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Jun 27th, 2016
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  1. PANTHEON
  2. The impossible Machina - a forgotten weapon of the old world. The result of combining magic with technology, the Pantheon is a strange patchwork of inferior versions of several already-existing Machina technologies, crudely held together with magic. Despite its patchwork design, however, the machines specifications are unusually high thanks to magical reinforcement. Its heavy black armor is almost at odds with its agility, it can outmuscle almost any mech of its size class, and its operation time is unusually long. It is definitely a machine focused on close combat however, lacking any real in-built ranged options.
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  4. Like all Machinae and Deus Machinae, Pantheon is summoned to the user when it is needed, simplifying logistical issues.
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  6. Systems:
  7. (Deus) Machina: While it appears to be a single machine, it would be more accurate to call Pantheon a combiner, albeit one whose individual parts are barely functional when separated. When it is summoned by the user, there are really two separate machines being called. First the outer Machina frame teleports to the combat area, however the outer frame is far from the entire unit. Much like a Deus Machina, a significant amount of it is summoned on the spot, directly inside the frame through a separate arcane process upon arrival. The two halves seamlessly fit together, forming a cohesive whole that is greater than its individual parts. One could say that Pantheon, the Machina, is merely an independent life support system for the stillborn Deus Machina, Pantheon. When the internal Deus Machina structure is not in place, the Machina half is capable of sluggishly moving around, regenerating and teleportation, but little else. As a benefit to this unique construction, Pantheon has twice the energy reserve of other Machina as it draws from two seperate power supplies - a D-Soil engine and a sorcery engine - granting it superior operation time in the field, but usage of certain weapon systems will drain that power fast.
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  9. External sentience: . If one wishes to see the true capabilities of the Pantheon, its soul must be returned to its body. However, to be a soul in possession of a body that is routinely split in half must surely be agony...
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  11. Self-repair system (D-Soil): Like a true Machina, the Pantheon can regenerate thanks to the D-Soil nanomachines that both power it and run its systems, and due to the mechs relatively simplified mechanical systems the regeneration is exceedingly fast for a Machina. Unlike a true Machina, however, a significant part of Pantheon's internal structure is made from material that is impossible for D-Soil to properly interact with. Therefore, unlike a true Machina, any damage taken by the machine's core will be permanent until it is resummoned.
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  13. Plasma Caster: A weapon system that channels an incredible amount of electricity into a target, with the primary discharge points being the surprisingly resilient glove-like material covering the hands or the short bone-like blade on each knee (which is somewhat more effective when stabbed through the outer armor). The purpose of this system is to either fry an opposing machines systems into unusability or kill the pilot in as short amount a time as possible. Mere contact with the Pantheon's hands or knees can be fatal to an unwary pilot. However, as it obviously drains a lot of power when in use, it should be considered as one of the Pantheon's secret weapons. The glove-like discharge point is made from a unique material designed to be repaired as quickly as possible, and if torn or stripped away will be replaced in moments by the self-repair systems. Likewise, the strange bone-like material of the knee blades can also be rapidly restored, though not nearly as fast as the gloves. It is thought that this system is only made possible by the practical application of magic - in fact, this system is thought to be the entire reason why Pantheon requires the energy reserves of both a Machina and a Deus Machina.
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  15. Plasma Leader: Covering each forearm is a system designed to enhance the hand-mounted Plasma Casters via high-quality capacitors. The system can be used in one of two ways: You can shoot lightning out of Pantheon's hands for a close-range ranged attack (jokingly dubbed Force Lightning), or it can discharge the capacitors all at once for a powerful energy-backed unarmed blow, an attack very similar to the Shining Finger. Using it in the second way will melt the capacitors, however, and replacing them will take the self-repair systems at least a full minute, likely more depending on the damage. When activated, the wrist armor will open up and extend over the hands.
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  17. Moonlight Sword: Stored in a sheath on its waist is the Pantheon's primary weapon, a long single-edged sword made out of some strange and near-indestructible jade glass-like material. It is so tough that it will almost certainly outlast the Pantheon itself. While its monomolecular blade, reforged whenever returned to its sheath, makes it a formidable weapon as-is, if energy is poured into it via the palm Lightning Emitters it begins glowing with an ethereal energy. In this 'charged' state, the weapons offensive power is significantly increased, and if swung in the right way it will shoot arcing blades of energy. The weapons sheath is designed to amplify this mysterious power while the blade is stored in it, making iai strikes actually practical for once. Much like the Plasma Caster system, it is thought that this weapon is only made possible by magic, as the glass-like blade vanishes when the machine is shut down, and reappears once it is activated.
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  19. Bullet Arm: An almost identical system to the one used by the Machina Hind-Kind, though significantly inferior in specifications. The arm extends from the elbow rather than the wrist, and only extends to about 22 meters, or roughly two thirds the height of the Pantheon.
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  21. Lightning Crack x 9: Extending from the units lower back, these cables are obvious copies of the Decieve's signiature Nerve Crack. They lack any of the electronic warfare functions possessed by the originals, and extend to about 30 meters each. However, they are high-quality discharge points for the Plasma Caster system, and also serve as counterbalances to aid in advanced acrobatic maneuvers.
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  23. Weapon storage: The armor on the machines calves can open up, revealing a pair of storage slots large enough to hold a compact one-handed weapon. By default, the stored weapons are a pair of mid-range beam carbines that can combine to form a longer range beam rifle. There is no need to refit the machine to accommodate new weaponry - the self-repair systems will automatically adjust the storage space to properly hold whatever is inserted. The storage slots can also fling their contents a short distance - typically this is used to place the contents in the machines hands without the need to bend down.
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  25. Cast-off/Super Mode: You are aware that the black armor that the Pantheon is clad in is merely a shell, hiding its real shape and power. However, the price to unleash its true self is a high one - you must return the machine's soul to its body, the process of which requires the permanent destruction of the android body its artifical grimoire uses. Studies of the machine's internal structure reveals that its inner frame is almost entirely made from the same bone-like material as the knee blades, so it is likely that Pantheons 'true form' makes extensive use of the Plasma Caster system. However, when the machine is inactive, significant parts of its internal structure ceases to exist entirely, so its full functions are not understood.
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