese Branches offered their air superiority and Search and Rescue Corps in an effort to contain the damage caused by the viral invaders.
But the war just kept rolling on, and Mani4c himself became a victim of Abraxas' machinations when Hecate and Genome disabled and forcibly modified him, forcing him to fight Baretta and attempt to kill or corrupt her into one of Abraxas' viral puppets. But they weren't able to anticipate Mani4c's willpower, and in an act of agonizing resistance to the program he'd been bonded to, he shot himself in the head, blowing apart the control uplink at the cost of severely damaging several of his programs, including his viral limiters and firewalls.
But, when it seemed that Mani4c had suffered irreparable damage, his luck kicked in again. His viral code, which had begun to leak throughout his framework due to the massive trauma to his body and utter failure of his internal firewalls, didn't corrupt or devour him...it healed his body, merging with every bit of his code to become something...new, something evolved from his patchwork viral/standard code makeup before.
Mani4c had become the first true viral hybrid, with no signs of hazardous viral contamination or defects, a pure mixture of virus and avatar. The newly evolved Mani4c became a powerful leader in the fight against Abraxas, being given command of Delta Squad right up until the end of the war, in which he fought in the final battle that saw Abraxas defeated, albeit at the cost of Viral's life and the contamination of several hundred miles of the cyber city into an inhospitable wasteland known as the PlagueLands.
Mani4c has now tried to return to his "normal" life since the end of the war, but with 5 kids on the way, and with no lack of enemies in the Megacorporations and Halberd lurking in the shadows, it's only a matter of time before Mani4c goes from full time father and cop to fighting some kind of grand battle once again...not bad for some stray program that got infected with a virus out of the blue, huh?
Add-Ons:
Combat - Enhanced Strength: Mani4c's physical strength has been increased to match Noxus', he is now 3x stronger than a standard avatar, as a result his melee attacks deal a large amount of damage per strike with a melee weapon, his fists or his feet. ((This is an innate ability on Mani4c's part, and as a result, takes up an Add-On slot as well as a DP slot.))
Combat - Stun Blade: Mani4c's fighting style has always relied on gun-play more than melee weapons, due to the arm blades on his armor being somewhat awkward to slash with due to their shape and position. As a way around this, Mani4c has forgone arm mounted weapons entirely, replacing them with a Data Blade. The blade is also capable of switching to a high-voltage stun setting for when he needs to render an enemy inoperable without deleting them.
The Stun Blade is capable of rendering an enemy virus or avatar completely immobile by delivering a variable output electrical discharge. This discharge can be cranked up to upwards of 1,000,000 volts, enabling Mani4c to stun an avatar who is much larger than he is just as easily as a normal sized one. However, the stun setting draws processing power from his strength setting, lowering any damage done while in stun mode to a small amount per strike. (The Stun effect is determined by the target.)
Combat - De-Rez Magnums: Mani4c's upgraded ranged weaponry takes the form of twin De-Rez magnums, these high-powered pistols are calibrated for high firing speed as well as higher damage, allowing him to fire three times every post with each gun, for a total of six shots if he's dual wielding. The magnums deal a moderate amount of damage per shot.
Combat - Gunslinger Armor: While Mani4c is more of a joker than a fighter, he isn't afraid to leap into action if the situation calls for it. So, as an answer to Mani4c's new load-out, as well as his more mobile fighting style, Forge crafted Mani4c's new combat Armor, created for maximum durability as well as mobility.
Mani4c's armor is mostly made of an armor-weave body suit with armor plating mounted on strategic portions of his body. The armor also possesses an integrated heads-up display that enables him to see in total darkness, and enhances his accuracy even when engaged in acrobatic maneuvers.
Connectivity - Modified Assault Speeder-Bike: This vehicle was created at Mani4c's request during the virus war, combining the best characteristics of various Military grade and police speeder-bike models and combining that with a focus on hit and run combat tactics or the pursuit of armed criminals.
The bike is armed with upgraded weapons, specifically a pair of fire linked De-Rez auto-cannons mounted on each side of the bikes front intake, dealing a moderate amount of damage and capable of firing reasonably accurate 10 round bursts (five shots per cannon). It's chassis is armored, making it capable of enduring a few powerful blows before becoming inoperable.
The bike is slower than some lighter, more nimble models, clocking in at only a 150% increase in speed (The equivalent of about 100 miles per hour at top speed), but it makes up for it by packing a hell of a punch while taking plenty back.
Downloaded Programs:
Repair - Data Consumption: Mani4c has had this ability since the beginning of his time as a Viral Avatar, but only recently has he learned how to control it, harnessing his viral code's ability to consume both viral AND standard data that is found in the world around him to heal code damage that he suffers. Unfortuately, this ability only effects him, he cannot "channel" the repaired data into another being, or instantly repair wounds.
Instead, Mani4c's natural healing is hyper-accelerated, replacing missing code and patching any damage that he has incurred, with each post that he spends using this ability restoring a small amount of his vitality. This ability doesn't repair connection, virus or corruption damage, those require either another Repair program or special tools to undo. It also requires a 5 post span to recharge, and can only run for 3 posts at most.
Combat - Armor Piercing: Mani4c's magnums can be configured to fire highly compressed bolts of energy, these compressed bolts can punch holes through personal firewalls and pierce armor plating, negating any protection that the armor normally provides (This download does not have a cool-down period, and will automatically turn off if the Downloaded program limit is reached.)
Connectivity - Wall Run: Mani4c's boots are equipped with a special program that allows him to attach to, and run along, any vertical surface. (This program does not possess a cool down, and can be activated or deactivated at will.)
Combat - Explosive Round: This DP alters Mani4c's ammunition into explosive rounds that can be set to either a proximity based air-burst round that deals moderate damage to anything within a 15 foot radius, or into a contact based explosive that deals large amounts of damage to a single target.
Combat - Crippling Shot: This DP allows Mani4c to target specific points on an opponent's body and damage their code, the rounds deal only a light amount of damage, but when struck, the target loses the ability to use a DP or add on (weapons only) for a period of 5 turns.
Cosmetic - Rogue Gunman Skin: This cosmetic mod allows Mani4c to travel through the more rough and tumble areas of the cyber world without notice. Taking the appearance of a helmeted thug wielding dual pistols. Mani4c's mannerisms, already rather coarse, are unaffected by the cosmetic change. However, his voice is hidden behind a modulator, masking his real identity.
Combat - Combat Armor Shift (CAS) program: A special open-source download that enables avatars to change their overall battle stats and equipment to place emphasis on one or more area of performance, better suited to the current battle. This program requires time to recharge between mod shifts (no less than 3 posts have to pass before another shift is possible). This is the base program, combat shift upgrades have to be downloaded or programmed separately, and other non-CAS downloads are unavailable while CAS is active and running one of the custom combat modes. The battle statistics that are affected are Speed, Power, Durability, Accuracy, and Technical (Tech).**
Title: Black Hat
Armor: link
Stats
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Description: Designed for covert operations and enemy disruption instead of direct combat, the Black Hat CAS is specially equipped for hacking and surveillance, weakening foes with crippling hacks and exploits one moment and then vanishing to mark the now vulnerable targets for more powerful allies the next, providing covering fire with a trio of specialized drones and a barrage of laser fire.
Strength(s): The Black Hat Mod is designed for three things, attacking from afar with the assistance of three specially made drones, covertly gathering information and distributing it to fellow team members during combat, and weakening enemy forces using a variety of hacks and exploits.
As a result it is especially well suited for high speed entrances and exits, as well has boasting a powerful suite of cyber-warfare processors, allowing it to overcome even the most powerful of firewalls with little issue.
Weakness(es): While the Black Hat model of CAS is extremely nimble and boasts potent computing abilities, it comes at a cost, almost all power is diverted from the user's weapons and body, rendering them incredibly ineffective in a straight on fight, combined with light armor and negligible shielding, and this makes the Black Hat a strictly long range, indirect combat model CAS, built only for asymmetric warfare and spying.
Weapons: Combat - Hand Blasters: The Black Hat mod comes pre-loaded with a pair of rapid fire blasters mounted in each of the armor's palms, these are more used for the purposes of keeping an opponent at arm's length, or distracting them so that the CAS' other functions can do the bulk of the work in defeating them. The blasters can fire an impressive 6 shots each per post, but the blasts are weak individually, dealing a low amount of damage per direct hit.
Combat - Recon Drone: The Black Hat Mod's first drone of three, this model is slower and more lightly armored than the rest, but is capable of hiding itself from sight using a built in cloaking device as it floats among the enemy on silent thrusters.
The drone's main use is for scouting and "marking" enemy forces, highlighting them for the user and their comrades, even allowing them to track a marked target through solid walls or while cloaked. Unfortunately, the drone's advanced spying and cloaking features leave it bereft of weapons, it must rely on stealth and it's powerful 100x zoom lens to become the battlefield's all-seeing eye. This Drone is capable of seeing through stealth programs while cloaking itself from view and hearing, however, it is NOT immune to stealth negating programs or visual filters, and it's only able to take a moderate amount of damage before being destroyed.
Combat - Assault Drone: The second of the Three Black Hat Drones, and possibly the most versatile, The Assault Drone is the CAS' main form of direct attack. The drone is equipped with an incredibly powerful power supply, allowing it to mount large amounts of armor as well as powerful thrusters on it. This allows it to move incredibly fast, chasing down even a speeder bike with a 300% connectivity bonus while still delivering a withering barrage of powerful blaster rounds downrange.
The Assault drone is armed with four High-Powered Autocannons, each of which is capable of belching out a hail of 20 shots per post, each dealing a moderate amount of damage. However, this firepower and armor takes away from the drone's sensors, aside from being capable of being "piloted" by the user remotely, and projecting a HUD while doing so, it is incapable of breaching any stealth programs without a Recon Drone having provided marked targets for it to hunt. But this is a small price to pay for a vicious combat unit that can take a large amount of damage before being downed, as well as delivering punishing hails of fire onto it's targets even at high speeds.
Combat - TED (Tactical Explosives Ordinance) Drone: The TED drone is usually only meant to be deployed against an A-level threat or above, including armored vehicles or titan-class avatars, but even against small fry, the TED is a nightmare to behold.
Short for "Tactical Explosive Ordinance", the TED is specially equipped to bombard an enemy from above, armed with a pair of modified Mark 54 automatic grenade launchers, as well as a rack of variable warhead missiles that are capable of Air-to-Air or Air-to-Ground deployment.
Clad in thick Duranium alloy plating, and boasting a pair of MONSTEROUS engines just so it can stay aloft, the TED is most commonly paired with the Assault Drone, swooping down and blasting the enemy to pieces should they survive being strafed by the Assault Drone after a few passes.
The TED drone is capable of enduring an Extreme amount of damage before being destroyed, and it's default Grenades deal a large amount of direct damage, or a moderate amount of damage if the target is within a 5 foot sphere of the explosives when they go off. The Rockets, meanwhile, deal and extreme amount of damage on a direct hit, or a large amount in the same sphere of influence as the grenades. ((Note: This is for an Avatar, not a Vehicle, Vehicles take a moderate amount of damage from the grenades if they directly hit, while a direct rocket hit deals a large amount.))
Features:
Repair - Drone Fix: This DP restores 50% of a Drone's health when used, however, it only restores code damage, and can only repair ONE drone every 4 posts.
Interface - Hack Link: A special DP designed for use with the Recon Drone, this program allows the Recon drone to remotely use one of the Black Hat Mod's interface programs on a target that it has in it's sights, this does not remove the program's cool down however, and it can ONLY be used with the Recon Drone. the link takes the form of a bright blue laser bolt that's fired from the drone's uplink receiver, should the shot miss, a one post cooldown is needed before it can be fired again.
Interface - Malfunction: This exploit floods a specific Add-On with zetabytes of junk data, causing it to not only fail, but backfire. the next time an opponent attempts to use their weapon, it will instead explode, rendering it unusable for 3 turns and dealing Half as much damage as a single strike with it would do if it hit it's intended target. This hack can only be activated once every 5 turns, and that cooldown doesn't start until AFTER the victim's Add-On resumes functionality. The attack takes the form of a pixelated "spear" about 4 inches long, fired from the top of one of Mani4c's gauntlets.
Interface - Shield Nullifier: This interface program has two forms of function, it can either be used on a single target in the form of a bright blue bolt of electricity, negating any damage reduction or negation programs or buffs it has for 5 turns. OR: it can be used in a large,50 foot wide spherical pulse, negating all damage reduction or nullification programs within that field of effect. However, the Program only works for 2 turns if it is used in this manner, due to the power draw of projecting such a hack over a wide distance. This program requires 5 turns to recharge, and it will only begin to recharge after it's effects have ceased.
Interface - U Can't C Me: This hack uses a concentrated spike of interference to overload any visual filter or accuracy boosting mods that a target may have active. This renders the victim unable to use any form of accuracy or vision boosting mods for 5 turns, or renders a target NOT using those programs almost completely blind for the same amount of time. It requires a 3 turn cooldown before it can be used again, and only once the victim's vision is not impaired any longer. This hack takes the appearance of a bright white orb that explodes like a flashbang
Combat - Assault Drone: AP Rounds: This DP swaps out the Assault Drone's ammunition with Armor and Shield breaching Rounds, allowing it to negate any defensive boosts that the victim might have in place. This DP is considered always functioning until it is turned off.
Combat - Silent Running: Despite the name, this DP is not a simple sound nullifier, it is in fact an upscaled version of the Recon Drone's stealth field generator, implanted in Mani4c's armor. Upon activation, Mani4c is rendered completely undetectable unless he fires a weapon or DP, or is spotted using advanced scanners. This DP lasts for three turns and requires a 5 turn recharge after it deactivates.
Title: Arsenal
Armor: link
Stats
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Description: A mod that was co-designed by Baretta and Saber after Mani4c's refit at the beginning of the virus war, The Arsenal Mod is designed with one thing in mind, combat flexibility and power, with a particular focus on accuracy and raw damage. While the Mod's main method of attack is a powerful sniper-rifle, the mod also supports Rapid fire SMG's and a pair of exceptionally powerful shotguns.
Strength(s): The Arsenal mod excels in ranged combat, using a variety of firearms to damage foes from a distance instead of wading into the fray and fighting hand to hand. combined with the various modifications to his weapons, this makes the mod quite effective in a variety of situations.
When combined with its impressive DPS potential at medium range, this makes the Arsenal mod well equipped to deal with a large number of lightly armored foes, or one slower opponent with a decent amount of armor. In short, while the mod isn't going to be going up against titanic foes or monsters, it's more than capable of putting a large number of goons to heel with a modicum of effort.
Weakness(es): The Arsenal mod, for all of it's excellence at ranged combat and DPS, falls short at close range compared to other mods at Mani4c's disposal. Aside from it's shotguns (and to some extent, it's SMGs) The Arsenal Mod is designed for mid to long range fighting, if an enemy closes the gap and takes advantage of the mod's lower defenses and comparatively low damage per shot ratio, then they could feasibly come out on top.
Weapons: Combat - Revolver Rifle: The Arsenal mod's biggest per-shot damage dealer, The Revolver Rifle is designed for accuracy and firepower over burying a foe in a hail of bullets. The Rifle is capable of accurately hitting a target the size of a human head from over 750 meters away, and possesses built in programming that compensates for atmospheric interference or powerful winds. The rifle can only fire once per post, but deals a very large amount of damage as a trade off, head shots are an instant kill if the target is not using a damage reduction or negation program of some kind.
Combat - Dual SMGS: (A/N: the stocks are not present on Mani4c's versions of this gun) Based on a real set of 21st century submachine guns, these rapid fire weapons unleash a hail of De-Rez rounds at a target, ripping lightly armored foes to shreds thanks to the sheer volume of fire that they can produce. However, what they provide in DPS, they lack in long range accuracy and stability, after about 50 meters, the rounds begin to widen out into a cone shaped spattering of bullets. The SMG's deal only a small amount of damage, but deliver a punishing 10 rounds per post with each gun (for a total of 20 rounds per post).
Combat - Twin Shotguns: Mani4c's answer to Melee combat in his Arsenal form, these twin shot guns can fire two rounds each before needing to be reloaded, and at close range they're capable of flooring anything tough enough to not be blown to bloody pieces by them. These guns are strictly close range weapons, at distances exceeding 10 meters, the shotgun's damage drops like a stone, only dealing a small amount of damage. However, at close range, the shotguns deal large amounts of damage per shot, and are capable of delivering 4 shots per post.
Features: Combat - Drop Shield: This program activates a spherical barrier that covers an area of about 6 feet in all directions, allowing Mani4c to comfortably hide inside while standing. The barrier is impervious to most standard forms of attack, though a sufficiently powerful strike or blast is capable of breaching it. (Large amount of damage or higher)
This program is active for two posts, and can be deactivated sooner if the user wishes, however, it's 4 turn cooldown is NOT effected if they do. The user is also incapable of moving outside of the barrier while it is up, however they CAN fire back through it, giving them a chance to try and force their attacker into cover.
Combat - Concussive shot: This mod is used to knock a larger opponent of balance, or to interrupt the charging process of an attack. When activated, any target struck by a projectile weapon is INSTANTLY knocked off of their feet or (in the case of an avatar who is 8 feet tall or higher) Staggered, ending any charging attacks and knocking them backwards a good 5-6 feet (if knocked down, staggered avatars skid backwards about 3-4 feet instead).
This mod does not effect the damage output of any weapons or attacks, and cannot be used with rapid fire weaponry. This mod is a toggle effect, and requires no cooldown.
Combat - Warp Shot: This mod is used to strike opponents from behind cover or a shield, opening a small warp rift that allows the users attack to travel through it. A second rift opens either above or behind the target, making them vulnerable to being hit even from behind a barrier.
This mod has limitations however, it can only allow a SINGLEshot to pas through it, limiting it's usage to the Revolver Rifle, it's portal also opens about a second before the user fires, giving the target a slim, but possible window of escape. It also cannot extend the range of the weapon, or be used on a target that cannot be detected in some way shape or form. (Other avatars acting as spotters and giving coordinates CAN be used to circumvent this however.) This post requires 5 posts to cool down before it can be used again.
Combat - Flachette Shot: This mod alters the user's ammunition into razor sharp shards of steel that rip into a victim's flesh, causing them to leak data and lose health over time. Each round of bleeding stacks up to 10 times, and for every 2 rounds of bleeding, the damage dealt per turn while the bleed effect is active increases. (fthe first 2 stacks of bleeding cause an avatar to take a low amount of damage per turn, 4 stacks is moderate, etc. topping out at an extreme amount of damage at 10 stacks) And bleeding effects added afterwards only reset the counter until the bleeding is staunched.
By default, the mod adds a bleeding effect to an avatar, making them take a variable amount of damage for a period of 3 turns.
Combat - Critical Strike: This mod allows the user to target weak points in an opponents code, dealing double damage when they land a hit. The precise aim required to use this Feature limits it to the Revolver Rifle however. This mod can also be paired with the Warp Shot feature, making it incredibly dangerous to enemies who are entrenched and unable to escape quickly enough to avoid being hit.
Title: Executioner
Armor: link
Stats
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Description: The Melee equivalent of the Arsenal mod, the Executioner CAS has had a complete overhaul since it's inception, originally a simple, powerful Melee Mod. It has since been completely revamped into a setup that focuses not only on delivering punishing blows to opponents, but also using a variety of different melee weapons that suit different combat situations.
Strength(s): The Executioner mod is well suited to close combat, sporting a large amount of damage output while also possessing a great deal of durability to match. The mod's raw power is so devastating that even unarmed, the user is capable of dealing large amounts of damage with just their fists and feet. These stats, when combined with the wide array of various melee options at the user's disposal, makes this mod exceptionally potent at it's given task.
Weakness(es): The Executioner mod suffers from a similar limitation to the Arsenal CAS, specifically that it's tailor made nature makes it an ill fit to much else other than close range combat. While it's speed is nowhere near as poor as other "tanky" mods, it is still nothing exceptional to write home about, averaging out at about the same as a normal avatar's movement speed.
Then there is the issue of Range...or the lack thereof that the Executioner mod possesses. Aside from one weapon that has the ability to project crescent shaped energy blades and fling them at an opponent, the mod has no ranged weaponry, unless the user were to throw their weapon at their opponent, which of course means that they would be disarming themselves in the process.
Weapons: Combat - Battleaxe: This is the Executioner Mod's default weapon, a powerful double bladed axe with large energy blades at the end of it. This weapon is simple, but undeniably effective, with a heavy, 4 and a half foot long shaft capped with a reinforced cylinder of metal at the end that contains the projectors for the axe's blades.
Another feature of the axe is it's ability to "fire" it's blades with just the hit of a button. However, this attack overloads the axe's energy projectors, making it little more than a club for a period of 2 posts after the blades are ejected. The axe deals a large amount of damage when it's blades are extended, and a moderate amount of damage when they are not. The blades deal a moderate amount of damage when fired, and can hit twice (once for each blade.)
Combat - Wristblades: Another of the Executioner mod's weapons are a pair of 2 foot long retractable blades mounted on the upper portion of the armor's gauntlets, these blades are exceptionally fast, capable of striking 5 times in total per post. However, because of their light weight, the blades cannot deal too much damage, only managing a small amount of damage per post.
Combat - Gravity Mace: This is the Arsenal Mod's designated anti-armor weapon, a large, heavy one handed Mace that possesses a gravity module within it's head. When swung, the module charges up, and when the head makes contact with anything, friend, foe, or the environment, a powerful blast of pure concussive force explodes from the weapon, sending the opponent flying or damaging them even through a block. This blast can also cause severe damage to buildings or vehicles, even sending smaller speeders flying with a good, hard smack of the weapon.
The Mace deals an extreme amount of damage if a hit lands directly, and a moderate amount if the opponent manages to block the hit.
Features: Combat - Battle Dash: This ability allows the user to perform a high speed dash that shoots them either forwards, backwards, to to the side to a distance of 15 feet. This allows them to dodge attacks with ease, and even best the tracking systems of seeking projectiles. However, the most advantageous part of this program is it's ability to be combined with the user's weapons or sheer physical strength, turning a simple dash into a painful Spear, or a devastating blow from the Gravity mace, or a perfect set up to a rapid flurry of stabs with the user's arm blades. This mod can only be used once every other post however, as the armor's propulsion systems need a brief time to recharge before they can be engaged again.
Combat - Chain Axe: This is a mod designed specifically for the Arsenal Mod's battle axe, adding a rotating "chain" to the energy blades, this allows the blade to not only breach armor, but deal vicious damage that rips an enemy's flesh, causing debilitating pain and slowing their movements by 35% for 3 turns after the hit lands. Any subsequent hits resets the timer on the movement penalty.
Combat - Sunder Weapon: This mod alters the properties of the Arsenal Mod's weapons, giving them the ability to shatter an opponents own weapons if they successfully block one of the user's attacks, rendering it unusable for 3 turns. However, this mod automatically shuts off once the weapon is broken, and it cannot be reactivated until 5 turns have passed.
Title: Archangel
Armor: link
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Description: Where other flight based mods attempt to be the fastest or most nimble, the Archangel mod aims for a different set of priorities, hitting hard, and taking more hits than most other flight modules.
Strength(s): The Archangel mod is geared towards air supremacy and ground bombardment, wielding higher damage weaponry with a focus on rapid fire and area of effect attacks when facing Ground Targets, and switching to Air to Air missiles to hit faster flying aerial targets.
Weakness(es): The Archangel mod's higher durability and damage output, while making it well suited to close air support and one on one dogfighting, draw power away from it's thrusters, leaving it vulnerable to swarm attacks, where it's more nimble quarry can divide and conquer, getting in behind the user while it tries to get a bead on one of it's targets.
Weapons: Combat - Auto-cannon: This weapon is the Archangel mod's main small arm, a powerful, automatic energy cannon that unleashes a hail of energy bolts on a target with a decent amount of accuracy, though over extremely long distance, the recoil can result in the bullets spreading out, reducing it's effectiveness. This weapon fires in 10 round bursts, dealing a moderate amount of damage per shot, and can fire only once per post.
Combat - Seeker Rockets: These weapons are explicitly designed for use against fast moving, agile opponents in the air, providing the slower moving Archangel mod with a crucial assist in fighting against hard to hit foes. The Rockets fly at upwards of 700 miles per hour, making them almost impossible to outrun, however, their tracking can be broken by sudden movements to the side as they get within 10 feet of their target, or by countermeasures such as chaff or flares.
The rockets deal a large amount of damage per hit, and are fired out in pairs with every use.
Combat - Cluster Missiles: The high explosive equivalent of a shotgun, the cluster missiles utilized by the Archangel Mod are best suited to low flying, high speed strafing runs. This weapon unleashes a rapidly deployed hail of small, unguided missiles that explode with a large amount of force when they strike something, damaging anything within a 10 foot radius.
However, because these rockets are unguided they aren't good at hitting fast moving targets, limiting their effectiveness to foot soldiers or ground vehicles. However, when faced with an armored foe, the missile's sheer power makes their lack of accuracy seem like an acceptable trade off.
The Cluster missiles deal a large amount of damage per missile, with the damage radius extending out in a 10 foot wide sphere. Each use of the weapon fires 5 missiles.
Combat - Talons: These weapons are a simple set of three 8 inch long claws that retract into the tops of Mani4c's gauntlets. The blades are incredibly sharp, capable of cleaving though the light armor that most flight based programs rely on, making them perfect for any flying avatar that tries to engage in mid-air melee under the presumption that they'll be facing an opponent that's solely armed for ranged combat.
However, these are strictly anti-avatar weapons, while the blades won't break or if they strike an armored opponent like a vehicle, they won't do more than rip up the outermost layer of the target's armor, dealing no effective damage and requiring a hell of a lot of effort to deal any kind of lasting effect.
The Archangel mod's talons are very fast, capable of striking twice per turn each for a total of four hits. Each hit deals a small amount of damage, with a full four hit combo dealing a decent amount to an unarmored target. (not under the effect of damage reduction or barrier programs.)
Features: Combat - Flak ammo: Designed as a workaround for opponents who possess a great deal of agility or anti-missile countermeasures, the Flak ammo modification alters the projectiles of Mani4c's auto-cannon, turning it's projectiles into proximity based explosives that throw out a cloud of shrapnel capable of shredding apart lightly armored targets like an X-Acto
knife does to paper.
However, as a blast radius based weapon, it is capable of easily injuring allies as well as opponents, and while the shrapnel is devastating to anything lacking substantial armor, armored foes will just feel the shards of metal bounce off of their plating.
The Flak Ammo Mod alters the Auto-Cannon weapon, reducing it's bursts to only 5 rounds per post, however, the rounds explode when they get within 15 feet of the target, creating a 25 foot wide burst of shrapnel that causes a large amount of damage per shot against unarmored targets, heavily armored targets are far less vulnerable, only taking a small amount of damage per shot.
Combat - Armor Piercing: The opposite of the Flak cannon mod, this modification, gives Mani4c a non explosive alternative to dealing with armored targets on the ground and in the air, strengthening the projectiles of his auto-cannon as well as adding an armor piercing effect to the rounds. The mod has an unfortunate side effect, however, aside from slowing down the rate of fire on the auto-cannon, it also cuts the amount of rounds fired per burst in half, down to 5 rounds.
With this mod, Mani4c's Auto-Cannon deals a moderate amount of damage per shot, and pierces any armor or barrier programs that attempt to lessen or negate damage from the attack. If a target takes an entire 5 round burst, they suffer a very large amount of damage.
Combat - Countermeasures: This mod is a specially designed "Catch-All" countermeasures package, designed to instantly negate any tracking effect or seeking program that could be used against the user. This renders the projectile no different than any other unguided munition, making it incapable of following a target if they try to dodge. This program also works against swarm based rockets or missiles that fire in a group all at once, making this program useful if an opponent tries to overwhelm the users ability to dodge the seeker rockets with sheer numbers.
This program is rather energy intensive, requiring a 4 turn cooldown in between every use.
Title: Blast Cannon
Armor: link
Stats
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Description: An attempt at emulating the recent creation of non add-on Powered Armor frames developed by The Doctor and Forge, the Blast Cannon Modification is a slow, lumbering thing, but it makes up for it with an almost freakish degree of durability and terrifying raw power. It's purpose is singular, the complete obliteration of an enemy or enemy force, no matter how well armored or entrenched they may be.
Strength(s): The greatest strength this Mod has is it's sheer resilience, the armor plating on the Blast Cannon mod allows it to effectively ignore conventional small arms like pistols and Rifles, while things such as grenades, Molotovs or mines are a mild inconvenience. Only sustained, high power weapons fire, an incredibly powerful attack, or armor piercing ordinance are of any serious threat to this CAS loadout.
Compounding it's durability is it's sheer power, every weapon in this loadout is capable of shredding a platoon of soldiers into a fine paste unless they are properly armored, and even then, it's explosives are more than sufficient to grind away at almost any defense.
Weakness(es): The Blastmaster Mod, for all of it's power, has a singular, potent weakness. The Mod is very, VERY slow due to it's heavy armor and weaponry. While this slow speed is of no consequence when facing a score of lightly armed and armored foes, any type of artillery is deadly effective against this mod unless taken out first, and any hopes of chasing down a speedy foe is useless with this mod active.
Weapons: Combat - De-Rez Bazooka: The Blastmaster Mod's main weapon, a powerful De-Rez cannon that fires tightly compressed spheres of unstable data, when the sphere strikes an object or avatar, it violently decompresses, releasing a massive spherical explosion of raw energy that deletes or maims any target within it's area of effect.
However, this blast, as powerful as it is, is not armor piercing, being akin to a bomb instead of a rocket propelled grenade. This matters little if used against crowds of lightly armored foes, who are liable to be ripped apart or outright deleted by the sheer power of the explosion, and even heavily armored avatars are going to be in for a world of hurt if they get directly hit by it.
This weapon deals out an extreme amount of damage per shot, but can only be fired once per post, and does not negate armor or shield programs.
Combat - Gungnir Laser Cannon: The "sniper" weapon of the Blastmaster mod, The Gungnir Laser is an incredibly precise weapon designed to destroy heavily armored targets in a single shot, minimizing the casualties they can cause.
It does this by concentrating the same highly unstable code as the De-Rez Bazooka, but instead of firing it as an orb, it releases it in a tightly focused stream of energy, greatly increasing the penetrating power of the blast without reducing it's kill-power.
However, as stated earlier, this is a "snipers" weapon. The blast can only effect ONE target in and of itself (if one were to shoot a vehicle with 10 people in it however, the resulting detonation of the craft would doubtlessly injure or outright delete the occupants.), limiting it to singular foes or as a tool to remove the most dangerous threat in a crowd.
This weapon is incredibly powerful, piercing armor and shielding programs, while instantly deleting a target if it strikes them directly from the chest up. Otherwise it deals an extreme amount of damage. It can also only be fired once per post.
Combat - Heavy Vulcan: The "lightweight" weapon of the Blastmaster Mod setup, the heavy vulcan trades raw power per shot for a mountain of DPS potential instead. The vulcan unleashes a hail of 30 heavy machine-gun rounds with every pull of the Trigger (after a 3 second spin up of course.), dealing a large amount of damage with every burst. The heavy vulcan can only fire one burst per post.
Features: Combat - Shield Bubble: This program is a simple, but powerful shield program big enough to shield the user and two other normal sized avatars or one large sized avatar. This shield protects against and exteme amount of damage before shattering, and is able to allow the user to fire out from the inside of it. However, the user cannot EXIT the bubble without deactivating it, and it can only be activated once every 3 posts, as it drains a large amount of power and needs to be recharged. If it doesn't fail within 3 posts, it automatically cuts out, and one begin recharging until the post AFTER it fails.
Repair - Armor Sealing: This is a gradually working repair protocol that, over the course of 3 posts, repairs about 50% of the users total health (or up to 75% of their full health, whichever takes priority.) This program does not effect any other avatars, and can only be used once every 7 posts, and it will not start recharging until it has finished healing the user.