Saber - FINAL (WIP)
Mar 27, 2019 0:55:32 GMT -5
Post by Saber on Mar 27, 2019 0:55:32 GMT -5
This is a repost of the previous profile. Updated info will be added over time, and I will remove this message and the WIP laber in the title when everything is finished.
Name: Saber
Avatar Style: Combat/Law Enforcement
Gender: Male
Appearance: Default
User: Jacob Derrix
Personality: Normally calm and level headed, even when provoked, but can be quite intense in battle if the situation is critical. Saber tries to think of the logical sides of arguments, which can sometimes lead to interesting debates between himself and his human partner, Jake. As an official avatar of the net police, he understands and respects the command hierarchy, and seldom questions commands as long as he has all of the facts and possible outcomes. Through observing some of Jake's encounters during official police business, he has also come understand mercy, and when it is appropriate to delete, or isolate (capture) a rogue avatar. He dedicates most of his career as a police avatar to hunting down and finding his rogue partners, but he won't abandon a helpless avatar if he is needed.
Since the infection of viral data during the last fight with Noxus, one of his coworker's Viral siblings, and the crude method of removal, Saber's personality has gained a more human like behavior, showing more emotion than he used to in the past, but still maintaining his logical method of solving problems whenever possible. However, that's not to say that emotion sometimes will overpower logic, and duty will be overshadowed by moral alignment.
History: Net Ops agent registration code; #Z-273-Ax195. Originally one of three prototype combat avatars for the NYNPD's Project Cyber Blade, Saber was the only avatar not corrupted badly enough to go full rogue by the heavy storm that caused the other two avatars; Dagger and Halberd, to breach containment and escape during development. Over time, Saber encountered a number of unique avatars that eventually became regular parts of his life, even his once estranged brother, Dagger. As time passed, he developed close ties to these avatars, and others, and he found more purpose in his existence than just proving he was more than just the remains of a failed project. He even found that the very project that had made him, had spawned a completely new batch of avatars. Now, he no longer was alone in his existence and purpose, he had a family.
Now, new and improved, and with only one potential threat to the cyber world left to deal with, Saber works diligently with his human partner, Jake, and the rest of the Network Police Department to put an end to all of the remaining chaos that has been unfolding from the Viral fallout of the Abraxas war. And amongst the cleanup of the war's devastation on the cyber city, Saber's mind continues to focus on his one final objective, capturing, or deleting Halberd once and for all...But what outcome may come to pass, only time will tell.
Add-Ons:
Combat - Data blade: The sword Saber came with when he was first designed. It's design is that of a large, single-edged broadsword. Since his upgrade, Jake and the other techs working on his code amplified this sword to produce waves of razor sharp code. Saber can only fire one wave per post.
Combat - De-Rez Blaster: The gun that came with Saber when he was first designed. Since Saber's upgrade, this gun has taken a drastic change in its combat capabilities. It now has the ability to switch between semi-automatic and full automatic, giving a varied level of potential for use with this weapon, and bullets now do 1.5x damage with each impact.
Combat - Battle Armor (in default appearance): While Saber can normally handle most situations with logic, or his arsenal, he has a backup armor program to improve his damage tolerance, and enhance his security systems, for tougher avatars and viruses. Since his upgrade, his armor has taken a drastic change, both in appearance and in defensive capabilities. His armor now covers more of his torso, but less of his inner legs, and his helmet has been replaced with a hood, with just as much durablity as the hemet, but more flexibility and ease of use.
Combat - Multi-Purpose Shield: To compensate for the loss of defense in some areas of his armor's redesign, this shield was created. In addition to its defensive capabilities, it comes with several functions. It can be a standard defensive shield, it can protrude blades from one end, acting as a secondary offensive melee weapon, or it can change its shape to appear like a crossbow, firing mini rockets like arrows at his targets that explode on impact with a heavy amount of damage. These rockets can move at 60Mph when launched, and have a blast radius of 1 meter with moderate level splash damage. Limit 2 rockets per post.
Connectivity - Cyber Speeder: A Connectivity download taking the form of a hover bike, it boosts connectivity by 75% and has excellent handling and breaking power while on Cyber Earth.
Downloaded Programs:
Combat - Data Blade V2: This increases the damage output of the Data Blade, and has a burst strike upgrade that deals explosive damage to the area of impact within a 5 foot radius of the strike. Strike limit of 3 bursts before the Program requires a recharge (4 posts). Since the upgrade, Saber is now capable of keeping this program active, even after the 3 burst strikes have become exhausted, thus maintaining the extra damage output.
Combat - Data scrambler mod: This weapon mod converts any damage inflicted to a target that initially damages an avatar's code into a scrambling program that instead rearranges the afflicted avatar's code. This forces a minor lag in the avatar while it tries to reorganize its programming, and the effects of this mod can be stacked. This program has no cool down, but must be deactivated if the DP limit is reached. While active, this mod affects all combat programs.
Combat - Dual Blade Mod: A melee combat mod that splits the wielder's weapon into two, slightly smaller copies, for dual wielding capability during hand-to-hand combat.
Combat - Dual Pistol Mod: A ranged combat mod that creates an identical copy of the wielder's current ranged weapon (if only one is available), for dual wielding capability during a gunfight. Shot limits for weapons are shared while this mod is active, but cooldowns remain the same.
Combat - Firewall barrier: A spherical barrier that encompasses Saber, and any avatar within a simulated 2ft radius. This barrier has all the properties of a computer firewall, protecting against most virus-inducing attacks. This firewall can be activated once every other post, and lasts during the post it was activated, but nothing can go in or out while the barrier is active. Since the upgrade, Saber is able to project this barrier to other avatars by pointing towards them, defending those who have no lines of defense. The barrier will resize itself to fit the size of the avatar, but the level of strength in defense remains intact.
Combat - Combat Armor Shift (CAS) M2 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). (5/8 Mods saved)
RetroBlade
Title: CAS - RetroBlade
Armor: link
Stats
Sp: [#][#][#][#]
Po: [#][#][#][#]
Du: [#][#][#]
Ac: [#][#][#]
Te: [#]
Description: A CAS mod designed by Saber’s human partner, Jake Derrix. When his upgrade eliminated his old armor, this mod was invented to play to the strengths that his old design offered, but with some extra techniques that Jake came up with to compliment the armor and combat style.
Strength(s): More offensive power and speed compared to base form.
Weakness: Technical combat style is less effective than the base form.
Weapons:
1) Twin arrow-tip morph blades: These are the basic offensive data blades for Saber’s RetroBlade form. They are able to shift into three alternate weapons depending on how the weapons are aligned together: A chain whip capable of improved maneuverability in pitfall areas (the butt of one grip pressed against the blade end of the other), an extendable lance with a reach of 4 meters (both handles pressed together and linked), or a pair of tonfa/nightsticks (holding one or both handles in reverse). Saber can shift between weapon styles at will, but only once per turn.
2) Custom De-Rez blaster: A handgun similar to the one in Saber’s base form. However, it is capable of a rapid, semi-automatic firing speed that is faster than Saber’s base form blaster. Saber is able to switch out the use of one of his twin data blades, to work in unison with this blaster.
3) Rebound barrier: A special shield with a reflective surface on the spinning blades that make up the shield’s design. It is capable of reflecting most small arms blasts, and send them flying right back at the attacker. The shield is also capable of being thrown at a distance of 5 meters, before it will return to Saber. Saber is able to use a single weapon in unison with this shield, but he can hot have the shield up while using the weapon, leaving it’s multitasking functionality to be desired.
4) Elemental subroutines: Special elemental attributes that can give Saber’s charged weapon attacks and certain special techniques elemental properties:
— Ice: Ice-based attacks will freeze most weaker enemies on contact, this also will slow enemies who are lightning themed for one additional post, no matter the strength of the enemy.
— Lightning: Elective based attacks will inflict temporary paralysis on weaker enemies for one post upon contact. Stronger enemies who are fire themed will have a 1/2 chance of locking up in mid action for an additional post, no matter how strong they may be.
— Fire: Fire based attacks will burn weaker enemies on contract, and remain burned for one additional post. This effect is stacked an additional time for any ice-themed enemies, no matter how strong.
The designation of the element being used is indicated by the gem on his helmet changing color from the basic blue. White for ice, red for fire, and yellow for lightning. Only one element can be applied at any given time, if one IS applied. Saber can only change elements (or disable elements) once per post.
Features:
1) Charged/elemental strikes: When using either the data blades (in any form) or the de-rez blaster, Saber is able to perform a charged strike, by overloading the damage output code of the weapon for a single strike. Saber’s body will glow a dim gold while the weapon(s) is/are charging. When his body is glowing so bright his body has a gold hue over his armor and general appearance, firing a blast from his gun, or swinging with one of his swords will unleash a more powerful attack. Elemental properties will be applied according to the element code installed
—Blade strike (sword form): Saber’s blade will fire off splintered blade shards outward in a semi-radial wave, following the swing of his sword. if impacting with an object or enemy, the splintering of the blade shards and debris is almost explosive in nature. Elemental effects are applied depending on what element is active at the time.
—Blade strike (whip or lance): Saber will spin the weapon around like a windmill, inflicting several strikes simultaneously to any enemies that get too close until the next post.
—Blaster shots: The blaster round fired from Saber’s gun is roughly the size of his torso, dealing a considerable amount of damage upon impact. Fire shots will become a fireball roughly the same size, becoming mini explosions on impact, Ice shots become a long ice javelin that splinters upon impact, and lightning shots become a large ball of electricity, that explodes outward on impact like a static burst.
—Shield throw: Saber can apply an elemental effect to the shield when thrown, if enough damage output has been stored up. The spinning blades of the shield will change according to the element, matching the color of the gem on Saber’s helmet. When thrown, the shield will skate along the ground, vertically spinning like a buzzsaw blade, and spun forward 10 feet before bouncing off of the ground and gravitating back to Saber. Any enemy caught in the shield’s path will be dealt damage, and have an elemental effect applied to the targets struck by the shield.
2) Tonfa strike/1000 strike: By wielding both of Saber’s morph blades in tonfa form, the blades can be propelled forward with punching motions, similar to someone using a nightstick. By repeating the action in rapid succession, Saber’s weapons will fire out a rapid fire barrage of blade strikes that extend one meter in front of him, where the attacks are being aimed. This technique requires 2 posts to reuse, and the rapid fire motions require that Saber be stationary while performing the technique, leaving him vulnerable for a brief period.
3) Mine launcher: While using his data blades in tonfa style, Saber can fire a charged strike upward that launches mini explosives in a radial field around him. These mines explode after a few moments (same post) and will inflict elemental damage based on the element equipped at the time. This technique requires a full charge strike to perform.
4) Ryuenjin (Dragon Flame Blade): Saber can leap up with his data blades, slicing upward to deliver swift damage to enemies in the air. With the fire element applied, Saber can propel himself further into the air, and his sword becomes engulfed in flames, burning any enemy it touches.This technique has no limits to use, but can only be used against a playable character once per turn.
5) Sengatotsu (Rotating Fang Thrust): While dashing forward, Saber is able to thrust his data blades forward, impaling any enemies that are in his path. If the lightning element is applied, his arrow-tip blades become a single electric spike. This technique has no limits to use, but can only be used against a playable character once per turn.
6) Rakusaiga (Falling Crush Fang): A diving strike attack using one or both blades. Saber’s body propels down, and his blades are enlarged for better range and impalement damage on unsuspecting enemies. With the ice element applied, the blade freezes over with a large icicle, dealing massive ice damage. With the lightning element applied, it becomes a large lightning rod that shoots electricity outward on impact. This technique has no limits to use, but can only be used against a playable character once per turn.
7) Kougenjin (Mirage Blade): Saber swings his blades in a sweeping motion, firing off bladed projectiles that have a reach of 6 meters. With the fire element applied, the blade becomes a flaming arrow-tip. With the ice element applied, the projectile becomes a large blade of ice. With the lightning element applied, the blade is glowing and crackling with electricity. This technique has no limits to use, but can only be used against a playable character three times per turn.
8) Tenshouha (Heaven Shine Supremacy): RetroBlade’s ultimate retaliation skill. Saber can use a single charge attack to punch the ground. Seven pillars of light come shooting down from the sky, surrounding Saber in a circle, with an 8th column of light coming down and engulfing Saber’s body. This skill has two main functions: The seven pillars surrounding Saber will spin incredibly fast, working as a barrier and damaging anything that gets too close, the 8th column engulfing Saber will speed up his internal repair functions, giving him an instant 10% of all damage done repaired fully. This skill does not work with elemental subroutines, and requires 5 posts to use after the initial use.
Title: SkyStrike
Armor: link
Stats
Sp: #####
Po: ##
Du: ###
Ac: ###
Te: ##
Description: A speed-type combat mod with flight capability. This mod comes equipped with angelic-like wings and four rocket thrusters that can allow for impressive speeds while in midair, and provide mid-to long range combat, with some close range capabilities if needed. Max speeds reach limits of 125mph with an active speed boost.
Strength(s): Improved speed, and the capability for flight, to combat enemies that fight from the skies.
Weakness(es): Not as powerful, and technical combat potential is depleted in the process.
Weapons:
1) Rifle/Lance: A single rifle with a shoulder stock for stability, even while flying in midair. Provides moderate ranged capability with a fast firing rate, by concentrating the beam that projects from the base of the rifle outward in long, bullets. By collapsing the barrel of the rifle into the beam launcher, the energy projector forms a data blade lance at the end, with improved reach for fast paced fly-by strikes.
2) Data blade: A secondary grip on the Rifle/Lance not only provides additional stability for SkyStrike’s main weapon, but also is the handle for an additional data blade that breaks off from the main weapon, providing a close ranged alternative weapon if necessary.
3) Jet-Grade Wings: While Not a weapon, this is built into the core design of the mod, granting, the user the ability of flight. Flight without the use of added Skyboost thrusters maxes out at 85Mph.
4) Skyboost Thrusters: While not a weapon, this is built into the core design of the mod, providing a fast way to increase one’s speed while in the air. These thrusters can propel the user at speeds of 125Mph on a straightaway. They can be turned on and off at will, for improved maneuverability while in air at high speeds.
Features:
1) Scatter Beam: Rather than fire a single concentrated beam at a single target, SkyStrike’s Data Rifle can split the beam into 10 smaller splinter beams. These beams strike multiple targets for less damage per beam, making it less effective against tougher enemies, but can easily control a battle against larger swarms of weaker enemies with ease. Can only fire scatter beam once every 2 posts.
2) Fly-by Arc Blade: The lance beam for SkyStrike’s weapon morphs itself into a large anchor-shaped blade arch. This allows for very deep and swift slashes with a high speed fly-by strike while airborne, but melee strikes are also capable of being used while on foot, but is not as effective as the standard lance in this way. Activates and deactivated manually.
3) Wing Strike: SkyStrike’s wings function as a melee weapon in addition to their flight capability, allowing for afterimage wing strikes to be made with every swipe of the wing. The wing Strikes are swift, but not as damaging as the Lance or Data blade, but do work to keep enemies at bay and to make room to get airborne.
4) Wing deflect gust: SkyStrike’s wings can be used to deflect oncoming projectiles, but only minimally. By flapping all 4 wings at once, a powerful wind force rushes in front of the user, slowing or deflecting projectiles enough to avoid or even redirect projectile attacks. This ability can only be used once per post.
5) Sonic-Boom overcharge: A very powerful, but dangerous ability, and SkyStrike’s trump card. This feature overloads the jet thrusters well beyond their limit, and forces the user to go supersonic while airborne. The resulting sonic boom had enough force to knock many smaller enemies off of their feet, and stagger larger enemies with their built up momentum. The overcharge completely scorches the skyboost thrusters, and renders them unusable until the mod has rebooted.
Title: SharpShot
Armor: link
Stats
Sp:[u/] [#][#][#][#]
Po: [#][#][#]
Du: [#][#]
Ac: [#][#][#][#][#]
Te: [#]
Description: A ranged focused mod that sacrifices some durability and technical capability in favor of greater accuracy. Small jet boosters on the back allow for some quick maneuvers, but overall this is meant to be more for effective ranged combat evasion. This mod is most effective at a mid to long range advantage, and does not focus too greatly on close range combat.
Strength(s): Improved accuracy, for ranged combat, and slightly improved speed, for greater evasion.
Weakness(es): Not very durable, some armor is sacrificed for better aim and evasion.
Weapons:
De-Rez Blaster: A standard commercial use one-handed blaster, tweaked to have a semi automatic burst. SharpShot is able to fire 3 rounds per post.
Jet Boosters: The back of SharpShot’s armor has a duo of mini jet boosters, allowing for increased evasion and additional lift when traversing uneven terrain. A pair of spikes on the back of SharpShot’s armor protrude outward to allow for additional stability while active.
Heads Up Display: A holographic visor forms in the front opening of the helmet, providing a targeting engine to improve accuracy when firing from his blaster.
LongShot: A gun mod that extends the range of the gun’s accuracy and increases damage, but struggles in close range combat. The barrel extends outwards by 2 feet, and a scope attaches to the barrel close to the handle, where a modified stock forms on the handle, as well as a secondary handle on the barrel, to help with stability when firing. This mod does more damage than the standard gun fire, but takes one post to modify the gun’s design. This mod can be toggled on and off; only one shot can be fired per post.
BoomStick: A gun mod that improves short range combat and increases damage, but fails in long range use. The barrel of the gun’s barrel extends by 1 foot, and splits into two, larger barrels. The handle also extends along half of the barrels’ length, allowing for a second hand to hold the shotgun to help with controlling recoil. This mod does more damage than the standard gun fire, but is slower to fire, and takes one post to modify the gun’s design. The gun fires out two simultaneous blasts that shoot out in a powerful spray of pellet blasts. This mod can be toggled on and off; only one shot can be fired per post.
Features:
Spreader Shot mod: A gun mod that splits the bullets coming from the blaster into multiple smaller bullets. These don’t have as much damage per strike but is able to bypass armor. Limit of 3 shots, 3 shot cool down (can be used on blaster and LongShot forms).
Force Shot mod: A gun mod that uses concussive force to keep enemies at bay. This mod sacrifices damage output for crowd control. Only able to use one shot per post (Can be used on blaster and BoomStick forms).
BoomStick Slugs: SharpShot’s BoomStick form can switch out its pellet spray fire for slug rounds, dealing massive damage on a single point that would normally be dealt over a large area. Both slugs can be fired at two targets separately. Two shot limit per post, can be reloaded on the following post.
Lock-On Tag: A bullet mod to assist with picking out targets in a crowd. By firing out a single bullet, this bullet is actually a compressed paint shell. Once the bullet impacts, the pain sprays everywhere, and anyone caught in the 10 foot blast zone is ‘tagged’. All tagged targets appear on SharpShot’s heads up display, allowing visibility as far as 500 feet away. Can be toggled on and off, no limit. One shot per post.
Lock-On Homing: A bullet mod for blaster and LongShot forms. SharpShot is able to toggle between different ‘tagged’ targets and bullets fired from the blaster will curve toward the target, improving chances of a direct hit. Can be stacked with other mods to improve chances in combat. One homing shot per post.
Grenade Launcher: An attachment mod for all gun forms. a launcher attaches to the underside of the gun barrel, pre-loaded with one of four types of grenades: Frag, Napalm, Smoke, or FlashBang. The launcher is capable of launching the grenade independently of the blaster’s typical gunfire, but must spend one turn rebooting the grenade launcher to fire another. FlashBand blind/deafness last for up to 2 turns, depending on how close to the blast those affected were. Smoke fills the immediate area for 2 posts, before dissipating, reducing visibility for those inside the cloud. Burn damage from napalm grenade lasts for 2 turns, before the burning fluid snuffs out. Getting struck with another napalm grenade reignites covered areas for an additional 1 post for pre-burnt areas.
Riot Shield: A portable shield with a transparent design, best designed for use with the blaster form gun. This shield offers some protection against ranged gunfire, requiring a moderate amount of damage to be done before the shield breaks. requires 2 posts to reboot the shield if it breaks, and up to 2 posts total to repair the shield back to full durability while not in full use.
Title: Panzer
Armor: link
Stats
Sp: ##
Po: ######
Du: #####
Ac: ##
Te:
Description: This mode sacrifices speed and accuracy to greatly increase power and durability. Guns can use rapid-fire shots, or a single charged cannon blast for increased damage and wider blast range.
Strength(s): Strong, and very durable, offering for a more direct approach to combat
Weakness(es): Much slower and inaccurate, and has zero technical prowess in combat, only brute force.
Weapons:
Dual Eraser Cannons: Custom enhanced blasters designed to deal a significantly higher amount of damage per hit. The damage output increase comes with a rapid fire spray and pray style of gunfire, causing the blasts to go off direction with extended blasts.
Panzer Riot Barrier: By fusing his two Eraser cannons together by the bases, Panzer transforms its blaster weapons into an impenetrable shield. This shield covers roughly 70% of the body, but all areas that are covered take no damage. Getting into a crouching position gives 90% of protection against any head on assaults, but minimizes effective movement in while on the defensive.
Panzer Punch Mod: While wielding the eraser cannons by the grips, the blasters can close up around the armor’s arms, and be used as melee striking weapons.
Features:
Charged Blaster beams: The eraser cannons are more powerful because of an overcharging system built in that allows the blasters to store excess power output and disperse it in rapid bursts. By releasing the entire charged power store in a single shot, Panzer is capable of firing a 5 foot wide, 15 foot line of DeRez data, causing massive damage to anything caught in the beam’s path. Both cannons are capable of firing two separate beams, but putting both together will double the beam size. Each cannon that fires a beam must wait for a 4 post recharge to regain firing functions again, negating the blasting functions of the eraser cannons for the duration.
Scatter Beams: A beam discharge similar to the charged blaster beams. Rather than fire large, straight beams, Panzer’s eraser cannons will now fire off a rapid barrage of thinner, more concentrated beams. The beams are not as damaging, but they are faster, and more random in the firing pattern,making it difficult to avoid the beams as their rapid fire spray reaches 15 feet in a cone in front of Panzer that reaches 15 feet out. It will take 4 posts to recharge the cannons for firing functionality.
Heated Crusher: By supercharging the eraser cannons while in punch mod form, Panzer is able to deliver a powerful, heated punch. The impact of the punch mod cannons is so superheated and overcharged on impact that it can even cause fractures or even holes in server infrastructure. It takes 2 posts to recover the partial power discharge for each cannon individually.
Fireball Burst: Panzer superheats its eraser cannons to change the blasts fired from the barrel into larger fireballs. It can fire a trio of smaller fireballs, or a single, torso sized fireball. This fireball when fired can burn away at the impact zone, and is especially damaging against viruses. It takes 2 posts to cool the cannons down to use the ability again.
Fire Wall: By aiming both eraser cannons down at the ground in front of him, Panzer will discharge the cannon’s entire superheated power store. The resulting effect is a massive torrent of fire pillars that surround Panzer for a single post, causing severe damage to anyone within a 10 foot radius around him. Due to the overheating and discharge of power, it will take 6 posts to cool down and recharge the eraser cannons to properly use them again in combat.
-Combat CAS\Savage: This mode is a combination of power and strength, for the cost of some durability, and accuracy. But for this form, accuracy isn't something very widely used. Savage mode is a bestial themed form, as such, its main weapons are claws and a tail, and a chameleon function that allows for a stealth approach by blending in with the surroundings, but by no means a way to become invisible. Due to the animalistic nature of savage mode, activating this program will cause minor personality quirks, such as increased aggression, and unpredictability in combat. As a bonus feature, Savage mode also comes with a special vision setting where the user is able to see code in place of cosmetic shape, bypassing any special properties of a program that may mask the program's user, and seeing through any concealments or disguises.
Combat Limit Break: This program was developed as a collaborative effort by several programmers. Unlike Halberd's limiter removal, whos forced removal of limitations caused berserk rage. This program is triggered naturally, releasing his limits like flipping a switch, and does not affect the user. In this program, Saber's combative and physical capabilities are multiplied 300%, and his entire focus is on melee combat with his own data breaker blade. While in this unleashed state, Saber's breaker blade can take one of numerous forms, and he has a whole other set of programs and skills compressed in this one function. There is no limit to this form's duration, but 10 posts of continued use will cause fatigue after reverting back to his standard form, and 15 posts or more will leave him vulnerable to attack for one post. It takes 8 posts to recover from the use of this form, and some hardware adjustments even had to be made to the terminals he is saved on to handle the terabytes of memory needed to handle its use. Since Forge fine tuned the program, the amount of recovery time following Limit Break's use has been reduced by half with extended use, minimizing the duration of vulnerability.
Sword Forms
-Breaker This is Saber's default blade in his limit breaker state. It is a perfect balance between offense, defense, and range, but has no special properties. It also has the ability to fire waves of energy from the blade in a crescent arc. One wave per post, can only be fired vertically, horizontally, or at a 45º angle.
-Burst: Trading some of the range and defensive power of Saber's breaker blade, his offensive capabilities are doubled. If charged, he can also cause impacts with the blade that are explosive. Consecutive strikes with these charged explosive attacks can cause just as much harm to the wielder as they do the target. This blade focuses more on damage per hit. No charge limit for explosive strikes, all explosive strikes are signified by the markings of the blade glowing.
-Flash: This sword sacrifices a large amount of range, as well as half of his offensive power. Saber's evasive skills and finesse with a blade are doubled, he is also able to unleash a flurry of strikes in a matter of seconds. This sword focuses more on total amount of strikes for damage.
-Aether: This weapon trades a great amount of range and offensive power, and boost the wielder's defensive capabilities. This blade is unable to do actual damage to avatars, but has the stopping power of Saber's firewall barrier, producing a semi-radial barrier that protects him from the front. He also has the ability to cut through simulations of nonphysical materials, such as fire, water, or wind (among others). This blade is meant to be used as a weapon to carve through the attacks and effects of avatars who don't use typical methods of dealing damage, such as radial attacks or viral infections.
-Shockfire: Sacrificing all of the extended reach of his breaker blade, as well as some of his offensive and defensive ability, the swords have the same reach and a slightly heavier damage output than Saber's dual blade mod swords outside of his limit break form. One small advantage to these dual blades, however, is that each one can produce an elemental effect to attacks. Lightning based strikes (left hand) force a full body shockwave through the body that causes mild paralysis, impeding movements. Fire based strikes (right hand) cause pain to emanate from the point of impact, and increase damage with consecutive strikes. These swords focus on status effects and stacking damage.
-VoidFang: A special combat style that was created by Bit during Saber's upgrade. This sword is reduced by 1/3 or breaker blade's original length and mass, and does half of the damage that any of the other blades can inflict, leaving it at part with Flash in levels of damage starting off. What makes this blade so special, however, is the fact that any data that it cuts gets absorbed into the blade, and any damaged or de-rezzing data caught within the event horizon surrounding the blade is absorbed as well, making it denser, and causing more damage on impact as more data is added. This data absorbsion can stack 10 times, dealing more initial damage as more strikes are inflicted. However, after the 10th stack is added (making damage a total of 5X higher than standard damage), the data is all transferred into the next strike, inflicting a large amount of force upon impact. Only one stack can be added per post, and the stack resets after the strike following the maxed out data stack. This blade style focuses on stacking damage and unleashing it all in one powerful strike.
-Ballistics: A special combat style that was created by Forge during Saber's upgrade. This sword isn't much bigger than Saber's breaker blade, and doesn't deal any more or less damage than said blade, but has more features to it that make it unique. For starters, the blade is actually a large gun, the barrel making most of the blade, with sharp edges attached on the bottom and top of the barrel. The top blade also can separate into a smaller, secondary blade, to allow for dual wielding combat, with the gun sword on the right side when dual wielding. The gun itself can fire two different types of bullets. It can fire 5 22 caliber bullets in one post, or it can fire a single, 50 caliber bullet.
[i"]Additional Programs[/i]
Explosive punch: [Passive] Unarmed punches made with this form connect with an explosion a fraction of the strength of Saber's Burst blade, dealing additional damage during impact. These punches can do just as much damage to the hand that threw the punch, making it harder to use the hand if punches are used excessively. Only usable while Burst Blade is active, heat waves surrounding his hands signify an explosive punch.
Mach 3 Melee: [passive] Punches and kicks move just as quickly as his sword strikes, but deal 50% less damage than the typical melee attack. Only usable when Flash Blade is active.
Deflective palm: [Passive] Saber is able to deflect nonphysical attacks with his bare hands and produce smaller versions of the frontal shield his Aether blade can produce. Physical attacks do no damage whatsoever. Only usable while Aether Blade is active.
Shocking/Burning Fist: [Passive] When not wielding the blades themselves, Saber's hands can deal the same fire and lightning effects with punches and grapples. Only usable while Shockfire Blade is active.
Gravity fist: [Passive] Saber can inflict increased damage with his fist incrementally every time he makes contact up to 5 times (maximum of 2.5x normal damage), sending out a powerful punch with all the data being compressed into his fist for a powerful attack. His fists also possess a smaller event horizon that absorbs broken or dead code nearby. After the 6th strike, or the next one following the maximum stack of 5, the stack resets down to half standard damage again. Only useable while VoidFang is active.
"Hand" Gun: [Active] Saber can essentially use his hands as if they were pistols. By positioning his fingers so that his index, middle, and thumb fingers are extended, he can fire smaller rounds from the tips of his fingers, at 5 blasts per hand, per post.
Name: Saber
Avatar Style: Combat/Law Enforcement
Gender: Male
Appearance: Default
User: Jacob Derrix
Personality: Normally calm and level headed, even when provoked, but can be quite intense in battle if the situation is critical. Saber tries to think of the logical sides of arguments, which can sometimes lead to interesting debates between himself and his human partner, Jake. As an official avatar of the net police, he understands and respects the command hierarchy, and seldom questions commands as long as he has all of the facts and possible outcomes. Through observing some of Jake's encounters during official police business, he has also come understand mercy, and when it is appropriate to delete, or isolate (capture) a rogue avatar. He dedicates most of his career as a police avatar to hunting down and finding his rogue partners, but he won't abandon a helpless avatar if he is needed.
Since the infection of viral data during the last fight with Noxus, one of his coworker's Viral siblings, and the crude method of removal, Saber's personality has gained a more human like behavior, showing more emotion than he used to in the past, but still maintaining his logical method of solving problems whenever possible. However, that's not to say that emotion sometimes will overpower logic, and duty will be overshadowed by moral alignment.
History: Net Ops agent registration code; #Z-273-Ax195. Originally one of three prototype combat avatars for the NYNPD's Project Cyber Blade, Saber was the only avatar not corrupted badly enough to go full rogue by the heavy storm that caused the other two avatars; Dagger and Halberd, to breach containment and escape during development. Over time, Saber encountered a number of unique avatars that eventually became regular parts of his life, even his once estranged brother, Dagger. As time passed, he developed close ties to these avatars, and others, and he found more purpose in his existence than just proving he was more than just the remains of a failed project. He even found that the very project that had made him, had spawned a completely new batch of avatars. Now, he no longer was alone in his existence and purpose, he had a family.
Now, new and improved, and with only one potential threat to the cyber world left to deal with, Saber works diligently with his human partner, Jake, and the rest of the Network Police Department to put an end to all of the remaining chaos that has been unfolding from the Viral fallout of the Abraxas war. And amongst the cleanup of the war's devastation on the cyber city, Saber's mind continues to focus on his one final objective, capturing, or deleting Halberd once and for all...But what outcome may come to pass, only time will tell.
Add-Ons:
Combat - Data blade: The sword Saber came with when he was first designed. It's design is that of a large, single-edged broadsword. Since his upgrade, Jake and the other techs working on his code amplified this sword to produce waves of razor sharp code. Saber can only fire one wave per post.
Combat - De-Rez Blaster: The gun that came with Saber when he was first designed. Since Saber's upgrade, this gun has taken a drastic change in its combat capabilities. It now has the ability to switch between semi-automatic and full automatic, giving a varied level of potential for use with this weapon, and bullets now do 1.5x damage with each impact.
Combat - Battle Armor (in default appearance): While Saber can normally handle most situations with logic, or his arsenal, he has a backup armor program to improve his damage tolerance, and enhance his security systems, for tougher avatars and viruses. Since his upgrade, his armor has taken a drastic change, both in appearance and in defensive capabilities. His armor now covers more of his torso, but less of his inner legs, and his helmet has been replaced with a hood, with just as much durablity as the hemet, but more flexibility and ease of use.
Combat - Multi-Purpose Shield: To compensate for the loss of defense in some areas of his armor's redesign, this shield was created. In addition to its defensive capabilities, it comes with several functions. It can be a standard defensive shield, it can protrude blades from one end, acting as a secondary offensive melee weapon, or it can change its shape to appear like a crossbow, firing mini rockets like arrows at his targets that explode on impact with a heavy amount of damage. These rockets can move at 60Mph when launched, and have a blast radius of 1 meter with moderate level splash damage. Limit 2 rockets per post.
Connectivity - Cyber Speeder: A Connectivity download taking the form of a hover bike, it boosts connectivity by 75% and has excellent handling and breaking power while on Cyber Earth.
Downloaded Programs:
Combat - Data Blade V2: This increases the damage output of the Data Blade, and has a burst strike upgrade that deals explosive damage to the area of impact within a 5 foot radius of the strike. Strike limit of 3 bursts before the Program requires a recharge (4 posts). Since the upgrade, Saber is now capable of keeping this program active, even after the 3 burst strikes have become exhausted, thus maintaining the extra damage output.
Combat - Data scrambler mod: This weapon mod converts any damage inflicted to a target that initially damages an avatar's code into a scrambling program that instead rearranges the afflicted avatar's code. This forces a minor lag in the avatar while it tries to reorganize its programming, and the effects of this mod can be stacked. This program has no cool down, but must be deactivated if the DP limit is reached. While active, this mod affects all combat programs.
Combat - Dual Blade Mod: A melee combat mod that splits the wielder's weapon into two, slightly smaller copies, for dual wielding capability during hand-to-hand combat.
Combat - Dual Pistol Mod: A ranged combat mod that creates an identical copy of the wielder's current ranged weapon (if only one is available), for dual wielding capability during a gunfight. Shot limits for weapons are shared while this mod is active, but cooldowns remain the same.
Combat - Firewall barrier: A spherical barrier that encompasses Saber, and any avatar within a simulated 2ft radius. This barrier has all the properties of a computer firewall, protecting against most virus-inducing attacks. This firewall can be activated once every other post, and lasts during the post it was activated, but nothing can go in or out while the barrier is active. Since the upgrade, Saber is able to project this barrier to other avatars by pointing towards them, defending those who have no lines of defense. The barrier will resize itself to fit the size of the avatar, but the level of strength in defense remains intact.
Combat - Combat Armor Shift (CAS) M2 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). (5/8 Mods saved)
RetroBlade
Title: CAS - RetroBlade
Armor: link
Stats
Sp: [#][#][#][#]
Po: [#][#][#][#]
Du: [#][#][#]
Ac: [#][#][#]
Te: [#]
Description: A CAS mod designed by Saber’s human partner, Jake Derrix. When his upgrade eliminated his old armor, this mod was invented to play to the strengths that his old design offered, but with some extra techniques that Jake came up with to compliment the armor and combat style.
Strength(s): More offensive power and speed compared to base form.
Weakness: Technical combat style is less effective than the base form.
Weapons:
1) Twin arrow-tip morph blades: These are the basic offensive data blades for Saber’s RetroBlade form. They are able to shift into three alternate weapons depending on how the weapons are aligned together: A chain whip capable of improved maneuverability in pitfall areas (the butt of one grip pressed against the blade end of the other), an extendable lance with a reach of 4 meters (both handles pressed together and linked), or a pair of tonfa/nightsticks (holding one or both handles in reverse). Saber can shift between weapon styles at will, but only once per turn.
2) Custom De-Rez blaster: A handgun similar to the one in Saber’s base form. However, it is capable of a rapid, semi-automatic firing speed that is faster than Saber’s base form blaster. Saber is able to switch out the use of one of his twin data blades, to work in unison with this blaster.
3) Rebound barrier: A special shield with a reflective surface on the spinning blades that make up the shield’s design. It is capable of reflecting most small arms blasts, and send them flying right back at the attacker. The shield is also capable of being thrown at a distance of 5 meters, before it will return to Saber. Saber is able to use a single weapon in unison with this shield, but he can hot have the shield up while using the weapon, leaving it’s multitasking functionality to be desired.
4) Elemental subroutines: Special elemental attributes that can give Saber’s charged weapon attacks and certain special techniques elemental properties:
— Ice: Ice-based attacks will freeze most weaker enemies on contact, this also will slow enemies who are lightning themed for one additional post, no matter the strength of the enemy.
— Lightning: Elective based attacks will inflict temporary paralysis on weaker enemies for one post upon contact. Stronger enemies who are fire themed will have a 1/2 chance of locking up in mid action for an additional post, no matter how strong they may be.
— Fire: Fire based attacks will burn weaker enemies on contract, and remain burned for one additional post. This effect is stacked an additional time for any ice-themed enemies, no matter how strong.
The designation of the element being used is indicated by the gem on his helmet changing color from the basic blue. White for ice, red for fire, and yellow for lightning. Only one element can be applied at any given time, if one IS applied. Saber can only change elements (or disable elements) once per post.
Features:
1) Charged/elemental strikes: When using either the data blades (in any form) or the de-rez blaster, Saber is able to perform a charged strike, by overloading the damage output code of the weapon for a single strike. Saber’s body will glow a dim gold while the weapon(s) is/are charging. When his body is glowing so bright his body has a gold hue over his armor and general appearance, firing a blast from his gun, or swinging with one of his swords will unleash a more powerful attack. Elemental properties will be applied according to the element code installed
—Blade strike (sword form): Saber’s blade will fire off splintered blade shards outward in a semi-radial wave, following the swing of his sword. if impacting with an object or enemy, the splintering of the blade shards and debris is almost explosive in nature. Elemental effects are applied depending on what element is active at the time.
—Blade strike (whip or lance): Saber will spin the weapon around like a windmill, inflicting several strikes simultaneously to any enemies that get too close until the next post.
—Blaster shots: The blaster round fired from Saber’s gun is roughly the size of his torso, dealing a considerable amount of damage upon impact. Fire shots will become a fireball roughly the same size, becoming mini explosions on impact, Ice shots become a long ice javelin that splinters upon impact, and lightning shots become a large ball of electricity, that explodes outward on impact like a static burst.
—Shield throw: Saber can apply an elemental effect to the shield when thrown, if enough damage output has been stored up. The spinning blades of the shield will change according to the element, matching the color of the gem on Saber’s helmet. When thrown, the shield will skate along the ground, vertically spinning like a buzzsaw blade, and spun forward 10 feet before bouncing off of the ground and gravitating back to Saber. Any enemy caught in the shield’s path will be dealt damage, and have an elemental effect applied to the targets struck by the shield.
2) Tonfa strike/1000 strike: By wielding both of Saber’s morph blades in tonfa form, the blades can be propelled forward with punching motions, similar to someone using a nightstick. By repeating the action in rapid succession, Saber’s weapons will fire out a rapid fire barrage of blade strikes that extend one meter in front of him, where the attacks are being aimed. This technique requires 2 posts to reuse, and the rapid fire motions require that Saber be stationary while performing the technique, leaving him vulnerable for a brief period.
3) Mine launcher: While using his data blades in tonfa style, Saber can fire a charged strike upward that launches mini explosives in a radial field around him. These mines explode after a few moments (same post) and will inflict elemental damage based on the element equipped at the time. This technique requires a full charge strike to perform.
4) Ryuenjin (Dragon Flame Blade): Saber can leap up with his data blades, slicing upward to deliver swift damage to enemies in the air. With the fire element applied, Saber can propel himself further into the air, and his sword becomes engulfed in flames, burning any enemy it touches.This technique has no limits to use, but can only be used against a playable character once per turn.
5) Sengatotsu (Rotating Fang Thrust): While dashing forward, Saber is able to thrust his data blades forward, impaling any enemies that are in his path. If the lightning element is applied, his arrow-tip blades become a single electric spike. This technique has no limits to use, but can only be used against a playable character once per turn.
6) Rakusaiga (Falling Crush Fang): A diving strike attack using one or both blades. Saber’s body propels down, and his blades are enlarged for better range and impalement damage on unsuspecting enemies. With the ice element applied, the blade freezes over with a large icicle, dealing massive ice damage. With the lightning element applied, it becomes a large lightning rod that shoots electricity outward on impact. This technique has no limits to use, but can only be used against a playable character once per turn.
7) Kougenjin (Mirage Blade): Saber swings his blades in a sweeping motion, firing off bladed projectiles that have a reach of 6 meters. With the fire element applied, the blade becomes a flaming arrow-tip. With the ice element applied, the projectile becomes a large blade of ice. With the lightning element applied, the blade is glowing and crackling with electricity. This technique has no limits to use, but can only be used against a playable character three times per turn.
8) Tenshouha (Heaven Shine Supremacy): RetroBlade’s ultimate retaliation skill. Saber can use a single charge attack to punch the ground. Seven pillars of light come shooting down from the sky, surrounding Saber in a circle, with an 8th column of light coming down and engulfing Saber’s body. This skill has two main functions: The seven pillars surrounding Saber will spin incredibly fast, working as a barrier and damaging anything that gets too close, the 8th column engulfing Saber will speed up his internal repair functions, giving him an instant 10% of all damage done repaired fully. This skill does not work with elemental subroutines, and requires 5 posts to use after the initial use.
Title: SkyStrike
Armor: link
Stats
Sp: #####
Po: ##
Du: ###
Ac: ###
Te: ##
Description: A speed-type combat mod with flight capability. This mod comes equipped with angelic-like wings and four rocket thrusters that can allow for impressive speeds while in midair, and provide mid-to long range combat, with some close range capabilities if needed. Max speeds reach limits of 125mph with an active speed boost.
Strength(s): Improved speed, and the capability for flight, to combat enemies that fight from the skies.
Weakness(es): Not as powerful, and technical combat potential is depleted in the process.
Weapons:
1) Rifle/Lance: A single rifle with a shoulder stock for stability, even while flying in midair. Provides moderate ranged capability with a fast firing rate, by concentrating the beam that projects from the base of the rifle outward in long, bullets. By collapsing the barrel of the rifle into the beam launcher, the energy projector forms a data blade lance at the end, with improved reach for fast paced fly-by strikes.
2) Data blade: A secondary grip on the Rifle/Lance not only provides additional stability for SkyStrike’s main weapon, but also is the handle for an additional data blade that breaks off from the main weapon, providing a close ranged alternative weapon if necessary.
3) Jet-Grade Wings: While Not a weapon, this is built into the core design of the mod, granting, the user the ability of flight. Flight without the use of added Skyboost thrusters maxes out at 85Mph.
4) Skyboost Thrusters: While not a weapon, this is built into the core design of the mod, providing a fast way to increase one’s speed while in the air. These thrusters can propel the user at speeds of 125Mph on a straightaway. They can be turned on and off at will, for improved maneuverability while in air at high speeds.
Features:
1) Scatter Beam: Rather than fire a single concentrated beam at a single target, SkyStrike’s Data Rifle can split the beam into 10 smaller splinter beams. These beams strike multiple targets for less damage per beam, making it less effective against tougher enemies, but can easily control a battle against larger swarms of weaker enemies with ease. Can only fire scatter beam once every 2 posts.
2) Fly-by Arc Blade: The lance beam for SkyStrike’s weapon morphs itself into a large anchor-shaped blade arch. This allows for very deep and swift slashes with a high speed fly-by strike while airborne, but melee strikes are also capable of being used while on foot, but is not as effective as the standard lance in this way. Activates and deactivated manually.
3) Wing Strike: SkyStrike’s wings function as a melee weapon in addition to their flight capability, allowing for afterimage wing strikes to be made with every swipe of the wing. The wing Strikes are swift, but not as damaging as the Lance or Data blade, but do work to keep enemies at bay and to make room to get airborne.
4) Wing deflect gust: SkyStrike’s wings can be used to deflect oncoming projectiles, but only minimally. By flapping all 4 wings at once, a powerful wind force rushes in front of the user, slowing or deflecting projectiles enough to avoid or even redirect projectile attacks. This ability can only be used once per post.
5) Sonic-Boom overcharge: A very powerful, but dangerous ability, and SkyStrike’s trump card. This feature overloads the jet thrusters well beyond their limit, and forces the user to go supersonic while airborne. The resulting sonic boom had enough force to knock many smaller enemies off of their feet, and stagger larger enemies with their built up momentum. The overcharge completely scorches the skyboost thrusters, and renders them unusable until the mod has rebooted.
Title: SharpShot
Armor: link
Stats
Sp:[u/] [#][#][#][#]
Po: [#][#][#]
Du: [#][#]
Ac: [#][#][#][#][#]
Te: [#]
Description: A ranged focused mod that sacrifices some durability and technical capability in favor of greater accuracy. Small jet boosters on the back allow for some quick maneuvers, but overall this is meant to be more for effective ranged combat evasion. This mod is most effective at a mid to long range advantage, and does not focus too greatly on close range combat.
Strength(s): Improved accuracy, for ranged combat, and slightly improved speed, for greater evasion.
Weakness(es): Not very durable, some armor is sacrificed for better aim and evasion.
Weapons:
De-Rez Blaster: A standard commercial use one-handed blaster, tweaked to have a semi automatic burst. SharpShot is able to fire 3 rounds per post.
Jet Boosters: The back of SharpShot’s armor has a duo of mini jet boosters, allowing for increased evasion and additional lift when traversing uneven terrain. A pair of spikes on the back of SharpShot’s armor protrude outward to allow for additional stability while active.
Heads Up Display: A holographic visor forms in the front opening of the helmet, providing a targeting engine to improve accuracy when firing from his blaster.
LongShot: A gun mod that extends the range of the gun’s accuracy and increases damage, but struggles in close range combat. The barrel extends outwards by 2 feet, and a scope attaches to the barrel close to the handle, where a modified stock forms on the handle, as well as a secondary handle on the barrel, to help with stability when firing. This mod does more damage than the standard gun fire, but takes one post to modify the gun’s design. This mod can be toggled on and off; only one shot can be fired per post.
BoomStick: A gun mod that improves short range combat and increases damage, but fails in long range use. The barrel of the gun’s barrel extends by 1 foot, and splits into two, larger barrels. The handle also extends along half of the barrels’ length, allowing for a second hand to hold the shotgun to help with controlling recoil. This mod does more damage than the standard gun fire, but is slower to fire, and takes one post to modify the gun’s design. The gun fires out two simultaneous blasts that shoot out in a powerful spray of pellet blasts. This mod can be toggled on and off; only one shot can be fired per post.
Features:
Spreader Shot mod: A gun mod that splits the bullets coming from the blaster into multiple smaller bullets. These don’t have as much damage per strike but is able to bypass armor. Limit of 3 shots, 3 shot cool down (can be used on blaster and LongShot forms).
Force Shot mod: A gun mod that uses concussive force to keep enemies at bay. This mod sacrifices damage output for crowd control. Only able to use one shot per post (Can be used on blaster and BoomStick forms).
BoomStick Slugs: SharpShot’s BoomStick form can switch out its pellet spray fire for slug rounds, dealing massive damage on a single point that would normally be dealt over a large area. Both slugs can be fired at two targets separately. Two shot limit per post, can be reloaded on the following post.
Lock-On Tag: A bullet mod to assist with picking out targets in a crowd. By firing out a single bullet, this bullet is actually a compressed paint shell. Once the bullet impacts, the pain sprays everywhere, and anyone caught in the 10 foot blast zone is ‘tagged’. All tagged targets appear on SharpShot’s heads up display, allowing visibility as far as 500 feet away. Can be toggled on and off, no limit. One shot per post.
Lock-On Homing: A bullet mod for blaster and LongShot forms. SharpShot is able to toggle between different ‘tagged’ targets and bullets fired from the blaster will curve toward the target, improving chances of a direct hit. Can be stacked with other mods to improve chances in combat. One homing shot per post.
Grenade Launcher: An attachment mod for all gun forms. a launcher attaches to the underside of the gun barrel, pre-loaded with one of four types of grenades: Frag, Napalm, Smoke, or FlashBang. The launcher is capable of launching the grenade independently of the blaster’s typical gunfire, but must spend one turn rebooting the grenade launcher to fire another. FlashBand blind/deafness last for up to 2 turns, depending on how close to the blast those affected were. Smoke fills the immediate area for 2 posts, before dissipating, reducing visibility for those inside the cloud. Burn damage from napalm grenade lasts for 2 turns, before the burning fluid snuffs out. Getting struck with another napalm grenade reignites covered areas for an additional 1 post for pre-burnt areas.
Riot Shield: A portable shield with a transparent design, best designed for use with the blaster form gun. This shield offers some protection against ranged gunfire, requiring a moderate amount of damage to be done before the shield breaks. requires 2 posts to reboot the shield if it breaks, and up to 2 posts total to repair the shield back to full durability while not in full use.
Title: Panzer
Armor: link
Stats
Sp: ##
Po: ######
Du: #####
Ac: ##
Te:
Description: This mode sacrifices speed and accuracy to greatly increase power and durability. Guns can use rapid-fire shots, or a single charged cannon blast for increased damage and wider blast range.
Strength(s): Strong, and very durable, offering for a more direct approach to combat
Weakness(es): Much slower and inaccurate, and has zero technical prowess in combat, only brute force.
Weapons:
Dual Eraser Cannons: Custom enhanced blasters designed to deal a significantly higher amount of damage per hit. The damage output increase comes with a rapid fire spray and pray style of gunfire, causing the blasts to go off direction with extended blasts.
Panzer Riot Barrier: By fusing his two Eraser cannons together by the bases, Panzer transforms its blaster weapons into an impenetrable shield. This shield covers roughly 70% of the body, but all areas that are covered take no damage. Getting into a crouching position gives 90% of protection against any head on assaults, but minimizes effective movement in while on the defensive.
Panzer Punch Mod: While wielding the eraser cannons by the grips, the blasters can close up around the armor’s arms, and be used as melee striking weapons.
Features:
Charged Blaster beams: The eraser cannons are more powerful because of an overcharging system built in that allows the blasters to store excess power output and disperse it in rapid bursts. By releasing the entire charged power store in a single shot, Panzer is capable of firing a 5 foot wide, 15 foot line of DeRez data, causing massive damage to anything caught in the beam’s path. Both cannons are capable of firing two separate beams, but putting both together will double the beam size. Each cannon that fires a beam must wait for a 4 post recharge to regain firing functions again, negating the blasting functions of the eraser cannons for the duration.
Scatter Beams: A beam discharge similar to the charged blaster beams. Rather than fire large, straight beams, Panzer’s eraser cannons will now fire off a rapid barrage of thinner, more concentrated beams. The beams are not as damaging, but they are faster, and more random in the firing pattern,making it difficult to avoid the beams as their rapid fire spray reaches 15 feet in a cone in front of Panzer that reaches 15 feet out. It will take 4 posts to recharge the cannons for firing functionality.
Heated Crusher: By supercharging the eraser cannons while in punch mod form, Panzer is able to deliver a powerful, heated punch. The impact of the punch mod cannons is so superheated and overcharged on impact that it can even cause fractures or even holes in server infrastructure. It takes 2 posts to recover the partial power discharge for each cannon individually.
Fireball Burst: Panzer superheats its eraser cannons to change the blasts fired from the barrel into larger fireballs. It can fire a trio of smaller fireballs, or a single, torso sized fireball. This fireball when fired can burn away at the impact zone, and is especially damaging against viruses. It takes 2 posts to cool the cannons down to use the ability again.
Fire Wall: By aiming both eraser cannons down at the ground in front of him, Panzer will discharge the cannon’s entire superheated power store. The resulting effect is a massive torrent of fire pillars that surround Panzer for a single post, causing severe damage to anyone within a 10 foot radius around him. Due to the overheating and discharge of power, it will take 6 posts to cool down and recharge the eraser cannons to properly use them again in combat.
-Combat CAS\Savage: This mode is a combination of power and strength, for the cost of some durability, and accuracy. But for this form, accuracy isn't something very widely used. Savage mode is a bestial themed form, as such, its main weapons are claws and a tail, and a chameleon function that allows for a stealth approach by blending in with the surroundings, but by no means a way to become invisible. Due to the animalistic nature of savage mode, activating this program will cause minor personality quirks, such as increased aggression, and unpredictability in combat. As a bonus feature, Savage mode also comes with a special vision setting where the user is able to see code in place of cosmetic shape, bypassing any special properties of a program that may mask the program's user, and seeing through any concealments or disguises.
Combat Limit Break: This program was developed as a collaborative effort by several programmers. Unlike Halberd's limiter removal, whos forced removal of limitations caused berserk rage. This program is triggered naturally, releasing his limits like flipping a switch, and does not affect the user. In this program, Saber's combative and physical capabilities are multiplied 300%, and his entire focus is on melee combat with his own data breaker blade. While in this unleashed state, Saber's breaker blade can take one of numerous forms, and he has a whole other set of programs and skills compressed in this one function. There is no limit to this form's duration, but 10 posts of continued use will cause fatigue after reverting back to his standard form, and 15 posts or more will leave him vulnerable to attack for one post. It takes 8 posts to recover from the use of this form, and some hardware adjustments even had to be made to the terminals he is saved on to handle the terabytes of memory needed to handle its use. Since Forge fine tuned the program, the amount of recovery time following Limit Break's use has been reduced by half with extended use, minimizing the duration of vulnerability.
Sword Forms
-Breaker This is Saber's default blade in his limit breaker state. It is a perfect balance between offense, defense, and range, but has no special properties. It also has the ability to fire waves of energy from the blade in a crescent arc. One wave per post, can only be fired vertically, horizontally, or at a 45º angle.
-Burst: Trading some of the range and defensive power of Saber's breaker blade, his offensive capabilities are doubled. If charged, he can also cause impacts with the blade that are explosive. Consecutive strikes with these charged explosive attacks can cause just as much harm to the wielder as they do the target. This blade focuses more on damage per hit. No charge limit for explosive strikes, all explosive strikes are signified by the markings of the blade glowing.
-Flash: This sword sacrifices a large amount of range, as well as half of his offensive power. Saber's evasive skills and finesse with a blade are doubled, he is also able to unleash a flurry of strikes in a matter of seconds. This sword focuses more on total amount of strikes for damage.
-Aether: This weapon trades a great amount of range and offensive power, and boost the wielder's defensive capabilities. This blade is unable to do actual damage to avatars, but has the stopping power of Saber's firewall barrier, producing a semi-radial barrier that protects him from the front. He also has the ability to cut through simulations of nonphysical materials, such as fire, water, or wind (among others). This blade is meant to be used as a weapon to carve through the attacks and effects of avatars who don't use typical methods of dealing damage, such as radial attacks or viral infections.
-Shockfire: Sacrificing all of the extended reach of his breaker blade, as well as some of his offensive and defensive ability, the swords have the same reach and a slightly heavier damage output than Saber's dual blade mod swords outside of his limit break form. One small advantage to these dual blades, however, is that each one can produce an elemental effect to attacks. Lightning based strikes (left hand) force a full body shockwave through the body that causes mild paralysis, impeding movements. Fire based strikes (right hand) cause pain to emanate from the point of impact, and increase damage with consecutive strikes. These swords focus on status effects and stacking damage.
-VoidFang: A special combat style that was created by Bit during Saber's upgrade. This sword is reduced by 1/3 or breaker blade's original length and mass, and does half of the damage that any of the other blades can inflict, leaving it at part with Flash in levels of damage starting off. What makes this blade so special, however, is the fact that any data that it cuts gets absorbed into the blade, and any damaged or de-rezzing data caught within the event horizon surrounding the blade is absorbed as well, making it denser, and causing more damage on impact as more data is added. This data absorbsion can stack 10 times, dealing more initial damage as more strikes are inflicted. However, after the 10th stack is added (making damage a total of 5X higher than standard damage), the data is all transferred into the next strike, inflicting a large amount of force upon impact. Only one stack can be added per post, and the stack resets after the strike following the maxed out data stack. This blade style focuses on stacking damage and unleashing it all in one powerful strike.
-Ballistics: A special combat style that was created by Forge during Saber's upgrade. This sword isn't much bigger than Saber's breaker blade, and doesn't deal any more or less damage than said blade, but has more features to it that make it unique. For starters, the blade is actually a large gun, the barrel making most of the blade, with sharp edges attached on the bottom and top of the barrel. The top blade also can separate into a smaller, secondary blade, to allow for dual wielding combat, with the gun sword on the right side when dual wielding. The gun itself can fire two different types of bullets. It can fire 5 22 caliber bullets in one post, or it can fire a single, 50 caliber bullet.
[i"]Additional Programs[/i]
Explosive punch: [Passive] Unarmed punches made with this form connect with an explosion a fraction of the strength of Saber's Burst blade, dealing additional damage during impact. These punches can do just as much damage to the hand that threw the punch, making it harder to use the hand if punches are used excessively. Only usable while Burst Blade is active, heat waves surrounding his hands signify an explosive punch.
Mach 3 Melee: [passive] Punches and kicks move just as quickly as his sword strikes, but deal 50% less damage than the typical melee attack. Only usable when Flash Blade is active.
Deflective palm: [Passive] Saber is able to deflect nonphysical attacks with his bare hands and produce smaller versions of the frontal shield his Aether blade can produce. Physical attacks do no damage whatsoever. Only usable while Aether Blade is active.
Shocking/Burning Fist: [Passive] When not wielding the blades themselves, Saber's hands can deal the same fire and lightning effects with punches and grapples. Only usable while Shockfire Blade is active.
Gravity fist: [Passive] Saber can inflict increased damage with his fist incrementally every time he makes contact up to 5 times (maximum of 2.5x normal damage), sending out a powerful punch with all the data being compressed into his fist for a powerful attack. His fists also possess a smaller event horizon that absorbs broken or dead code nearby. After the 6th strike, or the next one following the maximum stack of 5, the stack resets down to half standard damage again. Only useable while VoidFang is active.
"Hand" Gun: [Active] Saber can essentially use his hands as if they were pistols. By positioning his fingers so that his index, middle, and thumb fingers are extended, he can fire smaller rounds from the tips of his fingers, at 5 blasts per hand, per post.