Secret Society BLANKET
Graphic Designer
Join Date: Oct 2006
Location: 3 times the passion of normal flamenco
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Quote:
Originally Posted by Chaos2Frozen
Because she realized that he's not denying it
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Originally Posted by Chaos2Frozen
She just set the foundation
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Aaaah At least she has some very profound lessons to teach
Quote:
Originally Posted by Chaos2Frozen
I don't think so, I recall that it's rather recent... Like one-two seasons ago...
ANYBODY?! THE OFFER STANDS UNTIL I FIGURE IT OUT MYSELF!!!!
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Ah, sou Need to find more clues
Quote:
Originally Posted by Chaos2Frozen
*Cue crow*
Ahou...ahou...
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Reminds me of Ikki
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Originally Posted by Chaos2Frozen
That's because it is from AXN
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I was right
@ Reiji_Tabibito:
Not anymore Waiting for SC2
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Yoosh!
Glock's Spell List, Part II is up!
Spoiler for Typing:
“Basic offensive spells complete.”
Rey sighed in the darkness, looking at her work in front of the glowing holodisplay. It was a strange thing for her writing an entry by input from a keyboard using her physical fingers, an alien sensation compared to her normal, ethereal method of direct program input. But… to type in such a manner, her own physical strength adding each phrase and each sentence one letter at a time, forming one piece of an ever growing article...
Despite her unacquainted fingertips already aching from the numerous repetitive movements and her eyes aching from staring long into the holodisplay…
She smiled.
So this was satisfaction.
“Moving to next subject: Defensive Spells, Support Spells and Forbidden Artifacts.”
And so she continued to type…
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Defensive Spells:
Glock’s range of defensive spells is average for a Neo-Belkan mage, consisting of TSAB standard Field, Shield and Barrier Spells. Due to his close combat training Glock is rarely seen using defensive spells, instead relying on agility to avoid hostile strikes.
Triangle Shield –
Defense: AA
Basic Mana Array Defense Shield, projecting the Belkan Triangular array instead of the standard Midchilda Array. Capable of defending against most weaker or equivalent power magic attacks and spells.
Support and Utility Spells:
Sonic Move –
Basic Midchildan Combat Mobility Spell. Allows for linear movement of mages to high-transonic speed, resulting in near instantaneous transit between locations. This spell is utilized in evading high-speed attacks and in the exploitation of tactical breakthroughs by closing the gap in the fastest amount of time. Due to the stresses induced on the body during transit prolonged use of this spell without adequate barrier and field protection is ill-recommended.
In a 100-meter linear dash, Glock has been clocked at a maximum of 866 kilometers per hour – 70% the speed of sound at ground level, or Mach 0.7.
Blade Fin –
Glock’s personal term for his Basic Flight Spell. Identifiable by the formation of two small mana fins in the shape of an elongated diamond by his ankles.
Chain Bind –
Integrity: A
Casting Time: A
Basic Bind Spell, creates mana chains which wraps around the target’s body, restricting movement of extremities and securing the target to its current location. Can only target stationary enemies, and can be defeated by powerful anti-bind spells.
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“Basic Spells Completed.
“Continuing to Forbidden Artifacts. “
An unexpected chill ran down her spine at her mention of the last two terms. Of all the things about Glock that she wanted to write down, of all the aspects of him she had to transcribe… somehow, she hesitated. To write something down was a simple recollection of the facts one wanted to describe.
And she hesitated recalling this.
But it had to be done.
And so with a heavy sigh, she resumed.
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Forbidden Artifacts:
“Forbidden Artifacts” is the terminology applied to special Over-Technology artifact weapons developed by the prehistoric race known as the Necrontyr, and their mechanical evolution coined as “Necrons”, to enhance their combat abilities. These technologies share much in common with ancient Lost Logia, but operate using purely technological and mechanical means, devoid of mana usage. Despite their age and their non-reliance on mana, these artifacts possess formidable and oftentimes incredible abilities derived from yet incomprehensible methods of energy and matter manipulation, far beyond the capabilities of current technology without the aid of magic.
Glock came into possession of these artifacts during the Megiddo Incident - our first contact with the Necrons during a Limiera Archaeological Institute expedition – after coming into possession of a small black stone tablet, named the “Necrontyr Sigil”, which fused with Sophia to create the device known as the “Staff of Light”. It is in this form that Sophia first revealed the existence of the Forbidden Artifacts by accessing the tablet’s data, and a demonstration of their abilities.
This tablet also stored the consciousness of a former Necron Lord known as I’isa, also referred to by the term “The Traitor”. It was this consciousness that possessed Glock during an engagement against a Necron Type-0 (also known as a “Lord”), and ultimately demonstrated the extent of the potential of several of the Forbidden Artifact’s powers. Despite its powers, the Necron presence was only halted by a combined effort from Kay and I’isa by destabilizing the desert sands through an underground water reservoir.
There are nine known Forbidden Artifacts judging from Sophia’s data, Glock possessing only seven of them. Each Artifact performs a specific function which represents the various elements of technological achievement for the Necrontyr, ranging from sub-dimensional technologies to spatial manipulation, and even psychological assault. These artifacts are all integrated into the Staff of Light’s systems, thus allowing use of all seven in combat without manual switching.
Despite their non-magical nature, in regular usage Glock has to expend mana in order to release the seal on these artifacts, the energy expended determining operational duration of the artifact, depending on each individual artifact’s nature. Other artifacts require additional power expenditure to achieve the conditions necessary for activation. An average of five cartridges – a full clip – is thus required for the activation of a single artifact, and additional mana is required for more powerful artifacts. This restriction on the artifacts was naturally created as part of the process of the Necrontyr Sigil merging with a mana-reliant device, in this case the storage device Sophia. Also, the Artifacts can only be accessed when Sophia is merged with the Sigil as the Staff of Light, and only a single artifact can be activated at any one time.
Furthermore, the exact mechanics of the Artifacts is knowledge possessed only by I’isa, who can unlock the full potential of the Artifacts. As I’isa has repeatedly expressed his unwillingness to assist us in improving Glock’s usage of the artifacts, the latter has to cope with what limited knowledge of the Artifacts he can.
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Indignation.
Disgust.
It was feeling she rarely felt. And yet with these words these emotions filled her with much anger.
It was no secret to Kay and her siblings that Rey liked Glock. And it was only natural that she wanted to help him to the best of her ability, and she had made sure to do so in every opportunity, in every aspect, in everything he needed help. To know that someone Glock back in utilizing his full potential with the artifacts in question…
“Unforgivable.”
And yet as one taught to understand, she knew the circumstances and reasons for I’iza’s hesitation. She understood all too well. To know that I’iza would never assist them in any matter unrelated to the Necrons, whom he deeply hated. To know his reservations for giving Glock the unparalleled potential of these dangerous artifacts… why would he entrust such power to a mere human? A mortal with the capacity to potentially abuse the awesome powers of these ancient artifacts for his own benefit?
She understood these reasons well.
But she was still sour from it.
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The seven Artifacts and their abilities are listed below, arranged on order of energy expenditure required for activation.
“Solar Pulse” –
Considered the least powerful of the artifacts, Solar Pulse is a flash illumination spell, where an intensely powerful yet short-lived photonic burst is released at the surrounding environment. In combat, Solar Pulse is used as an incapacitation and disruption weapon due to the blinding light emitted. Also, the energies released from the pulse can scramble cloaking and artificial invisibility systems, unmasking otherwise invisible objects in the area.
Requires mana boost from two standard mana cartridges for activation.
“Phase Shifter” –
This S-rank localized dimensional manipulation device apparently “shifts” an object’s dimensional presence unto the universe’s underlying sub-dimension. While the exact mechanic of this process is unclear, for the duration it is active the bearer, and any object it covers exists in a semi-corporeal state, able to “phase” through physical objects with impunity. This also renders the bearer immune to all physical and magical effects, thus its applications include infiltration and breaching of impassable physical obstacles, and evasion of hostile fire.
In order to make all this possible, the Phase Shifter is equipped with a sophisticated “Spatial Base Anchor” system, which “anchors” the bearer’s position in subspace relative to the material universe, preventing the user from “falling” out of his current position, and allowing for transit while shifted . It is for this reason that objects under phase shift can “walk” while shifted. Additionaly, to prevent the phenomenon commonly known as “quantum merging” ( where a dimensionally shifted object coming out of shift merges with an object in the material universe at a sub-atomic level), a matter displacement device is also integrated, which destroys any physical matter the phase shifted object comes into contact with when emerging from subspace.
While shifted the bearer cannot interact with the material universe, and vice versa. Also mana usage is rendered difficult by the phase shifting technology, rendering the bearer unable to use magic. Gravity is the only known force able to affect phase shifted objects, and thusly gravity-based spell effects are currently the only known countermeasure against this ability.
Requires mana boost from four cartridges for activation. Maximum Operational Duration of Device: 180 seconds.
“Lightning Field” –
Electricity Manipulation Device, which controls the polarity and interaction of electrons in the surrounding atmosphere. Various electrical effects can be conjured and generated from this device, but most common of these effects are the following:
“Static Field” – by charging nearby electron activity, the device constantly generates a surrounding field of charged static electricity (which appears as a dull blue haze around the user), which discharges electric bolts upon contact with any object within a maximum of 2 meters from the user. These bolts are non-lethal, but can inflict shock and burn injury to the affected object. This offensive defense field makes approaching the user difficult, and is thus utilized in enhancing melee defense capability. Known direct countermeasures include sufficient electrical insulation. Field has maximum operational duration of 60 seconds with a single cartridge boost.
“Static Discharge” – using airborne electrical static, either self-generated or residual, the device can generate an artificial lightning bolt, which is then directed to the target via ionized plasma channel. The power and strength of the lightning bolts is comparable to, and oftentimes exceeding, naturally occurring lightning, and is capable of dealing massive electrical and heat damage to the target. Additional mana assistance can also generate lightning capable of powerful impact damage, increasing its effectiveness against grounded and insulated targets. In a highly-charged static environment, several bolts can be created simultaneously for maximum hit probability, although as the quantity of lightning bolts increases accuracy and control decreases as a result. Due to its highly random and risky nature this ability is rarely used in normal combat situations. Ability requires full clip of cartridges for activation.
It is noted that Lightning-Element Specialist mages can conjure up similar abilities with equivalent or greater power and control.
“Phylactery” –
An unusual device even amongst the variety of Forbidden Artifacts, Phylactery is a mobile nanomachine mass-production factory, capable of manufacturing hundreds of small robotic Scarab beetles within the space of a few minutes. These swarms of automated centimeter-long flying beetles orbit around the user, programmed to provide the user with improved defensive capability. Each individual beetle is equipped with a repulsive energy barrier generator, which is capable of defending against both physical and energy attacks. As each beetle’s barrier is individually weak, a swarm of these beetles are deployed to compensate, forming a powerful defense grid that is capable of defending against AAA+ rank attacks with ease. And also, the movement of these beetles can be controlled to provide the maximum amount defensive power against any attack by increasing the density of beetles.
The beetles themselves are incredibly fragile, and often hundreds, even thousands can be destroyed in the defense of the user over the course of a battle. To compensate, the Phylactery is capable of producing beetles at the rate of a thousand per minute to replenish any beetles lost. While sufficient to defend against smaller buster attacks, the defensive formation can be overwhelmed by sufficiently powerful buster attacks or smaller-rapid-fire attacks which can penetrate through gaps in the defense, as the artifact can only command up to a maximum of 1,750 beetles at any one time. Whether this weakness is common for the artifact, or created from Sophia’s limitations is unclear.
The energy barrier emitted by the beetles also has the side effect of hastening the natural regeneration and repair processes of Glock’s Necrodermis right arm, and this effect has been observed in Lords operating with this artifact, explaining the improvement to their already impressive regeneration abilities.
As the Phylactery requires power for beetle manufacture and control, Glock can only maintain this artifact’s operations for a limited time, roughly 320 seconds at full clip expenditure. This handicap was not observed in Necron Lords, which can maintain this ability almost indefinitely.
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A bemused smile escaped her lips.
“Imba.”
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Chronometron –
Space-Time Manipulation Device. This device creates a complex localized space-time discrepancy, which slows down time relative to the user while maintaining the “external” flow of time for external observers, thus giving the perception of the user as a hazy, incredibly fast moving object, attaining speeds faster than any mobility spell. This blatant disregard of the laws of special relativity grants the user a tactical advantage through significantly increased mobility, and improved reaction leverage from the time differential, allowing one to react faster and exploit fleeting situations normally unavoidable like avoiding attacks or positioning better for an attack.
Unfortunately, use of this ability limits the bearer’s ability to use magic due to the mechanics of the device, which seem to interfere with magical formation. Chronometron is also limited by its operational duration; the bearer measures the devices activation as lasting only 10 seconds on a full clip- .05 seconds as measured by outside observers. Despite the irrelativity of time in this instance, this still leaves the bearer only a small window of opportunity to act within the operational duration of the device. Another handicap is Glock and Sophia’s reliance on cartridges for activation; as it takes at least 3 seconds to expend the cartridges needed for activation use of this device as an instant-reaction is difficult at best, and Glock is therefore forced to use this ability proactively in tactical situations, as opposed to the reactive use of the device by Necron Lords, who do not suffer from this handicap.
“Veil of Darkness” –
This top-tier artifact is considered one of the most powerful of the devices, whose power far exceeds its actual operational function. Best described as a “light refraction” device, this artifact creates localized distortions in space-time which refracts light away from an area from a radius of 50 meters from the user. This cuts off the area from all sources of visible light from all spectra, plunging it into total, absolute darkness.
The effectiveness of this ability cannot be understated, as absolute darkness of the magnitude created has been known to drive the normal psyche to the extreme psychological distress, and can severely impair normal sensory perception, leading to vertigo and disorientation in prolonged periods of exposure. All visible and invisible light from the ultraviolet to the infrared is also refracted perfectly by the Veil, impairing normal night-vision abilities and technologies, and the minute distortions in space-time also render radar ineffective. Magical spells are also greatly impaired by the distortions, though dimensional and gravity-based effects can be used in the space with difficulty.
The only known method of navigating the Veil is through gravitationally and space-time dimensionally-based ranging and detection systems, which can penetrate through the dimensional maelstrom of the Veil. The artifact is equipped with a sophisticated navigation system for this purpose, allowing the user to navigate through the Veil without difficulty.
As the artifact requires massive amounts of power to operate, it can only be maintained for a maximum of 60 seconds on a full clip expenditure, and is thus primarily used as a tactical concealment and extraction device.
“Nightmare Shroud” –
Considered the most powerful artifact in Glock’s arsenal, the Nightmare Shroud is a device that directly assaults the target’s psychological and mental processes. The mechanics of this attack is unclear, but it is assumed that the energies released by the device can biologically affect the complicated neurological mechanics of a target’s brain.
The effects on a target are acutely and dangerously effective – the target is quickly overcome with what can only be described as “absolute overwhelming terror”. While the ultimate effects vary from individual to individual, at best the target individual experiences indescribable horror and recovers after a rehabilitation period, at worse the individual suffers a variety of long-term psychological disorders such as paranoia, dementia catatonia, psychosis, post-traumatic stress disorder and other fear-induced mental imbalances.
The power of the Nightmare Shroud in the battlefield lies in its ability to affect multiple targets at once within a 50 meter radius from the bearer, granting him the ability to effectively shut down an entire army in a single attack. Also, due to its nature it does not suffer from the efficiency downgrades of the other artifacts merged with Sophia, allowing Glock to use it at full power with the required mana boosts.
Despite its perceived power, the Nightmare Shroud is effective only when the targets are directly observing the bearer, and/or when the targets have auditory cognition – countermeasures can thus be made by simply looking away and shielding one’s ears with noise muffling equipment. The device also seems to affect only biological creatures, and not mechanical or cybernetic beings, rendering most AI and Androids immune to this ability.
It is noted that the details of this ability have been obtained solely through our first encounter with a Necron Lord and through I’iza’s exposition, and that Glock has never once used this ability even at times when it was tactically advantageous, owing to-
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“...
… owing to his promise…”
Ever since that fateful day over a year and a half ago… when the fates began to change for Glock and Kay on that barren, lifeless world, when they faced off against the mechanical agents of death.
Even as Kay still remained the steadfast, hardy person she was after the incident, Rey knew the scars this dreaded artifact had inflicted on her. The horrific artifact that had given Kay nightmares in those infrequent moments when that terrible roar surfaced from her subconscious to haunt her. Those nights when that darkness, the unspeakable terror… when the very thought of the creature would sent Kay into terrible, unbearable revulsions that sickened Rey to her very core. Even the smallest reminder of that moment was a visibly painful experience, that struck at Kay’s very soul.
It left her beloved mother vulnerable… scared… pathetic. During the times when the terrible memories besieged her, she was on the brink of becoming but the shadow of her old self.
It was for these that Glock sealed his vow.
Even when it held the key to victory, to turn the tide, to gain dominance, when it was his last and only resort… Even at the edge of life into the pit of imminent death.
Not once will he ever unleash the power of that dreaded artifact in Kay’s presence.
And they had been for the last two couple of years since they met, inseparable.
To sacrifice a tactical advantage for his emotions, this she knew was a mistake.
And yet…
“… that’s why I like you, isn’t it?”
She pressed the backspace key. There was a revision to be done.
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It is noted that the details of this ability have been obtained solely through our first encounter with a Necron Lord and through I’iza’s exposition, and that due to the inherent risk involved in its use, Glock has never once activated this artifact.
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“Forbidden Artifacts complete.
Moving to Secondary and Auxilliary Devices.”
Yup, there will be a Part III. And here's a preview:
Cookie for those who can guess its original OC owner.
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Against all the evil that hell can conjure, all wickedness that mankind can produce... We will send unto them, only you.
Last edited by LoweGear; 2007-10-21 at 20:34.
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