Omega
Apr 6, 2017 20:46:37 GMT -5
Post by Mani4c on Apr 6, 2017 20:46:37 GMT -5
Name: Omega
Theme: Theme of Zero - Composed by Setsuo Yamamoto
Avatar Style: Combat
Gender: Male
Appearance: link
User: None
Personality: Omega is surprisingly relaxed, considering both the people who created him and who's mind he inhabited, he possesses none of Noxus' intense repressed emotions, nor Justicar's extreme mood swings. Omega is calm and collected most of the time, rarely allowing himself to become rattled, either on the battlefield or off of it, something that is an asset in combat, allowing him to keep his focus on the fight rather than on controlling his emotions. That is not to say that Omega has no emotions however, he is perfectly capable of feeling things like sadness or anger, and even possesses something akin to familial love for Justicar, Noxus and even the Cyberblade avatars, whom he feels connected to due to being a modified clone of Saber.
Omega also has a strong sense of right and wrong, though that sense of morality is not necessarily the same thing as legal or illegal. He believes in might for right, a philosophy that those with great power owe it to those less fortunate than them to protect and shelter them from danger, but that they should not coddle or make the weak completely dependent on other people's protection. He believes that power is to be shared, knowledge is to be taught, and that morality transcends written law when it comes to saving lives and stopping the wicked.
But, beneath the aloof mask and almost knightly set of virtues, Omega is deeply conflicted. Not about his mission, or his goals, but his very existence. He is a clone, modified slightly, yes, but he was essentially created using scans of Saber's data. Omega questions whether or not he is capable of forging his own path when he is barely more than a duplicate of another, and the question troubles him to no end. He does not blame Saber for this, or even Noxus and Justicar, both of whom are nothing but supportive of helping him find a place in the world now that he has his own form.
Simply put, he is intimidated by the prospect, he is literally a blank slate, nothing more than cosmetic code, a couple of weapons, and a copying ability that is barely functioning as it was intended. He can be anything, anyONE...and the daunting amount of options, the sheer number of possibilities he faces is almost enough to scare him, and only he can decide what he will become.
History: Omega was created in Noxus' lab during Justicar's hunt for the other "data-souls" within the underground. He was one of Noxus' most innovative creations, an avatar without a framework, bound to another being's body for stability, and capable of transferring their own power to whoever housed him. Unfortunately, the mad chaos that followed Omega's creation, Halberd's attack on the Library, Amp's kidnapping by the Mega-Corporations and the wanderings that followed did not allow him an opportunity to show what he could do.
Then, Abraxas attacked, threw the world into turmoil, and started a world war, all within the span of less than 12 months of Omega's life. Then came Hecate's attack on the Arena, the sacrifice of the other souls to free Justicar from the bowels of his own mind...and his sudden separation and being made into a physical being within the Digital World. Now, Omega stands at the side of his creators, and his clone. Only time will tell if he can finally prove his worth, and become a truly living being...or if he will be consumed in the madness of the world around him, and become nothing more than a fading memory.
Add-Ons:
Combat-Beam Saber: Omega's default weapon, this energy blade deals a moderate amount of damage and is capable of ignoring 10% of an opponents armor by burning clean through it. This doesn't REMOVE the armor, the blade is just capable of bypassing 10% of the target's damage resistance. (For example, Justicar would gain only a 10% damage reduction if struck by the beam saber, as opposed to the normal 20%)
Combat-Omega Buster: A powerful cannon built into Omega's right arm, it is slower firing than a normal De-Rez blaster, but deals a large amount of damage in exchange. The buster can only fire once per post, or it can be charged to deal twice as much damage at the cost of being unable to fire for one post.
Combat-Body Armor: Omega's Chassis is built to last in a knock down, drag out battle, reducing all damage taken by ranged and melee strikes by 20%.
Connectivity-Ride Chaser: Omega's own personal high speed vehicle, it is capable of increasing his connectivity by 350%, and also comes equipped with a light amount of armor and a pair of de-rez cannons that fire at a moderate rate.
Downloaded Programs:
Combat-Duplicator: A specialized program that was originally designed to replicate an opponent's CAS mods, the Duplicator download was modified to act as an Add-On/DP copying mod. All Omega needs to do is activate the mod, focus on an enemy or ally, and the program will scan their code, searching for any useful weapons or abilities that the subject may possess. Then, once the target program is selected, the Duplicator mod instantly copies and integrates it into Omegas code for a limited time.
The duplicated program lasts for 5 posts before it becomes unstable and is automatically deleted from Omega's code, and the Duplicator requires an extra 3 posts to recharge once the copied program is lost before it can be used again.
Combat-Homing Shot: This DP gives Omega's buster shots a homing property, making them much harder to avoid than normal.
Combat-Beam Shot: This DP alter's the Omega buster's shots, giving them the ability to pierce an enemy's armor and ignore any damage reduction effects granted by an add-on or DP.
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).**
Theme: Theme of Zero - Composed by Setsuo Yamamoto
Avatar Style: Combat
Gender: Male
Appearance: link
User: None
Personality: Omega is surprisingly relaxed, considering both the people who created him and who's mind he inhabited, he possesses none of Noxus' intense repressed emotions, nor Justicar's extreme mood swings. Omega is calm and collected most of the time, rarely allowing himself to become rattled, either on the battlefield or off of it, something that is an asset in combat, allowing him to keep his focus on the fight rather than on controlling his emotions. That is not to say that Omega has no emotions however, he is perfectly capable of feeling things like sadness or anger, and even possesses something akin to familial love for Justicar, Noxus and even the Cyberblade avatars, whom he feels connected to due to being a modified clone of Saber.
Omega also has a strong sense of right and wrong, though that sense of morality is not necessarily the same thing as legal or illegal. He believes in might for right, a philosophy that those with great power owe it to those less fortunate than them to protect and shelter them from danger, but that they should not coddle or make the weak completely dependent on other people's protection. He believes that power is to be shared, knowledge is to be taught, and that morality transcends written law when it comes to saving lives and stopping the wicked.
But, beneath the aloof mask and almost knightly set of virtues, Omega is deeply conflicted. Not about his mission, or his goals, but his very existence. He is a clone, modified slightly, yes, but he was essentially created using scans of Saber's data. Omega questions whether or not he is capable of forging his own path when he is barely more than a duplicate of another, and the question troubles him to no end. He does not blame Saber for this, or even Noxus and Justicar, both of whom are nothing but supportive of helping him find a place in the world now that he has his own form.
Simply put, he is intimidated by the prospect, he is literally a blank slate, nothing more than cosmetic code, a couple of weapons, and a copying ability that is barely functioning as it was intended. He can be anything, anyONE...and the daunting amount of options, the sheer number of possibilities he faces is almost enough to scare him, and only he can decide what he will become.
History: Omega was created in Noxus' lab during Justicar's hunt for the other "data-souls" within the underground. He was one of Noxus' most innovative creations, an avatar without a framework, bound to another being's body for stability, and capable of transferring their own power to whoever housed him. Unfortunately, the mad chaos that followed Omega's creation, Halberd's attack on the Library, Amp's kidnapping by the Mega-Corporations and the wanderings that followed did not allow him an opportunity to show what he could do.
Then, Abraxas attacked, threw the world into turmoil, and started a world war, all within the span of less than 12 months of Omega's life. Then came Hecate's attack on the Arena, the sacrifice of the other souls to free Justicar from the bowels of his own mind...and his sudden separation and being made into a physical being within the Digital World. Now, Omega stands at the side of his creators, and his clone. Only time will tell if he can finally prove his worth, and become a truly living being...or if he will be consumed in the madness of the world around him, and become nothing more than a fading memory.
Add-Ons:
Combat-Beam Saber: Omega's default weapon, this energy blade deals a moderate amount of damage and is capable of ignoring 10% of an opponents armor by burning clean through it. This doesn't REMOVE the armor, the blade is just capable of bypassing 10% of the target's damage resistance. (For example, Justicar would gain only a 10% damage reduction if struck by the beam saber, as opposed to the normal 20%)
Combat-Omega Buster: A powerful cannon built into Omega's right arm, it is slower firing than a normal De-Rez blaster, but deals a large amount of damage in exchange. The buster can only fire once per post, or it can be charged to deal twice as much damage at the cost of being unable to fire for one post.
Combat-Body Armor: Omega's Chassis is built to last in a knock down, drag out battle, reducing all damage taken by ranged and melee strikes by 20%.
Connectivity-Ride Chaser: Omega's own personal high speed vehicle, it is capable of increasing his connectivity by 350%, and also comes equipped with a light amount of armor and a pair of de-rez cannons that fire at a moderate rate.
Downloaded Programs:
Combat-Duplicator: A specialized program that was originally designed to replicate an opponent's CAS mods, the Duplicator download was modified to act as an Add-On/DP copying mod. All Omega needs to do is activate the mod, focus on an enemy or ally, and the program will scan their code, searching for any useful weapons or abilities that the subject may possess. Then, once the target program is selected, the Duplicator mod instantly copies and integrates it into Omegas code for a limited time.
The duplicated program lasts for 5 posts before it becomes unstable and is automatically deleted from Omega's code, and the Duplicator requires an extra 3 posts to recharge once the copied program is lost before it can be used again.
Combat-Homing Shot: This DP gives Omega's buster shots a homing property, making them much harder to avoid than normal.
Combat-Beam Shot: This DP alter's the Omega buster's shots, giving them the ability to pierce an enemy's armor and ignore any damage reduction effects granted by an add-on or DP.
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: Air-Sniper Mod
Armor: link
Stats
Spe: [#][#][#]
Pow: [#][#][#][#][#]
Dur: [#][#]
Acc: [#][#][#][#][#]
Tec: N/A
Description: The Air-Sniper Mod is designed for long range, high damage attacks at altitude. It isn't as fast as some other mods, and it is rather straightforward as well, but if an armored enemy needs to be taken out with one shot, and collateral damage is unacceptable, this mod is perfect for the job.
Strength(s): The Air-Sniper mod is incredibly powerful, possessing a great amount of killing power and the ability to target a foe at a great distance without loss of accuracy.
Weakness(es): However, this massive attack power and accuracy boost means that power has to be drawn from many subsystems. This results in a mod that, while unbelievably powerful at range, is inflexible and a poor fit at close range due to it's lower speed and durability.
Weapons:
Combat-Dual Erasure-Rifles: The Air-Sniper's main weapon is a pair of "Erasure Rifles" that can be used independently, or combined into a single, powerful cannon. The rifles can each fire only once per post, but can deal a large amount of damage to an opponent if they land a direct hit. when the rifles are combined, they fire a single, incredibly potent shot that can be charged to deliver even more power, at the cost of overloading the rifles for two posts. The Erasure-Rifles deal a large amount of damage per shot when separated, and a devastating amount of damage when combined.
Combat-Eagle-Eye Targeting System: A specially made targeting program developed by the Fujiyama Corporation's programming arm, the Eagle-Eye is a complex Sensor suite that grants the user access to several visual filters that can be installed once the program itself is, and even on it's own, it acts as a potent magnification and scanning tool. This program allows the user to magnify their vision up to 250 times normal, and filters out atmospheric distortions like heat haze, fog and other things that might impair the user's vision.
These features, as well as the multitude of filter options, makes the Eagle-Eye System a deadly addition to a sniper's repertoire, and Omega has two of them, one mounted in each of his Air-Sniper Mod's optical scanners.
Eagle-Eye Filter: Stealth Negation: This filter is specially programmed to see through programs designed to conceal a target visually, either by cloaking or a Octo-camo style heat and color shifting program.
Features:
Combat-Overcharge: Omega can channel all of his reserve energy into his Erasure-Rifles when they're combined, allowing him to increase their attack power to ludicrous heights. When overcharged, a single direct hit to an avatar will delete it in an instant, while a glancing blow can vaporize limbs and cripple them severely. However, using this program will overload the capacitors for the Erasure-Rifles, making them useless for 2 turns while Omega resets them.
Combat-Beam Focuser: A specialized mod that alters the properties of Omega's Erasure-Rifles. This mod tightens the focus on the lenses within Omega's rifles, making the beams more narrow and cohesive. This narrower focus lends itself well to armor piercing attacks
Combat-Eagle-Eye Filter: Critical shot: This Eagle-Eye filter is programmed to assist a sniper in targeting
weakpoints in a target's code, highlighting them and making them vulnerable to critical strikes that deal twice as much damage as the norm. This program cannot be used with fully automatic or spread shot weapons either, making it strictly a sniper's tool.
Combat-Beam Splitter: This mod is essentially the opposite of the beam focuser mod, a specialized lens positioned right behind the barrel of the Erasure-Rifle slides down and locks into place, splitting the beam into a cone shaped spray of a dozen smaller bolts. The result is a devastatingly powerful close range shotgun...but a weapon that is pitiful at more than 10 meters, even when both rifles are combined into a powerful "double barreled shotgun" configuration.
Combat-Full Auto: This mod is another alteration for the Erasure-Rifles, diverting power from the energy amplifier that gives the rifle it's punch to the rifle's beam emitter. This reduces the damage the rifle deals from a large amount per shot to a moderate amount per shot, but allows each rifle to fire 5 shots each post. When the rifles are combined, the dual barreled configuration deals a large amount of damage per shot, but still can fire only 5 shots per post.
Combat-Flak Ammo: This mod alters the energy bolts that the Erasure-Rifles fire, making them inherently unstable. This means that when a blast gets close to a target, it explodes, creating a dangerous burst of energy that damages everything within a 15 foot sphere around the epicenter of the blast. This mod makes it impossible for the overcharge mod to produce an instant kill, but instead the blast radius is doubled to 30 feet.
Title: Solar-Fist Mod
Armor: link
Stats
Spe: [#][#][#][#][#][#]
Pow: [#][#][#][#][#]
Dur: [#][#]
Acc: [#][#]
Tec: N/A
Description: The Solar-Fist mod is a close range, heat based Armor Mod. Fleet of foot and punishing in it's strikes, this CAS mod is designed to close the distance between foes, it's sheer speed allowing it to dodge any ranged attempts at evading a hand to hand bout. This quickness and power does draw away from targeting systems and shielding however, meaning that the one using this mod needs to either master evasive maneuvers, or know how to chain attacks together into a flurry of strikes to keep an enemy off balance.
Strength(s): The Solar-Fist mod is incredibly fast, able to dodge unguided projectiles with relative ease, and even seeker rounds have difficulty keeping up with the split second agility that this mod brings to a fight, while it's pure physical strength allows it to grapple with foes hand to hand, matching even the strongest of avatars in a sword lock or grappling match, while it's rapid fire attacks leave slower opponents dazed and off balance.
Weakness(es): The Solar-Fist mod is not built for ranged combat, and as such lacks a great deal of pinpoint accuracy with weapons that aren't designed for hand to hand combat. It's light frame is also not made for tanking hits, while it isn't exactly delicate, the Solar-Fist CAS is less hardy compared to other melee based CAS profiles.
Weapons:
Combat-Twin Beam Katanas: The Solar-Fists' main weapons, these energy blades are 28 inches long in total (that is, from the tip of the blade to the bottom of the grip), and are stored in a scabbard on Omega's hips, one for each side of his body. The blades themselves are made of highly concentrated streams of energy, and as a result are incredibly light, allowing Omega to attack at a rapid rate. The Twin Beam Katanas deal a moderate amount of damage per strike, and each sword is capable of striking twice per post for a total of four strikes.
Combat-Solar Charge: The namesake ability of the Solar-Fist mod, the Solar Charge program activates an incredibly powerful reactor within Omega's framework. The reactor is designed to generate an extreme increase in heat and energy, shunting it to either Omega's Hands or channeling it through the emitters of his Beam Katanas.
This results in an incredibly damaging melee attack that delivers lingering damage to an opponent due to the extreme heat's ability to overload and burn out part of the opponent's code. This program increases the damage dealt by Omega's melee attacks (Unarmed strikes now deal moderate damage per hit, and Beam Katana strikes deal a large amount per hit) and also inflicts a small amount of damage once per turn for 5 turns.
Connectivity-Flight: The Solar-Fist CAS is capable of sustained, high speed flight. This gives it an edge against other Melee opponents, as well as opponents that are Airborn, but focus on ranged combat. It's speed allows it to nimbly weave through a hail of gunfire, as well as quickly catch up to any foe that attempts to flee from a fight.
Features:
Repair-Sol's Blessing: Omega is capable of using the Solar-Fist Mod's internal reactor for more than superheating his fists and blades. When wounded, he is capable of rerouting the energy supply in his reactor to his framework's self-repair subroutines, allowing him to instantly recover from any amount of damage.
However, such a procedure is incredibly energy intensive, completely depleting his energy reserves for a period of time until the reactor can cycle up again and produce enough to reactivate. This leaves him unable to use either his Solar Charge functionality, or any of his other DP's for a period of 5 posts after activation, as they require energy to access.
Combat-Sekiha Tenkyoken: Omega's most powerful technique, the Sekiha Tenkyoken (The rough Japanese Translation is: "Repulsion-Wave, Heavenly penetrating fist") is a massive ball of highly explosive solar energy, adapted from the Gaohadoken attack used by practitioners of the Satsui-No-Hado.
The attack is directly fired from a specially designed focusing lens on the front of his Mod's reactor. The guided by a potent electromagnetic field which keeps the energy from simply exploding outwards in a massive cloud of plasma. However, the field isn't able to completely contain the energy within, causing the attack to expand to a diameter of 7 feet shortly after being fired. This makes the attack devastating to small units...and potential allies.
The Sekiha Tenkyoken is explosive as well, erupting into a fireball that spreads out 14 feet in all directions and engulfs anyone caught within it in searing plasma, igniting them and causing them to suffer a moderate amount of damage over a period of 5 turns. However, like Sol's Blessing, the Sekiha Tenkyoken is incredibly taxing on Omega's reactor, rendering any other features unusable for 7 posts once the move is fired.
Combat-Solar Winds: This attack channels a burst of energy from Omega's reactor into his beam Katanas, allowing him to fire a wave of burning hot energy from each blade at his enemies by slashing the air.
This attack fires a wave of solar energy that reaches 5 feet long and flies forward at a rapid pace, dealing a large amount of damage and burning them. The burns hinder the victim's movement and cause intense pain making them less effective in a fight for a period of 3 turns after being struck.
Combat-Molten Wall: Omega's blazing fists and blades are capable of doing more than just searing flesh. When his fists or Katana's are enhanced by the Solar Charge ability, he is capable of thrusting his hands or blades into the ground. This melts the ground beneath him, and allows him to create a wall of searing molten asphalt around him by forcing energy into the pavement. This negates any attacks directed at Omega for a single post, and can even damage an opponent if they're too close when the wall of molten rock bursts from the ground.
However, this attack overloads the emitters in Omega's hands and swords, and renders him unable to use the Solar Charge ability for 3 posts once the barrier falls.
Title: Blaster-Shell Mod
Armor: Link
Stats
Spe: [#]
Pow: [#][#][#][#][#][#]
Dur: [#][#][#][#][#][#]
Acc: [#][#]
Tec: N/A
Description: If there was ever a time where one could say "That's enough Dakka for one night", it would be when the Blaster-Shell CAS mod arrives on the battlefield. This armor turns Omega into nothing less than a mobile artillery station, bristling with heavy cannons and clad in plating thick enough to resist all but the most punishing of attacks without even scuffing the armor's paint.
Strength(s): The Blaster-Shell Mod excels in it's one duty, to provide overwhelming, unrelenting firepower onto a group of targets (or one target, if you REALLY hate that person in particular). With four ultra-heavy cannons mounted on each arm, concealed munitions launchers packed with dumb-fire and smart rockets, as well as MORE concealed rotary guns hidden under the unit's chest plating, the Blaster-Shell CAS brings a startling amount of kill power to any battle, while it's thick armor provides it with ample protection against even heavily armed targets.
Weakness(es): As one would expect, The Blaster-Shell Mod is NOT made for anything resembling precision targeting. While the unit is perfectly capable of tracking it's targets and making sure that the bulk of it's rounds are going to fly at the target, it's rapid-fire weapons, as well as the sheer AMOUNT of gunfire renders any kind of fine aim moot. The mod also suffers from VERY poor movement speed, due to both the large and cumbersome firearms it is equipped with, as well as the sheer weight of it's armor.
Weapons:
Combat-Ultra-Heavy Twin Barreled Vulcans: The Blaster-Shell mod's main weapons, these massive guns are capable of chewing through concrete in a matter of seconds with a hail of 15mm cannon shells fired at 3000 RPM. The shells themselves are not armor piercing, instead relying on the fact that a WALL of them will by flying at the target every time the triggers are pulled.
These Cannons unleash a massive, 20 foot wide, hail of 100 rounds per weapon, bringing the total number of shots to 200. The ammunition is not capable of accepting ANY accuracy or armor breaching modifications, user operated or otherwise. The only type of modification accepted are flak rounds or elemental effects.
Any target caught in the hail of rounds these cannons produce suffers from an extremely large amount of damage. The cannons require a turn to spin up before firing, giving the target time to find cover or attempt to dodge the ensuing storm of shells
Combat-Dumbfire Rocket Barrage: These are one type of missile used by the Blaster-Shell mod, sacrificing accuracy for area of effect and overall damage. These rockets are fired in a swarm of 30 warheads that fly out in a cone for 200 feet before detonating. The Blasts are spherical in shape and reach a maximum size of 15 in all directions. A target that takes a Direct hit from the Rockets are dealt a large amount of damage, while one caught in the blast radius, but AREN'T hit by the rocket itelf, suffer a moderate amount instead.
Combat-Chest Mounted Vulcan Cannons: Often used to compensate for the spin up time on the Ultra-Heavy Vulcans. Omega's chest mounted rotary guns are no less dangerous, spitting 100 7.62mm pieces of hot lead at a target with every burst without the need to wait. However, the area of effect for these cannons is half that of their larger cousins, only spreading out in a 10 foot wide cone and dealing a moderate amount of damage per burst.
Combat-Seeker Rockets: The opposite number of the Dumbfire Barrage. These smart rockets are capable of targeting up to 15 separate targets, with each missile dealing a moderate amount of damage, in groups of 3 or more, bringing the damage level up to a large amount, or an extremely large amount of damage if all 15 missiles hit the same target. The Rockets can only fly for 100 feet before self destructing however, and their area of effect is only 7 feet wide.
Features:
Combat-Polarity Wall: The Blaster-Shell Mod is capable of projecting a one sided energy barrier in the event that a sufficiently dangerous threat levels a powerful attack at it, but only for a single post. This barrier blocks enemy attacks, but is polarized so the user can fire back through it. This shield program is more power intensive than other barrier programs, and requires a 3 post recharge period after the wall drops.
Combat-EMP Charges: When needed, Omega can swap out the high-explosive warheads on his rockets for EMP generators. This makes the missiles incapable of dealing damage, but makes up for their lack of kill-power by generating a powerful electromagnetic pulse that fries any DP or CAS feature caught in the blast radius for 5 turns. The pulse does NOT register friend or foe, anything or anyone caught in the blast will be effected. The blast radius for either the dumbfire or seeker rockets is unchanged, only the damage delivered is altered.
Combat-White Phosphorus: Omega is also capable of replacing his missile's explosive heads with White Phosphorus charges. The White Phosphorus ignites upon detonation, creating a large cloud of toxic, blinding white smoke and agonizingly hot phosphorus particles that stick to and ignite the target's flesh and armor.
This doubles the blast radius of each missile's detonation, but also alters the damage dealt from direct damage to moderate burn damage dealt each post for a period of 5 turns. The smoke also obscures vision and makes the lungs burn painfully, slowing movement speed and reducing weapon accuracy. However, as destructive as these warheads are, they do NOT care about friend or foe, and can easily cripple allies as well as enemies, and can only be produced once every 7 posts.
Combat-Flak Cannons: This mod replaces the Ultra-Heavy Vulcan's rounds with air burst ammunition. This reduces the damage they do from extremely large to large, but increases their likelyhood of scoring a hit by making the rounds detonate, creating a 5 foot wide sphere of super-hot tungsten shrapnel and a powerful shockwave that can knock an avatar off of their feet. When fired en masse, the resulting wall of flak is extremely useful against nimble or numerous foes.
(SCRIPTED EVENT ONLY) Combat-Moar Dakka: When all else fails, Omega is capable of overriding the safeties for the CAS, allowing him to unload EVERY. SINGLE. WEAPON. that he has at once. This, of course, overloads them and actually forces him out of the mod once he's finished unleashing hell upon whatever unfortunate schmuck he was just targeting. This Feature is scripted only for obvious reasons, as the sheer amount of damage the weapons do is more than enough to delete anything caught in the resulting fusillade of bullets and missiles.
Title: Grim-Blade Mod
Armor: link
Stats
Spe: [#][#][#][#][#][#][#]
Pow: [#][#][#][#][#][#][#]
Dur: [#]
Acc: N/A
Tec: N/A
Description: This mod is the exact opposite of the Blaster-Shell CAS in almost every way, save for it's devastating killing potential. The Grim-Blade mod is specially tailored to stealth and assassinations. It's speed and agility are unmatched, able to catch even the swiftest prey on foot or in the air, while it's raw strength and beam scythe are capable of carving apart even the hardiest of foes with ease.
When combined with the latest in bleeding edge stealth software, a suite of hacking and breach software that would make even the most stoic of grey hats swoon, and most importantly, the ability to cripple an opponents movement, weapons and or abilities, the Grim-Blade Mod goes from dangerous but fragile to a terrifying specter of death to any and all who cross it.
Strength(s): The Grim-Blade Mod is explicitly over engineered for one thing, disabling or outright killing one or multiple targets at melee range without alerting anybody. For this purpose, the mod is focused on speed and damage, dealing a crippling blow that, if it doesn't delete the target, forces them to BSOD from the shock of their injuries before being hauled off for Repairs and incarceration.
Furthermore, the various hacking, spammer mods and surveillance tech that's been packaged with the mod allows it to be used for recon, combat support or security breaching without risk of the user being caught in the process.
Weakness(es): Unfortunately, the Grim-Blade Mod's over engineering has resulted in a severe deficiency in it's makeup, traps, ranged weapons and durability are all severely hampered of outright nonexistent, to the extent that attempting to use even another avatar's gun or other ranged weapon will simply cause the weapon to immediately lock up and fail to function.
Adding to the lack of Ranged weapons is the Grim-Blade's utter lack of armor. It's fast and hits hard, but it can take barely any more punishment than it's user WITHOUT the armor, sometimes even less. This makes the mod utterly reliant on stealth, or failing that, it's speed to flee or avoid taking hits while also dealing blows of it's own to end the battle decisively.
Weapons:
Combat-Beam Scythe: This is the Grim-Blade Mod's main weapon, consisting of a shaft made up of a durable Material referred to by the weapon designers as "Phrik". This makes the weapons grip incredibly resistant, even capable of blocking a devestating strike without warping or breaking. It is also incredibly light, allowing for a rapid barrage of spinning slashes or brutal clubs to the head with the weapon.
The energy blade is a highly cohesive stream of plasma, capable of slashing through light "metals" like the ones used in cyber speeders or personal armor ((This is specifically for avatars who's armor does NOT reduce damage as a trait, it's also not capable of breaching arm mounted shields or the like.))
The blade's emitter is capable of switching from a horizontal orientation to a vertical one as well, allowing the wielder to use it for stabbing attacks as well as wide slashes or blows with the shaft.
The shaft of the scythe deals a moderate amount of damage per hit, while the blade deals a large amount per strike. This weapon is capable of stringing together a 4 hit combo every post as well due to it's light weight and the speed of the mod itself. Also, the energy blade is incapable of being concealed, rendering the Grim-Blade's stealth camo useless so long as they are activated.
Connectivity-Flight: The Grim-Blade mod is capable of flight using it's wings, it's incredible speed allowing it to reach a staggering 200 miles per hour.
Features:
Combat-Cloaking: The Grim-Blade Mod's main form of protection aside from speed is it's cloaking device, a prototype model being field tested by the mod. It is capable of muffling the user's footsteps, as well as shrouding the user from most common scanning frequencies. However, due to the Mod's already copius energy requirements in the form of it's speed and strength programming, the cloaking field can only function for 4 posts before shutting down, though thankfully it only requires 2 posts to recharge before it can be activated again.
Interface-Backfire: The Grim-Blade Mod isn't just capable of cloaking and dealing large amounts of damage, it also possesses a large number of hacking programs designed to scramble or outright disable DP's and Weapons. In this case, this program sends out a pulse that reaches outwards in a 30 foot wide sphere, this pulse overloads any ranged weapon and causes it to lock up, rendering it useless for 3 turns.
This program eats up a lot of power, and requires a 2 turn recharge after the victim's weapon reactivates before it can be used again.
Interface-Blackout: This program floods enemy scanning programs, such as critical scanners or targeting computers with garbage data, causing them to fail for a period of 4 turns before rebooting. This program requires a 2 turn recharge period after the target's scanning programs are reactivated before it can be activated again.
Combat-Dual Scythes: This program allows the user to split the Beam Scythe in two, creating two functioning Beam Scythes. This DP splits the energy between two weapons, lowering the damage of the energy blades to moderate instead of Lager, however, the twin blades are still capable of 4 strikes each, doubling the amount of strikes that can potentially hit the target.
Armor: link
Stats
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Description: The Air-Sniper Mod is designed for long range, high damage attacks at altitude. It isn't as fast as some other mods, and it is rather straightforward as well, but if an armored enemy needs to be taken out with one shot, and collateral damage is unacceptable, this mod is perfect for the job.
Strength(s): The Air-Sniper mod is incredibly powerful, possessing a great amount of killing power and the ability to target a foe at a great distance without loss of accuracy.
Weakness(es): However, this massive attack power and accuracy boost means that power has to be drawn from many subsystems. This results in a mod that, while unbelievably powerful at range, is inflexible and a poor fit at close range due to it's lower speed and durability.
Weapons:
Combat-Dual Erasure-Rifles: The Air-Sniper's main weapon is a pair of "Erasure Rifles" that can be used independently, or combined into a single, powerful cannon. The rifles can each fire only once per post, but can deal a large amount of damage to an opponent if they land a direct hit. when the rifles are combined, they fire a single, incredibly potent shot that can be charged to deliver even more power, at the cost of overloading the rifles for two posts. The Erasure-Rifles deal a large amount of damage per shot when separated, and a devastating amount of damage when combined.
Combat-Eagle-Eye Targeting System: A specially made targeting program developed by the Fujiyama Corporation's programming arm, the Eagle-Eye is a complex Sensor suite that grants the user access to several visual filters that can be installed once the program itself is, and even on it's own, it acts as a potent magnification and scanning tool. This program allows the user to magnify their vision up to 250 times normal, and filters out atmospheric distortions like heat haze, fog and other things that might impair the user's vision.
These features, as well as the multitude of filter options, makes the Eagle-Eye System a deadly addition to a sniper's repertoire, and Omega has two of them, one mounted in each of his Air-Sniper Mod's optical scanners.
Eagle-Eye Filter: Stealth Negation: This filter is specially programmed to see through programs designed to conceal a target visually, either by cloaking or a Octo-camo style heat and color shifting program.
Features:
Combat-Overcharge: Omega can channel all of his reserve energy into his Erasure-Rifles when they're combined, allowing him to increase their attack power to ludicrous heights. When overcharged, a single direct hit to an avatar will delete it in an instant, while a glancing blow can vaporize limbs and cripple them severely. However, using this program will overload the capacitors for the Erasure-Rifles, making them useless for 2 turns while Omega resets them.
Combat-Beam Focuser: A specialized mod that alters the properties of Omega's Erasure-Rifles. This mod tightens the focus on the lenses within Omega's rifles, making the beams more narrow and cohesive. This narrower focus lends itself well to armor piercing attacks
Combat-Eagle-Eye Filter: Critical shot: This Eagle-Eye filter is programmed to assist a sniper in targeting
weakpoints in a target's code, highlighting them and making them vulnerable to critical strikes that deal twice as much damage as the norm. This program cannot be used with fully automatic or spread shot weapons either, making it strictly a sniper's tool.
Combat-Beam Splitter: This mod is essentially the opposite of the beam focuser mod, a specialized lens positioned right behind the barrel of the Erasure-Rifle slides down and locks into place, splitting the beam into a cone shaped spray of a dozen smaller bolts. The result is a devastatingly powerful close range shotgun...but a weapon that is pitiful at more than 10 meters, even when both rifles are combined into a powerful "double barreled shotgun" configuration.
Combat-Full Auto: This mod is another alteration for the Erasure-Rifles, diverting power from the energy amplifier that gives the rifle it's punch to the rifle's beam emitter. This reduces the damage the rifle deals from a large amount per shot to a moderate amount per shot, but allows each rifle to fire 5 shots each post. When the rifles are combined, the dual barreled configuration deals a large amount of damage per shot, but still can fire only 5 shots per post.
Combat-Flak Ammo: This mod alters the energy bolts that the Erasure-Rifles fire, making them inherently unstable. This means that when a blast gets close to a target, it explodes, creating a dangerous burst of energy that damages everything within a 15 foot sphere around the epicenter of the blast. This mod makes it impossible for the overcharge mod to produce an instant kill, but instead the blast radius is doubled to 30 feet.
Title: Solar-Fist Mod
Armor: link
Stats
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Tec: N/A
Description: The Solar-Fist mod is a close range, heat based Armor Mod. Fleet of foot and punishing in it's strikes, this CAS mod is designed to close the distance between foes, it's sheer speed allowing it to dodge any ranged attempts at evading a hand to hand bout. This quickness and power does draw away from targeting systems and shielding however, meaning that the one using this mod needs to either master evasive maneuvers, or know how to chain attacks together into a flurry of strikes to keep an enemy off balance.
Strength(s): The Solar-Fist mod is incredibly fast, able to dodge unguided projectiles with relative ease, and even seeker rounds have difficulty keeping up with the split second agility that this mod brings to a fight, while it's pure physical strength allows it to grapple with foes hand to hand, matching even the strongest of avatars in a sword lock or grappling match, while it's rapid fire attacks leave slower opponents dazed and off balance.
Weakness(es): The Solar-Fist mod is not built for ranged combat, and as such lacks a great deal of pinpoint accuracy with weapons that aren't designed for hand to hand combat. It's light frame is also not made for tanking hits, while it isn't exactly delicate, the Solar-Fist CAS is less hardy compared to other melee based CAS profiles.
Weapons:
Combat-Twin Beam Katanas: The Solar-Fists' main weapons, these energy blades are 28 inches long in total (that is, from the tip of the blade to the bottom of the grip), and are stored in a scabbard on Omega's hips, one for each side of his body. The blades themselves are made of highly concentrated streams of energy, and as a result are incredibly light, allowing Omega to attack at a rapid rate. The Twin Beam Katanas deal a moderate amount of damage per strike, and each sword is capable of striking twice per post for a total of four strikes.
Combat-Solar Charge: The namesake ability of the Solar-Fist mod, the Solar Charge program activates an incredibly powerful reactor within Omega's framework. The reactor is designed to generate an extreme increase in heat and energy, shunting it to either Omega's Hands or channeling it through the emitters of his Beam Katanas.
This results in an incredibly damaging melee attack that delivers lingering damage to an opponent due to the extreme heat's ability to overload and burn out part of the opponent's code. This program increases the damage dealt by Omega's melee attacks (Unarmed strikes now deal moderate damage per hit, and Beam Katana strikes deal a large amount per hit) and also inflicts a small amount of damage once per turn for 5 turns.
Connectivity-Flight: The Solar-Fist CAS is capable of sustained, high speed flight. This gives it an edge against other Melee opponents, as well as opponents that are Airborn, but focus on ranged combat. It's speed allows it to nimbly weave through a hail of gunfire, as well as quickly catch up to any foe that attempts to flee from a fight.
Features:
Repair-Sol's Blessing: Omega is capable of using the Solar-Fist Mod's internal reactor for more than superheating his fists and blades. When wounded, he is capable of rerouting the energy supply in his reactor to his framework's self-repair subroutines, allowing him to instantly recover from any amount of damage.
However, such a procedure is incredibly energy intensive, completely depleting his energy reserves for a period of time until the reactor can cycle up again and produce enough to reactivate. This leaves him unable to use either his Solar Charge functionality, or any of his other DP's for a period of 5 posts after activation, as they require energy to access.
Combat-Sekiha Tenkyoken: Omega's most powerful technique, the Sekiha Tenkyoken (The rough Japanese Translation is: "Repulsion-Wave, Heavenly penetrating fist") is a massive ball of highly explosive solar energy, adapted from the Gaohadoken attack used by practitioners of the Satsui-No-Hado.
The attack is directly fired from a specially designed focusing lens on the front of his Mod's reactor. The guided by a potent electromagnetic field which keeps the energy from simply exploding outwards in a massive cloud of plasma. However, the field isn't able to completely contain the energy within, causing the attack to expand to a diameter of 7 feet shortly after being fired. This makes the attack devastating to small units...and potential allies.
The Sekiha Tenkyoken is explosive as well, erupting into a fireball that spreads out 14 feet in all directions and engulfs anyone caught within it in searing plasma, igniting them and causing them to suffer a moderate amount of damage over a period of 5 turns. However, like Sol's Blessing, the Sekiha Tenkyoken is incredibly taxing on Omega's reactor, rendering any other features unusable for 7 posts once the move is fired.
Combat-Solar Winds: This attack channels a burst of energy from Omega's reactor into his beam Katanas, allowing him to fire a wave of burning hot energy from each blade at his enemies by slashing the air.
This attack fires a wave of solar energy that reaches 5 feet long and flies forward at a rapid pace, dealing a large amount of damage and burning them. The burns hinder the victim's movement and cause intense pain making them less effective in a fight for a period of 3 turns after being struck.
Combat-Molten Wall: Omega's blazing fists and blades are capable of doing more than just searing flesh. When his fists or Katana's are enhanced by the Solar Charge ability, he is capable of thrusting his hands or blades into the ground. This melts the ground beneath him, and allows him to create a wall of searing molten asphalt around him by forcing energy into the pavement. This negates any attacks directed at Omega for a single post, and can even damage an opponent if they're too close when the wall of molten rock bursts from the ground.
However, this attack overloads the emitters in Omega's hands and swords, and renders him unable to use the Solar Charge ability for 3 posts once the barrier falls.
Title: Blaster-Shell Mod
Armor: Link
Stats
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Description: If there was ever a time where one could say "That's enough Dakka for one night", it would be when the Blaster-Shell CAS mod arrives on the battlefield. This armor turns Omega into nothing less than a mobile artillery station, bristling with heavy cannons and clad in plating thick enough to resist all but the most punishing of attacks without even scuffing the armor's paint.
Strength(s): The Blaster-Shell Mod excels in it's one duty, to provide overwhelming, unrelenting firepower onto a group of targets (or one target, if you REALLY hate that person in particular). With four ultra-heavy cannons mounted on each arm, concealed munitions launchers packed with dumb-fire and smart rockets, as well as MORE concealed rotary guns hidden under the unit's chest plating, the Blaster-Shell CAS brings a startling amount of kill power to any battle, while it's thick armor provides it with ample protection against even heavily armed targets.
Weakness(es): As one would expect, The Blaster-Shell Mod is NOT made for anything resembling precision targeting. While the unit is perfectly capable of tracking it's targets and making sure that the bulk of it's rounds are going to fly at the target, it's rapid-fire weapons, as well as the sheer AMOUNT of gunfire renders any kind of fine aim moot. The mod also suffers from VERY poor movement speed, due to both the large and cumbersome firearms it is equipped with, as well as the sheer weight of it's armor.
Weapons:
Combat-Ultra-Heavy Twin Barreled Vulcans: The Blaster-Shell mod's main weapons, these massive guns are capable of chewing through concrete in a matter of seconds with a hail of 15mm cannon shells fired at 3000 RPM. The shells themselves are not armor piercing, instead relying on the fact that a WALL of them will by flying at the target every time the triggers are pulled.
These Cannons unleash a massive, 20 foot wide, hail of 100 rounds per weapon, bringing the total number of shots to 200. The ammunition is not capable of accepting ANY accuracy or armor breaching modifications, user operated or otherwise. The only type of modification accepted are flak rounds or elemental effects.
Any target caught in the hail of rounds these cannons produce suffers from an extremely large amount of damage. The cannons require a turn to spin up before firing, giving the target time to find cover or attempt to dodge the ensuing storm of shells
Combat-Dumbfire Rocket Barrage: These are one type of missile used by the Blaster-Shell mod, sacrificing accuracy for area of effect and overall damage. These rockets are fired in a swarm of 30 warheads that fly out in a cone for 200 feet before detonating. The Blasts are spherical in shape and reach a maximum size of 15 in all directions. A target that takes a Direct hit from the Rockets are dealt a large amount of damage, while one caught in the blast radius, but AREN'T hit by the rocket itelf, suffer a moderate amount instead.
Combat-Chest Mounted Vulcan Cannons: Often used to compensate for the spin up time on the Ultra-Heavy Vulcans. Omega's chest mounted rotary guns are no less dangerous, spitting 100 7.62mm pieces of hot lead at a target with every burst without the need to wait. However, the area of effect for these cannons is half that of their larger cousins, only spreading out in a 10 foot wide cone and dealing a moderate amount of damage per burst.
Combat-Seeker Rockets: The opposite number of the Dumbfire Barrage. These smart rockets are capable of targeting up to 15 separate targets, with each missile dealing a moderate amount of damage, in groups of 3 or more, bringing the damage level up to a large amount, or an extremely large amount of damage if all 15 missiles hit the same target. The Rockets can only fly for 100 feet before self destructing however, and their area of effect is only 7 feet wide.
Features:
Combat-Polarity Wall: The Blaster-Shell Mod is capable of projecting a one sided energy barrier in the event that a sufficiently dangerous threat levels a powerful attack at it, but only for a single post. This barrier blocks enemy attacks, but is polarized so the user can fire back through it. This shield program is more power intensive than other barrier programs, and requires a 3 post recharge period after the wall drops.
Combat-EMP Charges: When needed, Omega can swap out the high-explosive warheads on his rockets for EMP generators. This makes the missiles incapable of dealing damage, but makes up for their lack of kill-power by generating a powerful electromagnetic pulse that fries any DP or CAS feature caught in the blast radius for 5 turns. The pulse does NOT register friend or foe, anything or anyone caught in the blast will be effected. The blast radius for either the dumbfire or seeker rockets is unchanged, only the damage delivered is altered.
Combat-White Phosphorus: Omega is also capable of replacing his missile's explosive heads with White Phosphorus charges. The White Phosphorus ignites upon detonation, creating a large cloud of toxic, blinding white smoke and agonizingly hot phosphorus particles that stick to and ignite the target's flesh and armor.
This doubles the blast radius of each missile's detonation, but also alters the damage dealt from direct damage to moderate burn damage dealt each post for a period of 5 turns. The smoke also obscures vision and makes the lungs burn painfully, slowing movement speed and reducing weapon accuracy. However, as destructive as these warheads are, they do NOT care about friend or foe, and can easily cripple allies as well as enemies, and can only be produced once every 7 posts.
Combat-Flak Cannons: This mod replaces the Ultra-Heavy Vulcan's rounds with air burst ammunition. This reduces the damage they do from extremely large to large, but increases their likelyhood of scoring a hit by making the rounds detonate, creating a 5 foot wide sphere of super-hot tungsten shrapnel and a powerful shockwave that can knock an avatar off of their feet. When fired en masse, the resulting wall of flak is extremely useful against nimble or numerous foes.
(SCRIPTED EVENT ONLY) Combat-Moar Dakka: When all else fails, Omega is capable of overriding the safeties for the CAS, allowing him to unload EVERY. SINGLE. WEAPON. that he has at once. This, of course, overloads them and actually forces him out of the mod once he's finished unleashing hell upon whatever unfortunate schmuck he was just targeting. This Feature is scripted only for obvious reasons, as the sheer amount of damage the weapons do is more than enough to delete anything caught in the resulting fusillade of bullets and missiles.
Title: Grim-Blade Mod
Armor: link
Stats
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Acc: N/A
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Description: This mod is the exact opposite of the Blaster-Shell CAS in almost every way, save for it's devastating killing potential. The Grim-Blade mod is specially tailored to stealth and assassinations. It's speed and agility are unmatched, able to catch even the swiftest prey on foot or in the air, while it's raw strength and beam scythe are capable of carving apart even the hardiest of foes with ease.
When combined with the latest in bleeding edge stealth software, a suite of hacking and breach software that would make even the most stoic of grey hats swoon, and most importantly, the ability to cripple an opponents movement, weapons and or abilities, the Grim-Blade Mod goes from dangerous but fragile to a terrifying specter of death to any and all who cross it.
Strength(s): The Grim-Blade Mod is explicitly over engineered for one thing, disabling or outright killing one or multiple targets at melee range without alerting anybody. For this purpose, the mod is focused on speed and damage, dealing a crippling blow that, if it doesn't delete the target, forces them to BSOD from the shock of their injuries before being hauled off for Repairs and incarceration.
Furthermore, the various hacking, spammer mods and surveillance tech that's been packaged with the mod allows it to be used for recon, combat support or security breaching without risk of the user being caught in the process.
Weakness(es): Unfortunately, the Grim-Blade Mod's over engineering has resulted in a severe deficiency in it's makeup, traps, ranged weapons and durability are all severely hampered of outright nonexistent, to the extent that attempting to use even another avatar's gun or other ranged weapon will simply cause the weapon to immediately lock up and fail to function.
Adding to the lack of Ranged weapons is the Grim-Blade's utter lack of armor. It's fast and hits hard, but it can take barely any more punishment than it's user WITHOUT the armor, sometimes even less. This makes the mod utterly reliant on stealth, or failing that, it's speed to flee or avoid taking hits while also dealing blows of it's own to end the battle decisively.
Weapons:
Combat-Beam Scythe: This is the Grim-Blade Mod's main weapon, consisting of a shaft made up of a durable Material referred to by the weapon designers as "Phrik". This makes the weapons grip incredibly resistant, even capable of blocking a devestating strike without warping or breaking. It is also incredibly light, allowing for a rapid barrage of spinning slashes or brutal clubs to the head with the weapon.
The energy blade is a highly cohesive stream of plasma, capable of slashing through light "metals" like the ones used in cyber speeders or personal armor ((This is specifically for avatars who's armor does NOT reduce damage as a trait, it's also not capable of breaching arm mounted shields or the like.))
The blade's emitter is capable of switching from a horizontal orientation to a vertical one as well, allowing the wielder to use it for stabbing attacks as well as wide slashes or blows with the shaft.
The shaft of the scythe deals a moderate amount of damage per hit, while the blade deals a large amount per strike. This weapon is capable of stringing together a 4 hit combo every post as well due to it's light weight and the speed of the mod itself. Also, the energy blade is incapable of being concealed, rendering the Grim-Blade's stealth camo useless so long as they are activated.
Connectivity-Flight: The Grim-Blade mod is capable of flight using it's wings, it's incredible speed allowing it to reach a staggering 200 miles per hour.
Features:
Combat-Cloaking: The Grim-Blade Mod's main form of protection aside from speed is it's cloaking device, a prototype model being field tested by the mod. It is capable of muffling the user's footsteps, as well as shrouding the user from most common scanning frequencies. However, due to the Mod's already copius energy requirements in the form of it's speed and strength programming, the cloaking field can only function for 4 posts before shutting down, though thankfully it only requires 2 posts to recharge before it can be activated again.
Interface-Backfire: The Grim-Blade Mod isn't just capable of cloaking and dealing large amounts of damage, it also possesses a large number of hacking programs designed to scramble or outright disable DP's and Weapons. In this case, this program sends out a pulse that reaches outwards in a 30 foot wide sphere, this pulse overloads any ranged weapon and causes it to lock up, rendering it useless for 3 turns.
This program eats up a lot of power, and requires a 2 turn recharge after the victim's weapon reactivates before it can be used again.
Interface-Blackout: This program floods enemy scanning programs, such as critical scanners or targeting computers with garbage data, causing them to fail for a period of 4 turns before rebooting. This program requires a 2 turn recharge period after the target's scanning programs are reactivated before it can be activated again.
Combat-Dual Scythes: This program allows the user to split the Beam Scythe in two, creating two functioning Beam Scythes. This DP splits the energy between two weapons, lowering the damage of the energy blades to moderate instead of Lager, however, the twin blades are still capable of 4 strikes each, doubling the amount of strikes that can potentially hit the target.