Chakram (V2.0)
Dec 1, 2018 4:53:18 GMT -5
Post by Mani4c on Dec 1, 2018 4:53:18 GMT -5
Name: Chakram
Operator: Samuel Vickers
Avatar Style: Combat
Gender: Male
Appearance: Chakram's default appearance is that of a slender man about 5' 7'' in his early twenties with black hair and orange eyes. He wears a similar outfit as Saber when he's unarmored. Chakram's default outfit is a a combination of black and grey with crimson markings, he also has a small visor that wraps around the left side of his face, this visor projects a screen over his left eye.
This visor delivers a constant stream of combat data while also providing information on any registered avatar in the NPD database. The visor also allows him to see in low light environments without needing to activate his armor.
User: Samuel Vickers
Personality: Chakram's personality has undergone a rather large evolution since his creation, due in no small part to the dynamic programming that he was installed with, as well as the battles that he had been part of. While he is still one of the more composed members of the Cyberblade "Family", he is no longer as quiet or withdrawn as he once was, having developed a far more expressive personality and even a dry sense of humor where there was once only taciturn seriousness.
This increase in emotional depth does come with one downside however, Chakram's temper. What was once well restrained, save for one or two outbursts of note, has become more outwardly noticeable; especially when people Chakram cares for are hurt. This increase in aggression has gone so far as to cause a rare code mutation in him, which is only now becoming something he can control properly without losing control of himself.
However, while there are negatives to this change, the positives are far more numerous, aside from his social growth. Chakram has become a more "warm" person over all, growing to appreciate compassion and morality in more than terms of legal and illegal. This has also helped him come to an understanding regarding his older "brothers", especially Dagger's decision to initially hide from the NPD instead of returning. He has even gone so far as to go to the older Cyberblade for help in controlling his Aforementioned anger issues, as well as general training in his infiltration and stealth skills.
He has also grown to enjoy tinkering with his weapons and programs, spending most of his free time outside of training to working alongside Bit, The Doctor and Forge, all of whom he's grown to appreciate and respect greatly. This is especially true for Bit when compared to their rather rocky interactions before his emotions began to shift. He's not very comfortable working on his programs with 1337 however, not out of dislike but simply finding him a bit too reckless for comfort. He does find the Punkish Hackers knack for improvisation fascinating and even inspirational when it comes to optimizing his weapons and modifications however, so perhaps given time he'll loosen up in regards to him as well.
Another positive note is that Chakram has seemed to develop a friendly attraction to Murakumo, even going so far as to use a part of his own framework to help stabilize her body during the war so she could survive her data corruption. This friendship seems to be simply platonic as of right now, born from their similar mindsets when they both met for the first time, but as with his emotions between his birth and now, that could easily change.
Overall, Chakram is a work in progress, he has made many great leaps in emotional growth since his creation, and given time, even his weaknesses could be ironed out and honed into an advantage if utilized properly.
History: Chakram was the second wave 2 Cyberblade avatar to be designed, second to Katana, this makes him the "Middle Child" of the Wave 2 avatars. Chakram was designed as a result of Saber's fight with Dagger shortly before Mani4c's return to duty. After analysis of footage taken from Saber, Baretta and Mani4c, The NPD's R&D department was ordered to create an avatar that could counter Dagger's cloaking and weakpoint detection abilities. Another requirement was a greater emphasis on combat, due to the more heavily armored enemies that have been plaguing Cyber City as of late. Chakram has recently begun his training after being paired with Net-Ops officer Samuel Vickers.
Things have been incredibly hectic for Chakram since his birth, he has seen friends kidnapped and reformatted, his home attacked by viral despots, and his long lost brother Dagger having returned to the NPD. The most personally traumatic of these was a pitched battle atop a hover-train that had been hijacked by a splinter group of data thieves and self styled "Pirates" who were attempting to escape the city before the war broke out in earnest. During this operation, Chakram's emotions, which had been steadily growing more and more violent and wild, overwhelmed him, triggering a rare and incredibly dangerous code mutation.
The mutation made him freakishly powerful, but robbed him of almost any sense of self control or morality, to the extent that he attempted to murder Dagger for abandoning his family and unintentionally making he and the other Cyberblades into borderline Pariahs among the more narrow minded NPD personnel. Dagger was able to hold his own, but it was only through the assistance of Raijin, an independent avatar who seemed to wield the same kind of power that Chakram now held, that Chakram was incapacitated.
After the battle, Chakram was informed of his new ability, which had been named the "Satsui No Hado" by Raijin, who then offered to train the young avatar in how to better control his emotions, and by extension his new programming.
Not long after this, Chakram took part in several important battles, from the Liberation of Huntress to the battle of the Arena, where he unveiled his new prototype CAS mods as well as his greater control of the Hado's abilities against the viral invaders. He went on to fight throughout the war, liberating several captured avatars from a covert mutation/infection facility headed by Genome, to battling against the mentally altered Lilith during an "occupation" of a Cyber City nightclub. It was here where he revealed more of his new programs, as well as learned exactly what had happened to Lilith that made her turn on the NPD to begin with, something that eventually led to her loyalties shifting back to them near the end of the war, as well as how to rescue Viral from the depths of his own traumatized mind.
Throughout these battles, he also formed a sort of rapport with Murakumo, bonding at first over their dubious distinction as "weapons" to be used against those that would break the law or hurt the innocent. The pair slowly grew to be a dangerous combination, acting in consort during many battles, and even managing to bring Zeus to his knees when he and the other Virus Generals attempted to bring down the Durendal in retaliation for the NPD's sabotaging of Abraxas' experiments, though it unfortunately came at the cost of Onimaru's life during the fray, his connection code having become terminally corrupted due to Blight's poisons.
When the Battle of the Recombinator came, Chakram was among the army of NPD avatars from across the world who stood against Abraxas' army, using his stealth abilities to cripple several high powered viruses during the despot's last desperate offensive. During the fray, he was nearly killed when the Recombinator detonated, only to be saved thanks to Murakumo, who flew down and overclocked her flight program to evacuate them both out of the superweapon's blast zone. The strain nearly caused a fatal connection error that would have rendered Murakmo dead for good, were it not for Chakram literally using a part of himself as an ad-hoc stabilizing element to repair the damage to her code essentially carving off a piece of his own framework to do so.
Chakram was awarded a commendation for gallantry for the act, as well as his other actions during the war, and is currently deployed in the Red Light district of the North American Cyber City alongside the NPD commando division, taking part in efforts to stabilize the region following the flood of refugees from the war, many of whom are the newly created/infected first-gen viral avatars.
When he's not on duty, he's often found in the NPD server training with Dagger or Justicar, or tinkering on his weapons with Forge and Bit in the R&D department.
Add-Ons: Combat - Phantom Armor: Chakram's armor is specially made to enhance his unique fighting style, providing maximum flexibility without sacrificing defense. This armor is also more durable than other steath based armors, providing a modest amount of protection against melee and ranged attacks. (This armor provides a 10% resistance against melee and Ranged attacks.)
As an aside, Chakram's armor was originally gunmetal grey with red highlights, but Katana altered the colors to magenta and gold so he would look somewhat similar to Saber and herself. Chakram decided to keep the coloration so Katana would be happy, and secretly because he liked the color as well.
Combat - Chakrams: These are Chakram's namesake, they take the form of two scythe blades facing in opposite directions that are fused together at the grip. The chakrams can be thrown like a discus or spun in the user's hands to perform slashing attacks. When thrown, Chakram can direct the direction of the blades by sheer force of will, making them swirl around him like a tornado of shredding blades, or to redirect them so he can have a second shot at striking an enemy.
The chakrams deal a moderate amount of damage per hit, and their mental control extends to a distance of approximately 150 feet before they become unresponsive to Chakram's command.
Combat - Concealed Blades: Chakram isn't limited to one type of weapon, he also possesses several hidden blades in various portions of his armor. He has two thrusting blades, one in each of his gauntlets. and a retractable blade in the tips of each boot. The thrusting knives are double edged and approximately seven inches long. His boot knives are essentially shortened versions of his thrusting blades, coming in at approximately 3-and-a-half inches long. The blades deal a small amount of damage per strike, but can attack three times each per post due to how rapidly Chakram can use them.
Connectivity - Speeder Bike: An experimental model of high speed pursuit speeder, Chakram's bike is designed with a slim profile and an incredibly sensitive control system, allowing it to weave in between even the most packed of city traffic. This has an unfortunate side effect of making the speeder rather delicate, it's complex coding is just not made for heavy fighting, as well as being incredibly finicky to pilot effectively.
This speeder can move at a maximum speed that approximately equals 300 miles per hour and is capable of tight turning at speeds up to 175 miles per hour at the expense of having low durability.
Combat - Cloaking field: Chakram's cloaking field has been upgraded since he was first created, having been altered into an Add-On so that Chakram will not be helpless should a connection error with his terminal occur. In addition to this, a noise canceling subroutine has also been installed, bringing Chakram up to spec with the latest in cloaking programs. He is still capable of being detected by specialized scans however, so he is not completely undetectable.
Downloaded Programs:
Combat - Sensor Overload: This program sends out a concentrated stream of garbage data towards a target, overloading their sensor programs and blowing them out for a short period of time. This program effects sensor programs that can pierce cloaking fields or detect weak points in an enemy's code, making it useful against avatars who focus on crippling their opponents or are designed to counter stealth units.
This Download disables any stealth or weak point based sensor programs for a period of 5 posts, and requires a cool down of 6 turns, a cool down that ONLY starts as soon as the opponent's sensors are back online.
Combat - Armor Breach: A new addition to Chakram's repertoire, the Armor Breach DP grants his weapons the ability to ignore an opponent's armor or damage mitigation programs, dealing the full amount of damage to an opponent no matter how well fortified they are.
This program is an On/Off style DP, meaning that while it doesn't have a cooldown, it is constantly using a DP activation slot so long as Chakram is using it, limiting how many DP's he can chain together as a result. It also does not grant any bonuses to the actual amount of damage done by Chakram's weapons, only whether or not armor programs impair them.
Connectivity - Air Step: A program designed to give the user an acrobatic edge in combat, the Air Step mod allows the user to leap off of thin air. This allows the user to sharply change direction in mid air, either by leaping to the side or even leaping straight up to gain some extra height. This mod is able to be toggled on or off, but keeping it activated consumes a DP slot, limiting the amount of downloads the user can access at once, It also has a limit of three air steps before the user has to touch solid ground again.
Combat - Clone Chakrams: This DP allows Chakram to clone his chakrams, allowing him to use and control 4 blades at once. The function identically to his normal weapons, and benefit from any DP's that enhance their properties as well, otherwise they possess no special additions to them.
Combat - Ragged Edge: This DP gives Chakram's throwing weapons a serrated edge that causes deep, horrific wounds in the target, causing them to leak code over a period of 5 posts, with each post sapping a small amount of damage to the victim. If the target is struck again, the timer is reset. This DP remains active for 7 posts after activation, and requires 5 posts to recharge, the recharge only starting once the DP has been expended.
The chip damage dealt by this mod is also static, remaining unaffected by damage altering add-ons even if the blow that causes the effect is enhanced.
Combat - Scrambler Blades: When this DP is activated, Chakram's throwing blades become charged with energy, when a target is hit by the weapons, a random stat (either Strength, Agility, Accuracy or Defense) is halved for a period of 4 turns, if they are struck again after being hit by the effect, the timer for the status ailment is reset as opposed to adding another effect on top of it.
This ability can only be active for 5 posts, and requires a 5 post cooldown once it's duration ends. The stat that's halved is dictated by the target upon being struck and only one stat can be altered at a time.
Combat - Paint Targets: This DP allows Chakram to "Paint" a target, which makes one of his blades focus on that target without Chakram needing to actively control the weapon. This DP can lock on to one target per chakram, and is only disabled if all of the flying blades are destroyed, or if Chakram chooses to deactivate it.
Combat - Satsui no Hado: This program is more of a semi-controlled code mutation that acts as a sort of "Limiter Bypass" for Chakram, overriding the built-in safeties installed into Chakram's power core while also overclocking his CPU to over 5 times it's normal peak limit. The result is a massive boost in all of Chakram's stats, easily reaching 6 times his normal upper limits. This burst in power comes at a cost however, Chakram is unable to use his Add-Ons or DP's when in this state, save for two that can only be accessed when his limits are released.
Adding to this is the strain it puts on Chakram's systems, running this program for too long can result in his body losing cohesion, essentially shaking his own framework apart due to the sheer amount of power coursing through it. Needless to say, such an event would result in Chakram's deletion, or worse, a severed connection that could kill him permanently if there isn't an offline copy of his data on standby.
This program can only run for a period of 5 posts as a result, with a lengthy 10 cooldown that only starts once the program runs it's course. If the program is terminated early, no negative effects are applied, otherwise Chakram suffers a penalty to his movement and attack power for a period of 2 turns afterwards.
Combat - Metsu Hadoken: A move adapted from a famous video game series, this DP is a direct attack program that can only be accessed when Chakram's Limit Bypass is active. The attack takes the form of a large blast of pure white energy that is fired with both hands, flying forward at high speed towards the target and exploding violently on impact. The move is a bit telegraphed, requiring a few seconds to charge before firing, however the damage it deals is very potent, searing the flesh of an enemy and boiling away armor. This leaves the victim exposed for a brief period until their armor program can reset itself.
The Metsu Hadoken deals a very large amount of damage on impact and causes an enemy to lose any damage reduction granted by their armor for a period of five turns. If the target is struck by a second Metsu Hadoken attack in that time, the timer on their armor loss is reset.
Combat - God Fists: A second attack that can only be used while Chakram is under the effects of his limit bypass. The God Fists are a special technique that channels the vast amounts of energy that flows through Chakram's body during that time. Whenever a foe is struck, Chakram diverts a burst of energy through is fists, sending it into the victim. This surge randomly burns out one a DP or Add On, rendering it useless for a period of 5 turns.
The DP can be toggled on or off, and does not deal extra damage to the foe, it is strictly a status ailment inducing program.
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: White Fang
Armor: link
Stats
Sp: [#][#][#][#][#]
Po: [#][#]
Du: [#]
Ac: [#][#][#]
Te: [#][#][#][#]
Description: A CAS mod designed with speed and flexibility in mind, the White Fang CAS was Chakram's first foray into using the program, even undergoing an impromptu wet run during the Virus Army's attack on the Cyber City Arena. The Mod perfromed admirably despite it's incomplete nature, and has since become one of Chakram's go to methods for dealing with swift opponents who can put even his mobility to the test.
Strength(s): The armor is designed for one thing above all else, speed. Even without enhancement, the user can move swiftly enough to keep most foes well on the defensive. Combined with the unique ocular programs at it's disposal, the White Fang CAS is well suited to rapid attacks on a single target as well as swift engagement with a group of foes.
Weakness(es): The biggest drawback to the White Fang modification is it's poor defense and below average striking power. Normal strikes come in flurries, but lack individual stopping power, while the CAS' special techniques do compensate somewhat, nothing can be done for the mod's incredibly lacking armor, which can only be compensated for by using it's speed to AVOID being struck, instead of tanking a hit to create an opening.
Weapons: Combat - Data Blade: The White Fang Mod's primary weapon, this simple but effective data blade takes on the appearance of a Japanese katana, with a 24 inch long blade. The blade is single edged and tapered to a fine point, making it suitable for slashing or stabbing attacks, while it's energized blade allows it to fire blade beams as a ranged option in combat.
The Data Blade deals a moderate amount of damage per post, it's blade beam is capable of reaching up to 50 feet away before dissipating.
Combat - Paper Bombs: A weapon designed for stealthily taking out targets by suprise, or for hindering an enemy's movements, the paper bomb is a unique program. It takes the appearance of a small slip of paper, no bigger than a folded dinner napkin, however, packed inside is a powerful explosive program, making the parchment a potent bomb.
The explosive is capable of being set either on a proximity trigger that deontates the bomb once a target is within 10 feet of it, a variable timer with a 3, 5, or 10 second "fuse", or by manual detonation. The type of detonator needs to be selected before the bombs can be planted however, though this does allow the user to change the fuse type in between plantings, making for quite the tricky little gadget in a fight.
They can also be stuck onto any surface, including on an enemy itself. This makes the Paper bomb an effective landmine, and it's light weight allows the user to deploy up to 5 at once, throwing them in a wide arc and planting them across the battlefield, creating havoc. Or, for the more sadistic, the user could slap 5 of the bombs onto a single target, creating a massive explosion that could cripple even the hardiest of foes.
The Paper bomb's detonation radius is approximately 25 feet in a sphere, where anything within that radius is dealt a very large amount of damage. Up to 5 bombs can be deployed per post, with a maximum total of 25 bombs able to be planted at any one time, if any more are planted, the oldest bombs begin to vanish to make space for the newer ones. The proximity setting also doesn't harm allied avatars, only triggering if a hostile target enters their activation range.
Combat - Rasen Eye: The Rasen Eye (Rasen being japanese for a spiral) is a specially made ocular program that boost the reaction time of the user, allowing them to perceive attacks as if they were slower than they actually were. This allows Chakram to strike more accurately with his blade or ranged attacks, as well as dodge an opponent's strikes more easily by reading his opponent's movements before the blow actually lands.
Connectivity - Ryoko: Ryoko (Japanese for the word "Travel), this program is linked into Chakram's ocular implants, creating a portal large enough for him to travel through. The portals are essentially identical to the HTTP rifts that Noxus' transport sphere's create, allowing Chakram to travel large distances in mere moments without the use of a speeder.
The program does have limits however, it cannot bypass firewalls unless Chakram has the proper permissions to enter, and Chakram cannot just "fly by sight" with the portals if his destination is...well, beyond the visual range of his eyes. To go farther than visual range, he needs to input a highly specific set of coordinates, like elevation, longitude and latitude. This limits Chakram's options to either places he has been before, or to a location who's coordinates have been mapped out beforehand for him.
He also cannot use the portals to intercept or redirect enemy weapons fire, or to snap the portal shut to slice an enemy apart, attempting such a thing would simply cause the safety protocols on the program to activate and dispel the portal in a harmless manner instead.
Still, despite these drawbacks the ability to travel near instantly from place to place is a godsend in combat, making Chakram's already speedy CAS even harder to hit, especially if he uses the program to pop from place to place in mid air, keeping his momentum going as he falls through the rifts.
Features: Combat - Raiha: Raiha (Approximates to "Thunder Blade" or "Thunder Break") is a high damage, high speed attack used to quickly end a fight. The move concentrates a large amount of energy into Chakram's right or left hand, enveloping it in a dense sheath of high voltage electricity. Chrakam then charges forward, thrusting his hand outward in a stabbing motion once he's within range of his target. The electricity is discharged into the opponent all at once on contact, frying their circuits to a crisp while the sheer kinetic energy delivered by the strike deals a Massive amount of concussive damage to the victim's framework.
The burst of high intensity electric current also wreaks havoc with the victim's systems, randomly shorting out an Add-On or DP (Which one is determined by the target upon being damagd) for a period of 5 turns.
However, a move this potent does have it's drawbacks, Chakram has to literally put some of himself into the attack, sacrificing about 20% of his current energy level to deliver such a massive jolt while using a CAS that is usually incapable of dealing such large amounts of damage. The attack also locks down for a period of 6 turns after being used, a safety precaution to keep Chakram from killing himself by way of spamming the move in a drawn out battle.
Repair - Regenerate: This DP grants Chakram a moderate healing effect over the course of 5 posts, restoring his vitality by 15% each post (Or until he reaches 80% health, whichever comes first.), this program only effects him, and cannot be activated until he has reached at least 60% health or below.
Combat - Uzumaki: Uzumaki (Japanese for "Whirlpool" or "Vortex) is a combination Damage dealing/Damage reflecting program that is projected from Chakram's ocular implant. The program creates a powerful vortex that can be deployed up to 20 feet in front of Chakram, sucking in any projectiles that come within a distance of 10 feet of it and holding them within before sealing shut.
The Vortex can then be re opened, unleashing the stored projectiles back on their original source or at another target, dealing just as much damage as they would have if they'd reached Chakram.
The Vortex can also directly injure a target if they get to close, ripping code from the victim's body and dealing a large amount of damage to the unfortunate avatar.
The Uzumaki can only hold onto it's captured projectiles for a length of 3 turns before it simply negates them, rendering them harmless to Chakram or the opponent. Once the Uzumaki is deployed and fired, or once it takes a chunk out of a victim, it requires a recharge of 5 posts before it can be deployed again.
Combat - Kasai: Kasai (Roughly translated means "Wildfire" or "Conflagration" in Japanese) is another ocular program, this one creating a great blast of jet black flame that expands outwards from Chakram's current position in a fan like shape that can reach up to 20 feet long and about 40 feet wide at it's furthest point. The fire is like napalm, sticking to anything and anyone caught in it's path and fighting any attempt at quenching it until if burns out on it's own. The fire eats away at the victim's health, dealing a moderate amount of damage per turn as well as damaging their armor, halving it's defensive capabilities. Any thing touched by the flames that isn't an avatar is still capable of burning an opponent, igniting their body and causing them to suffer as if they'd been struck by the attack to begin with.
The fire burns for a total of 5 posts before snuffing itself out, after it has been quenched the victim's armor is restored to it's full functionality. This DP can only be used after a 6 post cool down, the cool down only starts once the victim has stopped burning.
Combat - Spike Bombs: This mod alters the composition of Chakram's Paper Bombs, now, when they detonate they add an additional bleed status effect onto them, this status causes the victim to lose a small amount of health every turn. This effect also stacks, for every spike bomb that the victim is struck by, they suffer higher and higher levels of damage, with 5 bombs causing the maximum amount, each turn sapping a very large amount of health from the victim.
The Bleeding effect lasts for a period of 6 turns, if they are hit with another blast, the timer is reset. Bleed damage is not effected by any damage boosting DP's or buffs, even if the blast itself is. This mod can only remain active for a period of 5 turns, after that another 5 are required before it can be used again, any bombs with the mod's effect equipped to them will vanish once the mod is expended.
Combat - Glitch Bombs: Another alteration to the Paper Bomb, This Feature adds a "glitch" status onto the blast, this causes the victim's Speed, Strength, or Accuracy to be halved (which stat is effected is determined by the victim upon being damaged.) for a period of 5 turns. If the target is glitched again, the timer simply resets and no more stats are affected.
This mod, like the Spike Bomb, can only remain active for a period of 5 turns, after that another 5 are required before it can be used again, any bombs with the mod's effect equipped to them will vanish once the mod is expended.
Combat - Chain Detonation: This Feature links all of Chakram's cluster bombs together, meaning that when one bomb goes off, all of them will simultaneously detonate, creating a massive chain of explosions that catch the victim or victims by surprise. Each blast is calculated separately, acting as a single "hit" with it's own damage cap.
This mod does not have a timer attached to it, however, once the bombs go off it will require 5 turns to recharge before being used again.
Combat - EMP Bombs: This Feature once again alters Chakram's Paper Bombs, adding an additional EMP scrambler effect to them. This effect locks down one random DP or Add-On (Determined by the target upon being hit.) for a period of 5 turns. If the target is repeatedly hit with this status, the timer simply resets, and does not lock any additional programs.
This Feature can only remain active for a period of 5 turns, after that another 5 are required before it can be used again, any bombs with the mod's effect equipped to them will vanish once the mod is expended.
Title: Habakiri
Armor: link
Stats
Sp: [#][#][#][#][#]
Po: [#][#][#][#][#]
Du: [#][#]
Ac: [#][#][#]
Te: N/A
Description: A CAS mod personally designed by Chakram for use as a high-speed, heavy attack option in battle. The Habakiri armor mod is also a tribute to Murakumo, adapting many of it's elements from her loadout a form of "tribute" to her service at Chakram's side during the Virus War.
Strength(s): The Habakiri mod, despite having a clear bent towards damage and speed, is still rather balanced. This allows it to function quite effectively in a wide array of roles both on and off the battlefield, whether in pursuing fleeing criminals or locking blades with a foe (or foes).
Weakness(es): The Habakiri mod's stat allocation, while mostly balanced, is lacking heavily in one regard. The Mod is utterly incapable of dealing status effect damage to an opponent, lacking any debuff mods or ailment inducing programs in it's loadout in an effort to focus on dealing damage directly. This forces Chakram to fight creatively, using his agility and various weapons and programs to compensate.
Weapons: Combat - Arm Blade: A long, razor sharp double-edged blade mounted on Chakram's right arm. The sword can be used either folded back or swung forward, and is capable of being charged with energy to fire a crescent shaped wave of razor sharp code, though it can only fire one wave per post.
Combat - Energy Cannon: An integrated energy cannon built into Chakram's right arm, it is capable of firing in either single shot, three round burst, or fully automatic modes, and has a maximum range of about 300 meters.
Combat - OPTIONs: The Habakiri mod is also capable of creating a quartet of rectangular blades that can attack in tandem with Chakram, or even keep other foes at bay, harassing them so he can focus on his primary target. The blades can travel as far as 50 feet away from Chakram and are controlled by his mind, much like his chakrams are. They are also capable of splitting open, revealing concealed blasters that have the same range as his Energy Cannon.
Connectivity - Flight Module: Chakram is capable of taking to the skies using a pair of flight pods mounted on his back, attached to his shoulder blades on flexible, articulated arms. When in use, the pods open and produce a wide, fan shaped burst of energy, creating the appearance of glowing wings.
The flight pods are very powerful, allowing Chakram to fly at speeds approaching 150 miles per hour. The articulated arms that the pods are mounted on allow Chakram to make hairpin turns at high speed as well, only needing to slow to 125 miles per hour to make a sharp turn.
Features: Combat - Breach Blade: This Feature adds an armor piercing subroutine to Chakram's arm blade, allowing it to bypass firewall barriers and defensive armor. This mod doesn't increase damage dealt, it simply allows Chakram's attacks to ignore any damage reduction that armor or shielding would provide his opponents. This Feature functions on an On/Off Toggle, and uses up a Feature slot as long as it is activated.
Connectivity - Scramjet: A feature designed to boost the movement speed of the Habakiri mod in flight, the Scramjet mod temporarily doubles the user's top flight speed. This boost comes at the cost of maneuverability however, while the scramjets are activated the user can only fly in a straight line or drift from side to side, anything more sharp would rip the engine pods off of the Armor's back due to the strain. This mod boosts the user's top flight speed for a period of 1 turn, before requiring a 3 turn cooldown in between uses.
Combat - Scattershot burst: The Scattershot Burst is a special weapons Feature that is mounted on the Habakiri Mod's shoulder armor as well as along the unit's ribs. The weapon is a series of energy projectors that can fire blasts of highly energized photons, these photon lasers are capable of tracking targets either independently or in tandem at an incredibly fast speed. The projectiles are nimble as well, due to their lack of weight or solid projectiles, this makes them capable of sharp swerves that would normally be impossible for a missile or bullet, this makes the blasts incredibly hard to avoid.
This Feature is also an effective countermeasure against things such as missiles or enemy blaster fire, as the lasers can be calibrated to intercept incoming munitions as well, taking the place of the chaff or flares that other flight mods might rely on. Each discharge of the Scattershot Burst creates a barrage of 45 high speed photon laser bolts, each of which are capable of tracking a target either on their own or as a group. This DP requires a large amount of energy to fire, limiting it to only one shot every 8 turns.
Repair - Maintenance: This Feature is a single use healing program that can either be used on oneself or on one other person, instantly restoring 30% of the recipient's maximum health. This mod can only be used once every 6 turns however, so it must be relied on sparingly.
Combat - Photon Barrier: This Feature is a simple shielding program that is projected from Chakram's left Forearm, it blocks any damage coming from the front of the user for a period of 5 turns before fizzling out. If dealt enough damage, either over time or with one particularly harsh blow, the shield will burn out, instantly triggering it's recharge state.
The user can also use the photon barrier as a weapon, as when it burns out, a burst of highly energized particles is generated. When broken by weapon fire this does nothing, however, if the wielder were to strike a foe with the shield directly, either with a charge or a hard enough bash, the photons would be directed right into the victim. The intense surge of energy causes a large amount of damage, and the kickback from the shield shattering point blank can send even the biggest of avatars (Maximum limit of 15 feet tall) flying back a good 10 or so feet, possibly even knocking them flat on their back! The shield requires a cooldown of 5 posts in between breakages however, so using it as a melee option is only useful either as a way to force an opponent to drop their guard or to create an opening to flee.
Operator: Samuel Vickers
Avatar Style: Combat
Gender: Male
Appearance: Chakram's default appearance is that of a slender man about 5' 7'' in his early twenties with black hair and orange eyes. He wears a similar outfit as Saber when he's unarmored. Chakram's default outfit is a a combination of black and grey with crimson markings, he also has a small visor that wraps around the left side of his face, this visor projects a screen over his left eye.
This visor delivers a constant stream of combat data while also providing information on any registered avatar in the NPD database. The visor also allows him to see in low light environments without needing to activate his armor.
User: Samuel Vickers
Personality: Chakram's personality has undergone a rather large evolution since his creation, due in no small part to the dynamic programming that he was installed with, as well as the battles that he had been part of. While he is still one of the more composed members of the Cyberblade "Family", he is no longer as quiet or withdrawn as he once was, having developed a far more expressive personality and even a dry sense of humor where there was once only taciturn seriousness.
This increase in emotional depth does come with one downside however, Chakram's temper. What was once well restrained, save for one or two outbursts of note, has become more outwardly noticeable; especially when people Chakram cares for are hurt. This increase in aggression has gone so far as to cause a rare code mutation in him, which is only now becoming something he can control properly without losing control of himself.
However, while there are negatives to this change, the positives are far more numerous, aside from his social growth. Chakram has become a more "warm" person over all, growing to appreciate compassion and morality in more than terms of legal and illegal. This has also helped him come to an understanding regarding his older "brothers", especially Dagger's decision to initially hide from the NPD instead of returning. He has even gone so far as to go to the older Cyberblade for help in controlling his Aforementioned anger issues, as well as general training in his infiltration and stealth skills.
He has also grown to enjoy tinkering with his weapons and programs, spending most of his free time outside of training to working alongside Bit, The Doctor and Forge, all of whom he's grown to appreciate and respect greatly. This is especially true for Bit when compared to their rather rocky interactions before his emotions began to shift. He's not very comfortable working on his programs with 1337 however, not out of dislike but simply finding him a bit too reckless for comfort. He does find the Punkish Hackers knack for improvisation fascinating and even inspirational when it comes to optimizing his weapons and modifications however, so perhaps given time he'll loosen up in regards to him as well.
Another positive note is that Chakram has seemed to develop a friendly attraction to Murakumo, even going so far as to use a part of his own framework to help stabilize her body during the war so she could survive her data corruption. This friendship seems to be simply platonic as of right now, born from their similar mindsets when they both met for the first time, but as with his emotions between his birth and now, that could easily change.
Overall, Chakram is a work in progress, he has made many great leaps in emotional growth since his creation, and given time, even his weaknesses could be ironed out and honed into an advantage if utilized properly.
History: Chakram was the second wave 2 Cyberblade avatar to be designed, second to Katana, this makes him the "Middle Child" of the Wave 2 avatars. Chakram was designed as a result of Saber's fight with Dagger shortly before Mani4c's return to duty. After analysis of footage taken from Saber, Baretta and Mani4c, The NPD's R&D department was ordered to create an avatar that could counter Dagger's cloaking and weakpoint detection abilities. Another requirement was a greater emphasis on combat, due to the more heavily armored enemies that have been plaguing Cyber City as of late. Chakram has recently begun his training after being paired with Net-Ops officer Samuel Vickers.
Things have been incredibly hectic for Chakram since his birth, he has seen friends kidnapped and reformatted, his home attacked by viral despots, and his long lost brother Dagger having returned to the NPD. The most personally traumatic of these was a pitched battle atop a hover-train that had been hijacked by a splinter group of data thieves and self styled "Pirates" who were attempting to escape the city before the war broke out in earnest. During this operation, Chakram's emotions, which had been steadily growing more and more violent and wild, overwhelmed him, triggering a rare and incredibly dangerous code mutation.
The mutation made him freakishly powerful, but robbed him of almost any sense of self control or morality, to the extent that he attempted to murder Dagger for abandoning his family and unintentionally making he and the other Cyberblades into borderline Pariahs among the more narrow minded NPD personnel. Dagger was able to hold his own, but it was only through the assistance of Raijin, an independent avatar who seemed to wield the same kind of power that Chakram now held, that Chakram was incapacitated.
After the battle, Chakram was informed of his new ability, which had been named the "Satsui No Hado" by Raijin, who then offered to train the young avatar in how to better control his emotions, and by extension his new programming.
Not long after this, Chakram took part in several important battles, from the Liberation of Huntress to the battle of the Arena, where he unveiled his new prototype CAS mods as well as his greater control of the Hado's abilities against the viral invaders. He went on to fight throughout the war, liberating several captured avatars from a covert mutation/infection facility headed by Genome, to battling against the mentally altered Lilith during an "occupation" of a Cyber City nightclub. It was here where he revealed more of his new programs, as well as learned exactly what had happened to Lilith that made her turn on the NPD to begin with, something that eventually led to her loyalties shifting back to them near the end of the war, as well as how to rescue Viral from the depths of his own traumatized mind.
Throughout these battles, he also formed a sort of rapport with Murakumo, bonding at first over their dubious distinction as "weapons" to be used against those that would break the law or hurt the innocent. The pair slowly grew to be a dangerous combination, acting in consort during many battles, and even managing to bring Zeus to his knees when he and the other Virus Generals attempted to bring down the Durendal in retaliation for the NPD's sabotaging of Abraxas' experiments, though it unfortunately came at the cost of Onimaru's life during the fray, his connection code having become terminally corrupted due to Blight's poisons.
When the Battle of the Recombinator came, Chakram was among the army of NPD avatars from across the world who stood against Abraxas' army, using his stealth abilities to cripple several high powered viruses during the despot's last desperate offensive. During the fray, he was nearly killed when the Recombinator detonated, only to be saved thanks to Murakumo, who flew down and overclocked her flight program to evacuate them both out of the superweapon's blast zone. The strain nearly caused a fatal connection error that would have rendered Murakmo dead for good, were it not for Chakram literally using a part of himself as an ad-hoc stabilizing element to repair the damage to her code essentially carving off a piece of his own framework to do so.
Chakram was awarded a commendation for gallantry for the act, as well as his other actions during the war, and is currently deployed in the Red Light district of the North American Cyber City alongside the NPD commando division, taking part in efforts to stabilize the region following the flood of refugees from the war, many of whom are the newly created/infected first-gen viral avatars.
When he's not on duty, he's often found in the NPD server training with Dagger or Justicar, or tinkering on his weapons with Forge and Bit in the R&D department.
Add-Ons: Combat - Phantom Armor: Chakram's armor is specially made to enhance his unique fighting style, providing maximum flexibility without sacrificing defense. This armor is also more durable than other steath based armors, providing a modest amount of protection against melee and ranged attacks. (This armor provides a 10% resistance against melee and Ranged attacks.)
As an aside, Chakram's armor was originally gunmetal grey with red highlights, but Katana altered the colors to magenta and gold so he would look somewhat similar to Saber and herself. Chakram decided to keep the coloration so Katana would be happy, and secretly because he liked the color as well.
Combat - Chakrams: These are Chakram's namesake, they take the form of two scythe blades facing in opposite directions that are fused together at the grip. The chakrams can be thrown like a discus or spun in the user's hands to perform slashing attacks. When thrown, Chakram can direct the direction of the blades by sheer force of will, making them swirl around him like a tornado of shredding blades, or to redirect them so he can have a second shot at striking an enemy.
The chakrams deal a moderate amount of damage per hit, and their mental control extends to a distance of approximately 150 feet before they become unresponsive to Chakram's command.
Combat - Concealed Blades: Chakram isn't limited to one type of weapon, he also possesses several hidden blades in various portions of his armor. He has two thrusting blades, one in each of his gauntlets. and a retractable blade in the tips of each boot. The thrusting knives are double edged and approximately seven inches long. His boot knives are essentially shortened versions of his thrusting blades, coming in at approximately 3-and-a-half inches long. The blades deal a small amount of damage per strike, but can attack three times each per post due to how rapidly Chakram can use them.
Connectivity - Speeder Bike: An experimental model of high speed pursuit speeder, Chakram's bike is designed with a slim profile and an incredibly sensitive control system, allowing it to weave in between even the most packed of city traffic. This has an unfortunate side effect of making the speeder rather delicate, it's complex coding is just not made for heavy fighting, as well as being incredibly finicky to pilot effectively.
This speeder can move at a maximum speed that approximately equals 300 miles per hour and is capable of tight turning at speeds up to 175 miles per hour at the expense of having low durability.
Combat - Cloaking field: Chakram's cloaking field has been upgraded since he was first created, having been altered into an Add-On so that Chakram will not be helpless should a connection error with his terminal occur. In addition to this, a noise canceling subroutine has also been installed, bringing Chakram up to spec with the latest in cloaking programs. He is still capable of being detected by specialized scans however, so he is not completely undetectable.
Downloaded Programs:
Combat - Sensor Overload: This program sends out a concentrated stream of garbage data towards a target, overloading their sensor programs and blowing them out for a short period of time. This program effects sensor programs that can pierce cloaking fields or detect weak points in an enemy's code, making it useful against avatars who focus on crippling their opponents or are designed to counter stealth units.
This Download disables any stealth or weak point based sensor programs for a period of 5 posts, and requires a cool down of 6 turns, a cool down that ONLY starts as soon as the opponent's sensors are back online.
Combat - Armor Breach: A new addition to Chakram's repertoire, the Armor Breach DP grants his weapons the ability to ignore an opponent's armor or damage mitigation programs, dealing the full amount of damage to an opponent no matter how well fortified they are.
This program is an On/Off style DP, meaning that while it doesn't have a cooldown, it is constantly using a DP activation slot so long as Chakram is using it, limiting how many DP's he can chain together as a result. It also does not grant any bonuses to the actual amount of damage done by Chakram's weapons, only whether or not armor programs impair them.
Connectivity - Air Step: A program designed to give the user an acrobatic edge in combat, the Air Step mod allows the user to leap off of thin air. This allows the user to sharply change direction in mid air, either by leaping to the side or even leaping straight up to gain some extra height. This mod is able to be toggled on or off, but keeping it activated consumes a DP slot, limiting the amount of downloads the user can access at once, It also has a limit of three air steps before the user has to touch solid ground again.
Combat - Clone Chakrams: This DP allows Chakram to clone his chakrams, allowing him to use and control 4 blades at once. The function identically to his normal weapons, and benefit from any DP's that enhance their properties as well, otherwise they possess no special additions to them.
Combat - Ragged Edge: This DP gives Chakram's throwing weapons a serrated edge that causes deep, horrific wounds in the target, causing them to leak code over a period of 5 posts, with each post sapping a small amount of damage to the victim. If the target is struck again, the timer is reset. This DP remains active for 7 posts after activation, and requires 5 posts to recharge, the recharge only starting once the DP has been expended.
The chip damage dealt by this mod is also static, remaining unaffected by damage altering add-ons even if the blow that causes the effect is enhanced.
Combat - Scrambler Blades: When this DP is activated, Chakram's throwing blades become charged with energy, when a target is hit by the weapons, a random stat (either Strength, Agility, Accuracy or Defense) is halved for a period of 4 turns, if they are struck again after being hit by the effect, the timer for the status ailment is reset as opposed to adding another effect on top of it.
This ability can only be active for 5 posts, and requires a 5 post cooldown once it's duration ends. The stat that's halved is dictated by the target upon being struck and only one stat can be altered at a time.
Combat - Paint Targets: This DP allows Chakram to "Paint" a target, which makes one of his blades focus on that target without Chakram needing to actively control the weapon. This DP can lock on to one target per chakram, and is only disabled if all of the flying blades are destroyed, or if Chakram chooses to deactivate it.
Combat - Satsui no Hado: This program is more of a semi-controlled code mutation that acts as a sort of "Limiter Bypass" for Chakram, overriding the built-in safeties installed into Chakram's power core while also overclocking his CPU to over 5 times it's normal peak limit. The result is a massive boost in all of Chakram's stats, easily reaching 6 times his normal upper limits. This burst in power comes at a cost however, Chakram is unable to use his Add-Ons or DP's when in this state, save for two that can only be accessed when his limits are released.
Adding to this is the strain it puts on Chakram's systems, running this program for too long can result in his body losing cohesion, essentially shaking his own framework apart due to the sheer amount of power coursing through it. Needless to say, such an event would result in Chakram's deletion, or worse, a severed connection that could kill him permanently if there isn't an offline copy of his data on standby.
This program can only run for a period of 5 posts as a result, with a lengthy 10 cooldown that only starts once the program runs it's course. If the program is terminated early, no negative effects are applied, otherwise Chakram suffers a penalty to his movement and attack power for a period of 2 turns afterwards.
Combat - Metsu Hadoken: A move adapted from a famous video game series, this DP is a direct attack program that can only be accessed when Chakram's Limit Bypass is active. The attack takes the form of a large blast of pure white energy that is fired with both hands, flying forward at high speed towards the target and exploding violently on impact. The move is a bit telegraphed, requiring a few seconds to charge before firing, however the damage it deals is very potent, searing the flesh of an enemy and boiling away armor. This leaves the victim exposed for a brief period until their armor program can reset itself.
The Metsu Hadoken deals a very large amount of damage on impact and causes an enemy to lose any damage reduction granted by their armor for a period of five turns. If the target is struck by a second Metsu Hadoken attack in that time, the timer on their armor loss is reset.
Combat - God Fists: A second attack that can only be used while Chakram is under the effects of his limit bypass. The God Fists are a special technique that channels the vast amounts of energy that flows through Chakram's body during that time. Whenever a foe is struck, Chakram diverts a burst of energy through is fists, sending it into the victim. This surge randomly burns out one a DP or Add On, rendering it useless for a period of 5 turns.
The DP can be toggled on or off, and does not deal extra damage to the foe, it is strictly a status ailment inducing program.
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: White Fang
Armor: link
Stats
Sp: [#][#][#][#][#]
Po: [#][#]
Du: [#]
Ac: [#][#][#]
Te: [#][#][#][#]
Description: A CAS mod designed with speed and flexibility in mind, the White Fang CAS was Chakram's first foray into using the program, even undergoing an impromptu wet run during the Virus Army's attack on the Cyber City Arena. The Mod perfromed admirably despite it's incomplete nature, and has since become one of Chakram's go to methods for dealing with swift opponents who can put even his mobility to the test.
Strength(s): The armor is designed for one thing above all else, speed. Even without enhancement, the user can move swiftly enough to keep most foes well on the defensive. Combined with the unique ocular programs at it's disposal, the White Fang CAS is well suited to rapid attacks on a single target as well as swift engagement with a group of foes.
Weakness(es): The biggest drawback to the White Fang modification is it's poor defense and below average striking power. Normal strikes come in flurries, but lack individual stopping power, while the CAS' special techniques do compensate somewhat, nothing can be done for the mod's incredibly lacking armor, which can only be compensated for by using it's speed to AVOID being struck, instead of tanking a hit to create an opening.
Weapons: Combat - Data Blade: The White Fang Mod's primary weapon, this simple but effective data blade takes on the appearance of a Japanese katana, with a 24 inch long blade. The blade is single edged and tapered to a fine point, making it suitable for slashing or stabbing attacks, while it's energized blade allows it to fire blade beams as a ranged option in combat.
The Data Blade deals a moderate amount of damage per post, it's blade beam is capable of reaching up to 50 feet away before dissipating.
Combat - Paper Bombs: A weapon designed for stealthily taking out targets by suprise, or for hindering an enemy's movements, the paper bomb is a unique program. It takes the appearance of a small slip of paper, no bigger than a folded dinner napkin, however, packed inside is a powerful explosive program, making the parchment a potent bomb.
The explosive is capable of being set either on a proximity trigger that deontates the bomb once a target is within 10 feet of it, a variable timer with a 3, 5, or 10 second "fuse", or by manual detonation. The type of detonator needs to be selected before the bombs can be planted however, though this does allow the user to change the fuse type in between plantings, making for quite the tricky little gadget in a fight.
They can also be stuck onto any surface, including on an enemy itself. This makes the Paper bomb an effective landmine, and it's light weight allows the user to deploy up to 5 at once, throwing them in a wide arc and planting them across the battlefield, creating havoc. Or, for the more sadistic, the user could slap 5 of the bombs onto a single target, creating a massive explosion that could cripple even the hardiest of foes.
The Paper bomb's detonation radius is approximately 25 feet in a sphere, where anything within that radius is dealt a very large amount of damage. Up to 5 bombs can be deployed per post, with a maximum total of 25 bombs able to be planted at any one time, if any more are planted, the oldest bombs begin to vanish to make space for the newer ones. The proximity setting also doesn't harm allied avatars, only triggering if a hostile target enters their activation range.
Combat - Rasen Eye: The Rasen Eye (Rasen being japanese for a spiral) is a specially made ocular program that boost the reaction time of the user, allowing them to perceive attacks as if they were slower than they actually were. This allows Chakram to strike more accurately with his blade or ranged attacks, as well as dodge an opponent's strikes more easily by reading his opponent's movements before the blow actually lands.
Connectivity - Ryoko: Ryoko (Japanese for the word "Travel), this program is linked into Chakram's ocular implants, creating a portal large enough for him to travel through. The portals are essentially identical to the HTTP rifts that Noxus' transport sphere's create, allowing Chakram to travel large distances in mere moments without the use of a speeder.
The program does have limits however, it cannot bypass firewalls unless Chakram has the proper permissions to enter, and Chakram cannot just "fly by sight" with the portals if his destination is...well, beyond the visual range of his eyes. To go farther than visual range, he needs to input a highly specific set of coordinates, like elevation, longitude and latitude. This limits Chakram's options to either places he has been before, or to a location who's coordinates have been mapped out beforehand for him.
He also cannot use the portals to intercept or redirect enemy weapons fire, or to snap the portal shut to slice an enemy apart, attempting such a thing would simply cause the safety protocols on the program to activate and dispel the portal in a harmless manner instead.
Still, despite these drawbacks the ability to travel near instantly from place to place is a godsend in combat, making Chakram's already speedy CAS even harder to hit, especially if he uses the program to pop from place to place in mid air, keeping his momentum going as he falls through the rifts.
Features: Combat - Raiha: Raiha (Approximates to "Thunder Blade" or "Thunder Break") is a high damage, high speed attack used to quickly end a fight. The move concentrates a large amount of energy into Chakram's right or left hand, enveloping it in a dense sheath of high voltage electricity. Chrakam then charges forward, thrusting his hand outward in a stabbing motion once he's within range of his target. The electricity is discharged into the opponent all at once on contact, frying their circuits to a crisp while the sheer kinetic energy delivered by the strike deals a Massive amount of concussive damage to the victim's framework.
The burst of high intensity electric current also wreaks havoc with the victim's systems, randomly shorting out an Add-On or DP (Which one is determined by the target upon being damagd) for a period of 5 turns.
However, a move this potent does have it's drawbacks, Chakram has to literally put some of himself into the attack, sacrificing about 20% of his current energy level to deliver such a massive jolt while using a CAS that is usually incapable of dealing such large amounts of damage. The attack also locks down for a period of 6 turns after being used, a safety precaution to keep Chakram from killing himself by way of spamming the move in a drawn out battle.
Repair - Regenerate: This DP grants Chakram a moderate healing effect over the course of 5 posts, restoring his vitality by 15% each post (Or until he reaches 80% health, whichever comes first.), this program only effects him, and cannot be activated until he has reached at least 60% health or below.
Combat - Uzumaki: Uzumaki (Japanese for "Whirlpool" or "Vortex) is a combination Damage dealing/Damage reflecting program that is projected from Chakram's ocular implant. The program creates a powerful vortex that can be deployed up to 20 feet in front of Chakram, sucking in any projectiles that come within a distance of 10 feet of it and holding them within before sealing shut.
The Vortex can then be re opened, unleashing the stored projectiles back on their original source or at another target, dealing just as much damage as they would have if they'd reached Chakram.
The Vortex can also directly injure a target if they get to close, ripping code from the victim's body and dealing a large amount of damage to the unfortunate avatar.
The Uzumaki can only hold onto it's captured projectiles for a length of 3 turns before it simply negates them, rendering them harmless to Chakram or the opponent. Once the Uzumaki is deployed and fired, or once it takes a chunk out of a victim, it requires a recharge of 5 posts before it can be deployed again.
Combat - Kasai: Kasai (Roughly translated means "Wildfire" or "Conflagration" in Japanese) is another ocular program, this one creating a great blast of jet black flame that expands outwards from Chakram's current position in a fan like shape that can reach up to 20 feet long and about 40 feet wide at it's furthest point. The fire is like napalm, sticking to anything and anyone caught in it's path and fighting any attempt at quenching it until if burns out on it's own. The fire eats away at the victim's health, dealing a moderate amount of damage per turn as well as damaging their armor, halving it's defensive capabilities. Any thing touched by the flames that isn't an avatar is still capable of burning an opponent, igniting their body and causing them to suffer as if they'd been struck by the attack to begin with.
The fire burns for a total of 5 posts before snuffing itself out, after it has been quenched the victim's armor is restored to it's full functionality. This DP can only be used after a 6 post cool down, the cool down only starts once the victim has stopped burning.
Combat - Spike Bombs: This mod alters the composition of Chakram's Paper Bombs, now, when they detonate they add an additional bleed status effect onto them, this status causes the victim to lose a small amount of health every turn. This effect also stacks, for every spike bomb that the victim is struck by, they suffer higher and higher levels of damage, with 5 bombs causing the maximum amount, each turn sapping a very large amount of health from the victim.
The Bleeding effect lasts for a period of 6 turns, if they are hit with another blast, the timer is reset. Bleed damage is not effected by any damage boosting DP's or buffs, even if the blast itself is. This mod can only remain active for a period of 5 turns, after that another 5 are required before it can be used again, any bombs with the mod's effect equipped to them will vanish once the mod is expended.
Combat - Glitch Bombs: Another alteration to the Paper Bomb, This Feature adds a "glitch" status onto the blast, this causes the victim's Speed, Strength, or Accuracy to be halved (which stat is effected is determined by the victim upon being damaged.) for a period of 5 turns. If the target is glitched again, the timer simply resets and no more stats are affected.
This mod, like the Spike Bomb, can only remain active for a period of 5 turns, after that another 5 are required before it can be used again, any bombs with the mod's effect equipped to them will vanish once the mod is expended.
Combat - Chain Detonation: This Feature links all of Chakram's cluster bombs together, meaning that when one bomb goes off, all of them will simultaneously detonate, creating a massive chain of explosions that catch the victim or victims by surprise. Each blast is calculated separately, acting as a single "hit" with it's own damage cap.
This mod does not have a timer attached to it, however, once the bombs go off it will require 5 turns to recharge before being used again.
Combat - EMP Bombs: This Feature once again alters Chakram's Paper Bombs, adding an additional EMP scrambler effect to them. This effect locks down one random DP or Add-On (Determined by the target upon being hit.) for a period of 5 turns. If the target is repeatedly hit with this status, the timer simply resets, and does not lock any additional programs.
This Feature can only remain active for a period of 5 turns, after that another 5 are required before it can be used again, any bombs with the mod's effect equipped to them will vanish once the mod is expended.
Title: Habakiri
Armor: link
Stats
Sp: [#][#][#][#][#]
Po: [#][#][#][#][#]
Du: [#][#]
Ac: [#][#][#]
Te: N/A
Description: A CAS mod personally designed by Chakram for use as a high-speed, heavy attack option in battle. The Habakiri armor mod is also a tribute to Murakumo, adapting many of it's elements from her loadout a form of "tribute" to her service at Chakram's side during the Virus War.
Strength(s): The Habakiri mod, despite having a clear bent towards damage and speed, is still rather balanced. This allows it to function quite effectively in a wide array of roles both on and off the battlefield, whether in pursuing fleeing criminals or locking blades with a foe (or foes).
Weakness(es): The Habakiri mod's stat allocation, while mostly balanced, is lacking heavily in one regard. The Mod is utterly incapable of dealing status effect damage to an opponent, lacking any debuff mods or ailment inducing programs in it's loadout in an effort to focus on dealing damage directly. This forces Chakram to fight creatively, using his agility and various weapons and programs to compensate.
Weapons: Combat - Arm Blade: A long, razor sharp double-edged blade mounted on Chakram's right arm. The sword can be used either folded back or swung forward, and is capable of being charged with energy to fire a crescent shaped wave of razor sharp code, though it can only fire one wave per post.
Combat - Energy Cannon: An integrated energy cannon built into Chakram's right arm, it is capable of firing in either single shot, three round burst, or fully automatic modes, and has a maximum range of about 300 meters.
Combat - OPTIONs: The Habakiri mod is also capable of creating a quartet of rectangular blades that can attack in tandem with Chakram, or even keep other foes at bay, harassing them so he can focus on his primary target. The blades can travel as far as 50 feet away from Chakram and are controlled by his mind, much like his chakrams are. They are also capable of splitting open, revealing concealed blasters that have the same range as his Energy Cannon.
Connectivity - Flight Module: Chakram is capable of taking to the skies using a pair of flight pods mounted on his back, attached to his shoulder blades on flexible, articulated arms. When in use, the pods open and produce a wide, fan shaped burst of energy, creating the appearance of glowing wings.
The flight pods are very powerful, allowing Chakram to fly at speeds approaching 150 miles per hour. The articulated arms that the pods are mounted on allow Chakram to make hairpin turns at high speed as well, only needing to slow to 125 miles per hour to make a sharp turn.
Features: Combat - Breach Blade: This Feature adds an armor piercing subroutine to Chakram's arm blade, allowing it to bypass firewall barriers and defensive armor. This mod doesn't increase damage dealt, it simply allows Chakram's attacks to ignore any damage reduction that armor or shielding would provide his opponents. This Feature functions on an On/Off Toggle, and uses up a Feature slot as long as it is activated.
Connectivity - Scramjet: A feature designed to boost the movement speed of the Habakiri mod in flight, the Scramjet mod temporarily doubles the user's top flight speed. This boost comes at the cost of maneuverability however, while the scramjets are activated the user can only fly in a straight line or drift from side to side, anything more sharp would rip the engine pods off of the Armor's back due to the strain. This mod boosts the user's top flight speed for a period of 1 turn, before requiring a 3 turn cooldown in between uses.
Combat - Scattershot burst: The Scattershot Burst is a special weapons Feature that is mounted on the Habakiri Mod's shoulder armor as well as along the unit's ribs. The weapon is a series of energy projectors that can fire blasts of highly energized photons, these photon lasers are capable of tracking targets either independently or in tandem at an incredibly fast speed. The projectiles are nimble as well, due to their lack of weight or solid projectiles, this makes them capable of sharp swerves that would normally be impossible for a missile or bullet, this makes the blasts incredibly hard to avoid.
This Feature is also an effective countermeasure against things such as missiles or enemy blaster fire, as the lasers can be calibrated to intercept incoming munitions as well, taking the place of the chaff or flares that other flight mods might rely on. Each discharge of the Scattershot Burst creates a barrage of 45 high speed photon laser bolts, each of which are capable of tracking a target either on their own or as a group. This DP requires a large amount of energy to fire, limiting it to only one shot every 8 turns.
Repair - Maintenance: This Feature is a single use healing program that can either be used on oneself or on one other person, instantly restoring 30% of the recipient's maximum health. This mod can only be used once every 6 turns however, so it must be relied on sparingly.
Combat - Photon Barrier: This Feature is a simple shielding program that is projected from Chakram's left Forearm, it blocks any damage coming from the front of the user for a period of 5 turns before fizzling out. If dealt enough damage, either over time or with one particularly harsh blow, the shield will burn out, instantly triggering it's recharge state.
The user can also use the photon barrier as a weapon, as when it burns out, a burst of highly energized particles is generated. When broken by weapon fire this does nothing, however, if the wielder were to strike a foe with the shield directly, either with a charge or a hard enough bash, the photons would be directed right into the victim. The intense surge of energy causes a large amount of damage, and the kickback from the shield shattering point blank can send even the biggest of avatars (Maximum limit of 15 feet tall) flying back a good 10 or so feet, possibly even knocking them flat on their back! The shield requires a cooldown of 5 posts in between breakages however, so using it as a melee option is only useful either as a way to force an opponent to drop their guard or to create an opening to flee.