Justicar - FINAL
Apr 27, 2019 0:05:11 GMT -5
Post by Mani4c on Apr 27, 2019 0:05:11 GMT -5
Name: Justicar (also Answers to his original Designation: Eis)
Avatar Style: Combat
Theme: Base Form Theme: Lust SIN - by Daisuke Ishiwatari, Susanoo CAS Theme: SUSANOOH - by Daisuke Ishiwatari
Gender: Male
Appearance: link
User: None
Personality: Out of all those who experienced the start of the Abraxas War, Justicar has perhaps changed the most. The revelations imparted on Justicar during the events at the Battle of the Arena, as well as the war itself, have changed Justicar greatly, practically erasing him in all but his memories. His is no longer the man who once slashed a great hole in the side of a skyscraper simply to draw the NPD's ire, or the one who hunted for ghost data (then called "souls") just to fuel a petty grudge and soothe a bruised ego. But he is also not the same man he was BEFORE that, a cold, remorseless killer driven by a cruel sense of "Justice".
Instead, Justicar has become something more, something better. His once fiery temper is all but extinguished, replaced by a cool, calculated fighter who uses his anger to temper his blows instead of letting it rage like an inferno. His ego, once his most driving force for improvement, has been removed, replaced with a quiet confidence that lends itself well to well aimed jabs at his opponents in the heat of battle (as well as a few displays of good natured snark aimed at his friends as well.)
But most remarkably, it's how his entire demeanor OUTSIDE of battle has changed that marks just how different Justicar has become. He has become more introspective, and has begun taking stock of how his actions effect others, and as a result is far warmer and more kind to those around him. Where he used to only show these facets of himself to his closest friends, now everyone can see the thoughtful and supportive side that he always possessed. This shows itself greatly in his actions as a trainer to the newest of the NPD's elite, treating his students like they were his own children almost, and showing particular interest in a few who remind him of his older self.
The one area where he has not changed at all is in his love for Amplify and Noxus, the two people in the world most close to him. He places their counsel above all others, and even in his more mature and level headed mindset, he can and WILL move heaven and earth to stop any who would do them harm...as well as anyone that THEY hold dear as well.
At the end of the day, Justicar is a new man in almost every way, to some it seems like the person he is now is a full out replacement instead of an evolution from the violent, competitive samurai who he once was. But for all of his suffering, for all of the manipulations and anguish, Justicar has come out of his journey a better man, a kinder man, and for him at least...that is enough to put his mind at ease.
History: Everything that Justicar thought he knew about his past, his birth and wanderings leading up to his arrival at the Underground and his entering the Arena Circut...all of those memories were lies, fabrications created by an AI who sought to make him his "Champion of Order". Justicar's true story does begin with his "Natural" birth on the web...but he was not born as Justicar, he was spawned as a man named Eis, a man who would become a prolific vigilante serial killer.
Eis was born within the cold reaches of the European Networks outer reaches, far from the safety of the cyber city, in an environment as cold and merciless as this, only the most callous and powerful could hope to thrive. Unfortunately for Eis' victims, he was both in spades.
The young swordsman was brought into the world wielding powerful Ice abilities and a personality as icy as his powers, he lacked mercy in any sense and possessed a keen arrogance that came from his great power. Eis lived his entire early existence as a force of death and destruction, all those who disagreed with him died, and it was this span of dominance, unchecked in the early days of the NPD, that led Eis to believe that HIS law was the only just law, that his morality was the only one to follow. Eventually, he cut his way to the European Cyber City, a land of man's laws and morals...it did not take long for Eis to begin his attempts "saving" the denizens from what he saw as a deluded way of living.
Eis would prowl the Red Light districts and back alleys of the city, carving a bloody swath through criminality, no matter how small the act or how desperate and otherwise harmless the perpetrator was. He was quickly named as the EU NPD's most wanted criminal, and after a 2 year reign of terror he was finally exposed. What followed was a bloody, frenzied series of battles that spanned the city and eventually spilled into the harsh lands that spawned Eis to begin with. The full might of an entire region was aimed directly at him, and even his power and skill wilted before it, and in the end he was forced to flee east towards the Asian Network.
It was there that he attempted to restart his "crusade"...only to be met with an even greater foe, and one who would shape Eis' life forever more. An AI, Susanooh, had taken notice of Eis' activities, and deemed him worthy of being one of his "Champions". Eis naturally refused to bend his knee to another, and attempted to slay the AI...and that is the last thing Justicar remembers of his true past life. The rest was fabricated, laid over his original memories, and he was sealed within his armor. Changed and dropped into the Underground to begin his work as Susanooh's sleeper agent, a warrior dedicated to purging all those who lacked honor or a sense of justice...Susanooh's justice.
Ironically enough, it was a monstrous virus who provided the means for Justicar to break free of his yolk and remember who he was, though at the cost of all of the ghost data he had collected as well as much of his strength, and it was a miracle that Justicar didn't break down, or go mad from the strain such a thing surely put upon his mind.
But if there was one thing that both Justicar and Eis possessed it was an almost freakish stubbornness that let them push past even the harshest of circumstances. This stubbornness served Justicar well throughout the war, allowing him to endure battle after battle, as well as the trying experience of basically rebuilding himself from the ground up all the while. But with Amplify's support, and that of his new friends and Allies as well, Justicar emerged from the war not just intact, but BETTER than before.
Justicar has now adapted to what passes for peacetime in his line of work, pulling double duty both as an offical member of Net Ops as well as a trainer for the new recruits in the North American NPD's special forces divisions...well, when he's not spending time with his beloved Amplify, of course.
Add-Ons: Combat - Data Blade (Yukianesa): A replica of the original blade wielded by Eis before his forced alterations, Justicar's blade takes it's name from a mysterious piece of ghost data that appeared before him when he was trapped within his own psyche at the Battle of the Arena (Thought to have been an associate of Eis'), this ghost data was destroyed with the others when they united to save their vessel however.
The blade itself is 28 inches long and is made of a nearly unbreakable permafrost, the design of the sword replicates the katana that Eis originally wielded before his transformation into Justicar. It is capable of being wielded with either two hands or one hand without impacting it's performance, and can fire a crescent shaped blade beam once per post.
Combat - Data Blade (Murasama): Justicar's custom made sword from the Red Light district, the Murasama was originally a full length Katana, but has since been "broken" in two to form two short swords, Justicar has one, while his personally trained pupil has the other. The blade is 12 inches long and resembles a wakizashi sword, often being used simultaneously with his other data blade as a parrying dagger, though it is more than capable of wounding or killing an enemy on it's own.
The blade also has a unique energy absorption trait, the energy of every melee attack or projectile countered by it is stored in the blade, this energy is discharged when Justicar's next attack with the Muramasa connects, increasing the damage dealt by the blade. The blade can store up to 5 attacks, after that the energy simply stops being added to the blade, every "stack" of absorbed energy doubles the damage dealt by the blade on it's next attack.
Combat - Data Spear (Hisame): A new weapon designed for rapid attacks and long reach, the Hisame spear is capable of a rapid flurry of stabs or sweeping slashes. The spear's name means "Ice Storm", and has a 7 foot long shaft with an 1 foot long curved blade mounted on top, the blade is made out of the same permafrost as Yukianesa.
The spear, while capable of rapid strikes due to Justicar's skill with large sized blades, is not capable of being wielded one handed effectively, leaving Justicar without an off hand weapon. To compensate, the spear is capable of firing a swirling blade beam made out of razor sharp sub-zero air.
Combat - Cryokinesis: Justicar's new body is equipped with unique abilities, in particular is his unique ability to create and control ice, known as Cryokinesis. This ability is capable of changing it's functionality depending on which Download is slotted into it. If no Downloaded Program is added, this Add-On defaults to a hail of razor sharp ice shards, these shards fire out from Justicar's hands in a wide cone that hits targets in a 10 foot wide arc and can hit targets up to 50 feet away. If Justicar narrows the cone, it has less of an area of effect, but deals exponentially more damage for every foot of width lost.
Cryokinesis is also capable of being channeled through Yukianesa and Hisame due to their ice blades, enhancing their blade beams or granting other effects depending on the DP (Or DPs) that's active. (If used to replace or enhance a weapon's blade beam, it is still limited to firing the beam once per post, and Justicar cannot use Cryokinesis on it's own during the same turn.)
Connectivity - Ice Propulsion: Justicar is also capable of using his ice powers to enhance his movement, propelling himself forward at high speeds (reaching about 80mph on a straightaway) and even creating ice platforms beneath his feet to launch himself high into the air (Maximum height of 15 feet vertically and about 50 feet if launched horizontally.), these abilities can even be used on walls, allowing Justicar to "Skate" up or along the sides of buildings, or to quickly gain altitude for an attack from above.
Downloaded Programs: Combat - Cryokinesis: Ice Wave: This Download alters Justicar's cryokinesis add-on, changing it so that instead of firing a hail of shards, it creates a wave of 4 foot tall frozen spears that erupt from the ground in a straight line. The spears are incredibly sharp, capable of piercing steel and shredding flesh like paper. The trail travels up to 50 feet away, and can go under barriers like shields or barricades. It is still effected by damage mitigation programs that cut the amount of damage dealt however.
Combat - Cryokinesis: Permafrost Wall: This is another DP that alters the function of Justicar's Cryokinesis, allowing him to form a 7 foot high, 3 foot thick wall of solid ice with it. This wall can be used to seal off passages, create roadblocks, act as a platform, or most commonly, be used as a shield to block attacks. This DP limits Cryokinesis' use to every 3 posts however, due to the increased amount of energy needed to make such a thick wall of ice.
Combat - Cryokinesis: Aurora Beam: The final alteration to Justicar's Cryokinesis, this DP allows Justicar to fire a beam of sub-zero energy at his opponents, damaging their armor and disabling any damage mitigation programs that the victim is using for a period of 4 turns as it deals damage. This DP can only be fired every 5 turns however, due to higher power consumption.
Combat - Polar Vortex: An amplification DP designed to enhance Justicar's cryokinetic abilities, the Polar Vortex DP doubles the damage dealt by any attacks that utilize Justicar's Cryokinesis program or with his ice blades. The program also grants an extra effect to Justicar's ice blades on top of the damage buff, while Polar Vortex is active, every attack that lands on an opponent now has a chance to freeze the foe slightly, slowing their movements by 33% and reducing their accuracy by 25% for a period of 3 turns. Any subsequent strikes simply reset the timer, as opposed to increasing the debuffs dealt to them.
This DP lasts for 5 turns, and requires a 5 turn wait after it deactivates before it can be used again.
Combat - Keen Edge: A simple blade enhancement DP, the Keen Edge program allows Justicar's melee attacks to breach shields and barriers and ignore a foes armor buffs. This DP can be toggled on and off at will, however it consumes an available slot for DP usage for as long as it is activated, it also doesn't increase the damage the weapon itself deals per strike.
Combat - Mach Speed: This DP speeds up Justicar's movement by 400%, making it much harder for him to be hit by attacks, as well as allowing him to attack a total of 5 times using his melee weapons every post. This attack does not increase his weapons damage however, it is strictly an agility upgrade and nothing more. This program lasts for 5 turns and requires a 5 turn wait to recharge after it shuts down.
Combat - Weapon Freeze: This DP allows Justicar to fire a shard of super-cooled ice at an opponent's weapon, freezing it solid and rendering it useless for a period of 3 turns. This program deals no damage and requires 5 turns before it can be used again, and it's recharge only starts once the victim's weapon has thawed out.
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).**
Avatar Style: Combat
Theme: Base Form Theme: Lust SIN - by Daisuke Ishiwatari, Susanoo CAS Theme: SUSANOOH - by Daisuke Ishiwatari
Gender: Male
Appearance: link
User: None
Personality: Out of all those who experienced the start of the Abraxas War, Justicar has perhaps changed the most. The revelations imparted on Justicar during the events at the Battle of the Arena, as well as the war itself, have changed Justicar greatly, practically erasing him in all but his memories. His is no longer the man who once slashed a great hole in the side of a skyscraper simply to draw the NPD's ire, or the one who hunted for ghost data (then called "souls") just to fuel a petty grudge and soothe a bruised ego. But he is also not the same man he was BEFORE that, a cold, remorseless killer driven by a cruel sense of "Justice".
Instead, Justicar has become something more, something better. His once fiery temper is all but extinguished, replaced by a cool, calculated fighter who uses his anger to temper his blows instead of letting it rage like an inferno. His ego, once his most driving force for improvement, has been removed, replaced with a quiet confidence that lends itself well to well aimed jabs at his opponents in the heat of battle (as well as a few displays of good natured snark aimed at his friends as well.)
But most remarkably, it's how his entire demeanor OUTSIDE of battle has changed that marks just how different Justicar has become. He has become more introspective, and has begun taking stock of how his actions effect others, and as a result is far warmer and more kind to those around him. Where he used to only show these facets of himself to his closest friends, now everyone can see the thoughtful and supportive side that he always possessed. This shows itself greatly in his actions as a trainer to the newest of the NPD's elite, treating his students like they were his own children almost, and showing particular interest in a few who remind him of his older self.
The one area where he has not changed at all is in his love for Amplify and Noxus, the two people in the world most close to him. He places their counsel above all others, and even in his more mature and level headed mindset, he can and WILL move heaven and earth to stop any who would do them harm...as well as anyone that THEY hold dear as well.
At the end of the day, Justicar is a new man in almost every way, to some it seems like the person he is now is a full out replacement instead of an evolution from the violent, competitive samurai who he once was. But for all of his suffering, for all of the manipulations and anguish, Justicar has come out of his journey a better man, a kinder man, and for him at least...that is enough to put his mind at ease.
History: Everything that Justicar thought he knew about his past, his birth and wanderings leading up to his arrival at the Underground and his entering the Arena Circut...all of those memories were lies, fabrications created by an AI who sought to make him his "Champion of Order". Justicar's true story does begin with his "Natural" birth on the web...but he was not born as Justicar, he was spawned as a man named Eis, a man who would become a prolific vigilante serial killer.
Eis was born within the cold reaches of the European Networks outer reaches, far from the safety of the cyber city, in an environment as cold and merciless as this, only the most callous and powerful could hope to thrive. Unfortunately for Eis' victims, he was both in spades.
The young swordsman was brought into the world wielding powerful Ice abilities and a personality as icy as his powers, he lacked mercy in any sense and possessed a keen arrogance that came from his great power. Eis lived his entire early existence as a force of death and destruction, all those who disagreed with him died, and it was this span of dominance, unchecked in the early days of the NPD, that led Eis to believe that HIS law was the only just law, that his morality was the only one to follow. Eventually, he cut his way to the European Cyber City, a land of man's laws and morals...it did not take long for Eis to begin his attempts "saving" the denizens from what he saw as a deluded way of living.
Eis would prowl the Red Light districts and back alleys of the city, carving a bloody swath through criminality, no matter how small the act or how desperate and otherwise harmless the perpetrator was. He was quickly named as the EU NPD's most wanted criminal, and after a 2 year reign of terror he was finally exposed. What followed was a bloody, frenzied series of battles that spanned the city and eventually spilled into the harsh lands that spawned Eis to begin with. The full might of an entire region was aimed directly at him, and even his power and skill wilted before it, and in the end he was forced to flee east towards the Asian Network.
It was there that he attempted to restart his "crusade"...only to be met with an even greater foe, and one who would shape Eis' life forever more. An AI, Susanooh, had taken notice of Eis' activities, and deemed him worthy of being one of his "Champions". Eis naturally refused to bend his knee to another, and attempted to slay the AI...and that is the last thing Justicar remembers of his true past life. The rest was fabricated, laid over his original memories, and he was sealed within his armor. Changed and dropped into the Underground to begin his work as Susanooh's sleeper agent, a warrior dedicated to purging all those who lacked honor or a sense of justice...Susanooh's justice.
Ironically enough, it was a monstrous virus who provided the means for Justicar to break free of his yolk and remember who he was, though at the cost of all of the ghost data he had collected as well as much of his strength, and it was a miracle that Justicar didn't break down, or go mad from the strain such a thing surely put upon his mind.
But if there was one thing that both Justicar and Eis possessed it was an almost freakish stubbornness that let them push past even the harshest of circumstances. This stubbornness served Justicar well throughout the war, allowing him to endure battle after battle, as well as the trying experience of basically rebuilding himself from the ground up all the while. But with Amplify's support, and that of his new friends and Allies as well, Justicar emerged from the war not just intact, but BETTER than before.
Justicar has now adapted to what passes for peacetime in his line of work, pulling double duty both as an offical member of Net Ops as well as a trainer for the new recruits in the North American NPD's special forces divisions...well, when he's not spending time with his beloved Amplify, of course.
Add-Ons: Combat - Data Blade (Yukianesa): A replica of the original blade wielded by Eis before his forced alterations, Justicar's blade takes it's name from a mysterious piece of ghost data that appeared before him when he was trapped within his own psyche at the Battle of the Arena (Thought to have been an associate of Eis'), this ghost data was destroyed with the others when they united to save their vessel however.
The blade itself is 28 inches long and is made of a nearly unbreakable permafrost, the design of the sword replicates the katana that Eis originally wielded before his transformation into Justicar. It is capable of being wielded with either two hands or one hand without impacting it's performance, and can fire a crescent shaped blade beam once per post.
Combat - Data Blade (Murasama): Justicar's custom made sword from the Red Light district, the Murasama was originally a full length Katana, but has since been "broken" in two to form two short swords, Justicar has one, while his personally trained pupil has the other. The blade is 12 inches long and resembles a wakizashi sword, often being used simultaneously with his other data blade as a parrying dagger, though it is more than capable of wounding or killing an enemy on it's own.
The blade also has a unique energy absorption trait, the energy of every melee attack or projectile countered by it is stored in the blade, this energy is discharged when Justicar's next attack with the Muramasa connects, increasing the damage dealt by the blade. The blade can store up to 5 attacks, after that the energy simply stops being added to the blade, every "stack" of absorbed energy doubles the damage dealt by the blade on it's next attack.
Combat - Data Spear (Hisame): A new weapon designed for rapid attacks and long reach, the Hisame spear is capable of a rapid flurry of stabs or sweeping slashes. The spear's name means "Ice Storm", and has a 7 foot long shaft with an 1 foot long curved blade mounted on top, the blade is made out of the same permafrost as Yukianesa.
The spear, while capable of rapid strikes due to Justicar's skill with large sized blades, is not capable of being wielded one handed effectively, leaving Justicar without an off hand weapon. To compensate, the spear is capable of firing a swirling blade beam made out of razor sharp sub-zero air.
Combat - Cryokinesis: Justicar's new body is equipped with unique abilities, in particular is his unique ability to create and control ice, known as Cryokinesis. This ability is capable of changing it's functionality depending on which Download is slotted into it. If no Downloaded Program is added, this Add-On defaults to a hail of razor sharp ice shards, these shards fire out from Justicar's hands in a wide cone that hits targets in a 10 foot wide arc and can hit targets up to 50 feet away. If Justicar narrows the cone, it has less of an area of effect, but deals exponentially more damage for every foot of width lost.
Cryokinesis is also capable of being channeled through Yukianesa and Hisame due to their ice blades, enhancing their blade beams or granting other effects depending on the DP (Or DPs) that's active. (If used to replace or enhance a weapon's blade beam, it is still limited to firing the beam once per post, and Justicar cannot use Cryokinesis on it's own during the same turn.)
Connectivity - Ice Propulsion: Justicar is also capable of using his ice powers to enhance his movement, propelling himself forward at high speeds (reaching about 80mph on a straightaway) and even creating ice platforms beneath his feet to launch himself high into the air (Maximum height of 15 feet vertically and about 50 feet if launched horizontally.), these abilities can even be used on walls, allowing Justicar to "Skate" up or along the sides of buildings, or to quickly gain altitude for an attack from above.
Downloaded Programs: Combat - Cryokinesis: Ice Wave: This Download alters Justicar's cryokinesis add-on, changing it so that instead of firing a hail of shards, it creates a wave of 4 foot tall frozen spears that erupt from the ground in a straight line. The spears are incredibly sharp, capable of piercing steel and shredding flesh like paper. The trail travels up to 50 feet away, and can go under barriers like shields or barricades. It is still effected by damage mitigation programs that cut the amount of damage dealt however.
Combat - Cryokinesis: Permafrost Wall: This is another DP that alters the function of Justicar's Cryokinesis, allowing him to form a 7 foot high, 3 foot thick wall of solid ice with it. This wall can be used to seal off passages, create roadblocks, act as a platform, or most commonly, be used as a shield to block attacks. This DP limits Cryokinesis' use to every 3 posts however, due to the increased amount of energy needed to make such a thick wall of ice.
Combat - Cryokinesis: Aurora Beam: The final alteration to Justicar's Cryokinesis, this DP allows Justicar to fire a beam of sub-zero energy at his opponents, damaging their armor and disabling any damage mitigation programs that the victim is using for a period of 4 turns as it deals damage. This DP can only be fired every 5 turns however, due to higher power consumption.
Combat - Polar Vortex: An amplification DP designed to enhance Justicar's cryokinetic abilities, the Polar Vortex DP doubles the damage dealt by any attacks that utilize Justicar's Cryokinesis program or with his ice blades. The program also grants an extra effect to Justicar's ice blades on top of the damage buff, while Polar Vortex is active, every attack that lands on an opponent now has a chance to freeze the foe slightly, slowing their movements by 33% and reducing their accuracy by 25% for a period of 3 turns. Any subsequent strikes simply reset the timer, as opposed to increasing the debuffs dealt to them.
This DP lasts for 5 turns, and requires a 5 turn wait after it deactivates before it can be used again.
Combat - Keen Edge: A simple blade enhancement DP, the Keen Edge program allows Justicar's melee attacks to breach shields and barriers and ignore a foes armor buffs. This DP can be toggled on and off at will, however it consumes an available slot for DP usage for as long as it is activated, it also doesn't increase the damage the weapon itself deals per strike.
Combat - Mach Speed: This DP speeds up Justicar's movement by 400%, making it much harder for him to be hit by attacks, as well as allowing him to attack a total of 5 times using his melee weapons every post. This attack does not increase his weapons damage however, it is strictly an agility upgrade and nothing more. This program lasts for 5 turns and requires a 5 turn wait to recharge after it shuts down.
Combat - Weapon Freeze: This DP allows Justicar to fire a shard of super-cooled ice at an opponent's weapon, freezing it solid and rendering it useless for a period of 3 turns. This program deals no damage and requires 5 turns before it can be used again, and it's recharge only starts once the victim's weapon has thawed out.
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: Susanoo
Armor: link
Stats
Sp: [#][#]
Po: [#][#][#][#]
Du: [#][#][#][#]
Ac: [#][#]
Te: [#][#][#]
Description: This CAS is made from the remnants of the armor that Susanoo clad Justicar in years before, altered to function as a CAS program as well as removing the hidden programs that altered Justicar's personality and memories.
Strength(s): The Susanoo CAS is well designed around melee combat, boasting increased durability and melee strength, when combined with Justicar's intimate understanding of the CAS itself, the Susanoo unit is a force to be reckoned with at close range.
Weakness(es): The CAS, despite being relatively well rounded, is not particularly outstanding in regards to its speed and accuracy, both due to the armor's weight as well as it's stronger focus on close range fighting. While these weaknesses are not crippling, a skilled opponent could out maneuver Justicar while keeping their distance to pick him apart if he's not careful.
Weapons: Combat - Okami: Justicar's Sword, Okami, has been a constant companion of his since his alteration years ago, and though he no longer wears the Susanoo unit constantly, the blade has still not left his side. The blade is approximately 37 inches in length, with a blunt tip instead of the usual sharp stabbing edge that most blades of it's kind would have. The blade is capable of delivering devastating strikes due to it's weight, and Justicar's skill with it means that even with it's great heft, he is still capable of using it swiftly without tiring for a good while as well.
The blade is also capable of being charged to fire a large, crescent shaped "blade" of energy that scythes through the air at a target, carving into their bodies and delivering deep wounds should they hit their mark. This blade beam can only be fired once per post however.
Combat - Howling Fang: A new weapon added onto thes usanoo CAS, the Howling fang is a set of retractable talons that are built into the armor's fingertips, when extended these razor sharp blades are capable of delivering a flurry of deep cuts in an opponent very quickly. However, as they are essentially claws, the Howling Fangs cannot extend beyond point blank range, although they are capable of attacking 5 times in total per post due to how swiftly they can be used.
Combat - Zanshin: Japanese for "Slaying God", Zanshin is a combat technique that allows Justicar to produce runic shields up to a distance of 3 feet in front of him, blocking enemy attacks without putting himself at risk of being caught in a sword lock. The shield can be shattered with enough force, as well as be pierced by specially made programs that breach defenses.
Combat - Wolf's Gaze: An optical enhancement program utilizing various sensors built into the Susanoo armor, the Wolf's Gaze allows Justicar to pierce programs that would obscure or otherwise conceal a target or targets. This includes cloaking programs, camouflage units or even just the mundane like smoke, fog or darkness. This ability does not extend his range of vision nor allow him to see through walls or doors.
Features: Combat - Drain Barrier: This feature alters the Zanshin shield's properties, granting it the ability to absorb damage dealt to it by attacks. This damage is channeled into Justicar's armor, increasing his attack damage by an equal amount to the damage absorbed. This buff lasts for 5 turns, and the Feature requires a 3 turn wait in between uses once the damage boost runs it's course.
Combat - Backlash: A special technique used to punish agressors, the Backlash technique allows Justicar to energize his weapons, granting them a white glow. The next enemy attack to be countered is then instantly reflected back at them, dealing back 1.5 times the amount of damage the attack would deal to Justicar if it landed. This Feature requires a 3 turn cooldown in between uses.
Combat - Okami's Bite: An armor piercing Feature, this program allows Justicar to breach personal firewalls and armor, negating their defensive boosts. This mod can be kept active for as long as Justicar wishes, but constantly eats up a Feature usage slot while he does.
Combat - Raigeki: A sword technique designed to hinder an opponent's combat capability, Raigeki imbues Justicar's weapons with a powerful electric charge, when the weapon strikes a foe, either in a blade lock or by damaging them, the charge overloads their circuts, causing one of three random effects: Either their Attack, Defense, or Mobility is halved for a period of 5 posts. This Feature requires a lengthy 5 post recharge time however, a recharge that only starts once the opponent is returned to their full strength.
Repair - Steadfast Heart: This technique allows Justicar to supercharge his self repair functions, healing him up to potentially 75% of his maximum amount. This mod requires 4 posts to recharge in between uses.
Repair - Tranquil Soul: This technique allows Justicar to purge any status effects or harmful code from his body, restoring himself to full functionality instantly. This mod requires 4 posts to recharge in between uses.
Combat - Kishin: Japanese for "Fierce God", this Feature is Justicar's equivilant to a limit break. By overcharging his CAS programming, Justicar is able to temporarily boost his Strength and Durability or his Agility to levels equaling an S-Class Virus or a Titan-Class Avatar such as Halberd and Claymore in their limit removed states. This increase lasts for only 6 posts however, and once his removal is depleted, he is forced out of CAS and is unable to use it for a period of 10 posts.
Armor: link
Stats
Sp: [#][#]
Po: [#][#][#][#]
Du: [#][#][#][#]
Ac: [#][#]
Te: [#][#][#]
Description: This CAS is made from the remnants of the armor that Susanoo clad Justicar in years before, altered to function as a CAS program as well as removing the hidden programs that altered Justicar's personality and memories.
Strength(s): The Susanoo CAS is well designed around melee combat, boasting increased durability and melee strength, when combined with Justicar's intimate understanding of the CAS itself, the Susanoo unit is a force to be reckoned with at close range.
Weakness(es): The CAS, despite being relatively well rounded, is not particularly outstanding in regards to its speed and accuracy, both due to the armor's weight as well as it's stronger focus on close range fighting. While these weaknesses are not crippling, a skilled opponent could out maneuver Justicar while keeping their distance to pick him apart if he's not careful.
Weapons: Combat - Okami: Justicar's Sword, Okami, has been a constant companion of his since his alteration years ago, and though he no longer wears the Susanoo unit constantly, the blade has still not left his side. The blade is approximately 37 inches in length, with a blunt tip instead of the usual sharp stabbing edge that most blades of it's kind would have. The blade is capable of delivering devastating strikes due to it's weight, and Justicar's skill with it means that even with it's great heft, he is still capable of using it swiftly without tiring for a good while as well.
The blade is also capable of being charged to fire a large, crescent shaped "blade" of energy that scythes through the air at a target, carving into their bodies and delivering deep wounds should they hit their mark. This blade beam can only be fired once per post however.
Combat - Howling Fang: A new weapon added onto thes usanoo CAS, the Howling fang is a set of retractable talons that are built into the armor's fingertips, when extended these razor sharp blades are capable of delivering a flurry of deep cuts in an opponent very quickly. However, as they are essentially claws, the Howling Fangs cannot extend beyond point blank range, although they are capable of attacking 5 times in total per post due to how swiftly they can be used.
Combat - Zanshin: Japanese for "Slaying God", Zanshin is a combat technique that allows Justicar to produce runic shields up to a distance of 3 feet in front of him, blocking enemy attacks without putting himself at risk of being caught in a sword lock. The shield can be shattered with enough force, as well as be pierced by specially made programs that breach defenses.
Combat - Wolf's Gaze: An optical enhancement program utilizing various sensors built into the Susanoo armor, the Wolf's Gaze allows Justicar to pierce programs that would obscure or otherwise conceal a target or targets. This includes cloaking programs, camouflage units or even just the mundane like smoke, fog or darkness. This ability does not extend his range of vision nor allow him to see through walls or doors.
Features: Combat - Drain Barrier: This feature alters the Zanshin shield's properties, granting it the ability to absorb damage dealt to it by attacks. This damage is channeled into Justicar's armor, increasing his attack damage by an equal amount to the damage absorbed. This buff lasts for 5 turns, and the Feature requires a 3 turn wait in between uses once the damage boost runs it's course.
Combat - Backlash: A special technique used to punish agressors, the Backlash technique allows Justicar to energize his weapons, granting them a white glow. The next enemy attack to be countered is then instantly reflected back at them, dealing back 1.5 times the amount of damage the attack would deal to Justicar if it landed. This Feature requires a 3 turn cooldown in between uses.
Combat - Okami's Bite: An armor piercing Feature, this program allows Justicar to breach personal firewalls and armor, negating their defensive boosts. This mod can be kept active for as long as Justicar wishes, but constantly eats up a Feature usage slot while he does.
Combat - Raigeki: A sword technique designed to hinder an opponent's combat capability, Raigeki imbues Justicar's weapons with a powerful electric charge, when the weapon strikes a foe, either in a blade lock or by damaging them, the charge overloads their circuts, causing one of three random effects: Either their Attack, Defense, or Mobility is halved for a period of 5 posts. This Feature requires a lengthy 5 post recharge time however, a recharge that only starts once the opponent is returned to their full strength.
Repair - Steadfast Heart: This technique allows Justicar to supercharge his self repair functions, healing him up to potentially 75% of his maximum amount. This mod requires 4 posts to recharge in between uses.
Repair - Tranquil Soul: This technique allows Justicar to purge any status effects or harmful code from his body, restoring himself to full functionality instantly. This mod requires 4 posts to recharge in between uses.
Combat - Kishin: Japanese for "Fierce God", this Feature is Justicar's equivilant to a limit break. By overcharging his CAS programming, Justicar is able to temporarily boost his Strength and Durability or his Agility to levels equaling an S-Class Virus or a Titan-Class Avatar such as Halberd and Claymore in their limit removed states. This increase lasts for only 6 posts however, and once his removal is depleted, he is forced out of CAS and is unable to use it for a period of 10 posts.