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Joker Quest: Armory 5.9.7

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Mar 14th, 2015
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  1. You are ANON, the RED JOKER.
  2.  
  3. HP: 165.0%
  4. COBALT BOOSTER: 170% (10% regeneration per Round - Except in Burst Mode.)
  5. ASSAULT SHROUD: 150% (Up to 10% regeneration per Round.)
  6. METER: 15% (TIER ONE WEAPONRY UNLOCKED)
  7.  
  8. The following is a summary of your arsenal thus far:
  9.  
  10. ARMOUR:
  11.  
  12. The RED JOKER power armor combines both mobility and defensive capability, with interlocking crimson plates of a ferro-fibrous alloy over an endosteel core. While not as comprehensively protective as heavier grades of armor (Notably, Player-grade ceramite, black steel and adamantite), the frame's internal structure has been reinforced with bonded ceramite and plasteel weave, with an enhanced myomer musculature system that has significantly increased the armor's overall resilience.
  13.  
  14. While the RED JOKER'S power source is currently unknown, the armor boasts substantial firepower in the form of a predominantly plasma-powered array of weapons - Now further augmented by multiple upgrades, including superconductor micro-circuitry to further improve weapon efficiency.
  15.  
  16. Your armor now integrates a secondary COBALT BOOSTER reactor - Bolstered by the GNOSIS ENGINE upgrade - and an enhanced cooling array. Also, you have obtained the ASSAULT SHROUD Relic for another layer of defense - And, most recently, a TEMPEST SCRANDER flight pack.
  17.  
  18. After receiving the ZENITH UPGRADE, the RED JOKER armor has undergone significant refinement, with the frame concealing a double-strength myomer network (Now expanded with a dense weave for greater tensile strength) and additional charging elements beneath the outer plating, with an INERTIA FIELD GENERATOR and a VECTOR TRAP system integrated into the armor's core. The recent inclusion of MICRO-SCALE SUSPENSORS allows for an additional Heavy Weapon mount, supported by an autoreactive gyroarm.
  19.  
  20. Your left arm's hardpoint mounts the SINISTRAL shield generator. Conversely, your right arm sports the HELIX GAUNTLET - The setting for the NIHL SPHERE - and the CRISIS ARM.
  21.  
  22. At present, you can utilize two charging elements: One in each limb.
  23.  
  24. After using the ATHAME, your armor has undergone a partial transformation - Or perhaps 'mutation' - assimilating the functions of your ASSAULT SHROUD, LEECH MODULE and ARGUS SYSTEM. Your AUGMENT FRAME, SLAKE, has been reformatted into the SCYLLA, resembling a pair of scaled tentacles ending in biting maws. The integration of your Relics into your primary systems - through a yet-unknown process - has substantially increased the efficiency of your armor, allowing for greater agility and control.
  25.  
  26. PRIMARY WEAPONS:
  27.  
  28. PLASMA VULCANS (LEVEL 3)
  29.  
  30. Your signature weapons, the paired gatling cannons are stored in your armor's forearms when not in use. When deployed, the protective sheaths retract, allowing the guns to 'pop up' for rapid fire. The firing mechanisms are stirrup-grips clenched in your fists, preventing your hands from being used while your gatlings are deployed.
  31.  
  32. LEVEL 2 UPGRADE: Your Gatlings have been upgraded to double-barreled Plasma Vulcans, transitioning from solid-slugs to energy bolts. The new munitions have significantly higher firepower than their initial form.
  33.  
  34. LEVEL 3 UPGRADE: Your Plasma Vulcans have been further upgraded with advanced heat sinks and coolant circulation, to better regulate waste heat buildup. This allows increased accuracy, and substantially more powerful shots.
  35.  
  36. SPECIAL:
  37.  
  38. When empowered by the COBALT BOOSTER, the munitions fired are of smaller gauge, but substantially higher velocity and anti-armor properties. Boosted shots can go *through* an enemy's armor, at close range, or through soft cover.
  39.  
  40. NOVA CANNON:
  41.  
  42. Also known as the TAU GUN, this massive, double-barreled monstrosity of a weapon resembles a 'H' turned on its side, bristling with thick cables and the fractal tracery of industrial-strength heat sinks. Well-sculpted with narrow fins and vanes, the waste energies it produces - Even in standby mode - churns the air around with to a full, roiling boil, the charging elements within at a constant smoulder.
  43.  
  44. In marked contrast to the rapid-fire devastation of your Plasma Vulcans, the NOVA CANNON is a specialized single-shot gun; When both triggers are depressed, this weapon releases a low-gauge beam of charged particles (Also known as the 'tracing beam), which energizes the passage between itself and the target.
  45.  
  46. A split-second later, it releases an compressed projectile of antimatter, which - On impact - acts as a quantum destabilizer, violently interfering with the fundamental interactions of matter as it converts the target's mass to energy. The stresses caused by this reaction results in the explosive disintegration of the target.
  47.  
  48. While highly destructive, the Nova Cannon has a substantial delay between blasts, resulting in a low rate of fire. Due to the weapon's massive energy requirements, it cannot be used simultaneously with your Plasma Vulcans.
  49.  
  50. (tl;dr - The Nova Cannon is a heavy-duty, cumbersome weapon that replaces your Plasma Vulcans, when selected. It fires once per action, releasing a weak targeting ray that 'tags' the target - And, after a brief delay, an antimatter blast that makes it *explode*. A direct hit does *hideous* damage, but it's hampered by a heavy reliance on accuracy (The affected area is relatively small) and long recharge times.)
  51.  
  52. SPECIAL:
  53.  
  54. When empowered by the COBALT BOOSTER, the initial targeting beam gains range and cutting power. While the antimatter projectile cannot be enhanced further, the COBALT BOOSTER'S charge reduces the time it takes the capacitors to cycle, decreasing the delay between shots.
  55.  
  56. CRISIS ARM:
  57.  
  58. The Crisis Arm is a power fist composed of superdense alloy - The kind used in the construction of Cherubim-class Hellions. When manifested, gravimetric suspensors support the titanic weight - Allowing the user to throw punches of appalling force. When focused on a single target, the directed-gravity system can be disabled just before impact - Ensuring that the opponent takes the full force of the blow.
  59.  
  60. Due to the tremendous energy requirements of the Crisis Arm, it gradually drains the user's Meter or Cobalt Booster while in use, to sustain the zero point field that allows for manipulation. However, due to some unknowable interaction with your Player signature, the Crisis Arm cannot be disabled by countermeasures, or otherwise taken from you.
  61.  
  62. SPECIAL:
  63.  
  64. When empowered by the COBALT BOOSTER, directional verniers ignite along the Crisis Arm's surface, as the integrated gravity impactor begins to rapidly accumulate charge. This allows the next blow to be delivered with a point-blank detonation of gravimetric force, warping and distorting the target.
  65.  
  66. RUBICANTE & CAGNAZZO:
  67.  
  68. A red iron Colt Python and a blued-steel Heckler & Koch USP, these mismatched Relics make for a curious pairing - The Red world has few conventional firearms, which makes the rare specimens that do exist distinct anomalies in the system. Clearly the work of a master gunsmith, their grips are worn from use, and rest easily in a Player's hands: When fired, both Relic weapons function identically to their real-world counterparts, with a stopping power that is - unfortunately - significantly outmatched by Player weaponry.
  69.  
  70. When Meter or Cobalt Booster is expended, however, both Relics take on their true appearance: RUBICANTE glows if as fresh from the forge, and the spidery inscriptions etched into CAGNAZZO's surface ignite with azoic blue radiance. In this state, both Relics exhibit wildly different qualities:
  71.  
  72. i) Each bullet from RUBICANTE - burning with a corona of vivid scarlet light - twists and warps the space around it, with each round violently distorting adjacent matter. The resulting shots create a intense entropic wake, tearing or ripping through intervening material; The resulting damage is ironically similar to the rippling destruction a bullet does to flesh, a reflection of the high-priority Relic's original function.
  73.  
  74. SPECIAL:
  75.  
  76. By charging RUBICANTE with the user's Essence, the radius of destruction is greatly increased - Rather than a localized effect, the next shot exerts an intense entropic field that wrenches and unweaves the fabric of the Red World in the direct locality of the bullet; The result is less like a conventional projectile, and more like a swirling vortex of crimson-streaked distortion. The effect quickly dissipates - Limiting the weapon's range - but tears at adjacent targets like scrabbling claws.
  77.  
  78. (COST: 25% HP per shot.)
  79.  
  80. ii) CAGNAZZO's rounds - alight with the same cold fire as the Relic - are inexorably attracted to Essence; When fired, each shot actively curves to strike targets, taking on new and lethal trajectories. While their tracking ability is limited by their own velocity, CAGNAZZO allows for exceptional accuracy at great ranges.
  81.  
  82. (tl;dr - RUBICANTE & CAGNAZZO are paired Relics that use their alternate profile whenever Cobalt Booster or Meter is expended that turn. Be aware that the charge does not have to be spent on the Relics; They 'crib off' the charge as long as there is expenditure that turn, such as by firing missiles, using the Interceptor System, or activating the Cobalt Booster for a surge of rapid motion.
  83.  
  84. This effect - and other passive benefits - only trigger when both Relics are being used in tandem. That is, as long as you're holding both guns; Specifically, RUBICANTE in your right hand and CAGNAZZO in your left.)
  85.  
  86. SECONDARY WEAPONS:
  87.  
  88. The following weapons are maglocked to your armor - As Hellion weaponry, they require 'priming', and contact with the charging elements in your gauntlets, to be activated. You can carry two Light Weapons and a single Heavy Weapon; Weapons 'holstered' in this manner take less time to draw, than weapons that have to be fully manifested from your inventory.
  89.  
  90. (Currently, Argent Prominence has a ION BLASTER, PHASE SWORD and GRAVITON CANNON.)
  91.  
  92. At present, you carry:
  93.  
  94.  
  95. LIGHT WEAPONS:
  96.  
  97. Light Weapons are hand weapons, or firearms the size of handguns or SMGs - i.e. Weapons that can be used with one hand. They generally require a single charging element to be activated; Hellion Weapons with a Light Fusion Cell have this requirement waived.
  98.  
  99. i) RUBICANTE
  100.  
  101. ii) CAGNAZZO
  102.  
  103.  
  104. HEAVY WEAPONS:
  105.  
  106. Heavy Weapons are larger, bulkier and more powerful than their lesser cousins, but generally require two charging elements - And both hands - to utilize effectively. Squad support weapons, man-portable ordnance and massive melee weapons fall under this category. With the inclusion of MICRO-SCALE SUSPENSORS, your armor can mount two Heavy Weapons at a time; While some Heavy Weapons can be used with one hand - Assuming you have sufficient strength - they suffer a significant penalty to accuracy unless properly braced.
  107.  
  108. The TALON upgrade at the FOUNDRY allows for effective use of Heavy Weapon firearms with one limb.
  109.  
  110. i) FUSION BEAMER (READIED)
  111.  
  112. ii) EMPTY
  113.  
  114.  
  115. SPECIAL WEAPONS:
  116.  
  117. TIER ONE
  118.  
  119. TRISKELION LAUNCHER: 3%/Missile.
  120.  
  121. An auxiliary missile launcher, mounted on your left arm; It's capable of launching up to six dumbfire missiles at once, though barrages can be fired in rapid succession.
  122.  
  123. LEVEL 2:
  124.  
  125. You now have paired back-mounted missile launchers, capable of launching up to eight semi-guided rockets at once. (Four per launcher, for the same cost of 3% per meter.) The missiles now count as indirect fire.
  126.  
  127. SPECIAL:
  128.  
  129. When empowered by the COBALT BOOSTER, your missiles change their payload from fragmentation warheads to incendiaries, exploding in gouts of pellucid blue flame. While Player armor tends to be resistant to napalm, the actinic chemical fires cover a substantial area, and burn furiously when exposed to air.
  130.  
  131. When used in conjunction with the ARGUS SYSTEM, your missiles have increased tracking properties - Homing in on the target, as long as a radar lock is sustained.
  132.  
  133. PLASMA CASTER: (10%/Projectile.)
  134.  
  135. A powerful close-range cannon, which fires a massive short-range blast of cohered plasma. The blast rapidly disperses, rendering it ineffective at long range; However, it's a lethal infighting weapon, hampered by a substantial 'cooldown' time.
  136.  
  137. LEVEL 2 UPGRADE:
  138.  
  139. The Plasma Caster now utilizes the same systems as your primary Vulcans. The spread has been reduced by a 'smart-choke', allowing the delivery of a greater payload at a longer effective range.
  140.  
  141. ...It's still pretty much a Plasma Shotgun, though.
  142.  
  143. SPECIAL:
  144.  
  145. When the COBALT BOOSTER is used, the enhanced Plasma Caster fires an expanding blast of high-velocity energy scattershot. This has a larger, less focused spread than a standard Caster blast, but possesses armor-penetrating properties - At close range, the photonic burst can set the target on fire.
  146.  
  147.  
  148. TIER TWO (AVAILABLE AT 30% METER.)
  149.  
  150. FUSION ANNIHILATOR: (4%/Charge, 6 Charges possible.)
  151.  
  152. A Fusion beam array that accumulates charge - Before releasing it in a massive, matter-annihilating ray. The greater the number of Charges accumulated, the greater the size and duration of the beam; However, it takes a brief period for the Annihilator to cycle up to full charge, and a little longer to fire.
  153.  
  154. It's not advisable to 'hold' charges for too long; The Annihilator is a highly volatile weapon, and will discharge explosively if damaged.
  155.  
  156. SPECIAL:
  157.  
  158. When enhanced by the COBALT BOOSTER, the Annihilator cycles charges faster, unleashing a significantly more powerful blast when fired. In this instance, the ray created has photonic properties, rather than plasma - Resembling a scaled-up version of the TYRANT BURST system's third firing mode.
  159.  
  160. However, the Fusion Annihilator is even more volatile in this state; Any damage to Annihilator will likely result in a catastrophic explosion, when the charging element is breached.
  161.  
  162. After encountering and activating the Manifold Tower, your Fusion Annihilator has been upgraded with armoured feeder cables and three linked accumulators. Now, the Fusion Annihilator accumulates energy faster and is significantly less volatile as a weapon - Allowing you to 'hold' charges without penalty.
  163.  
  164. Furthermore, the Annihilator can now discharge individual blasts in rapid succession, as an alternative to unleashing a single focused beam.
  165.  
  166. (tl;dr - The Fusion Annihilator is now double-barreled, incorporating three charging elements in a rotating array. You can choose between:
  167. - Firing multiple Level 1 shots.
  168. - Firing all charges at once, in a focused beam.
  169.  
  170. You can switch freely between both firing modes.)
  171.  
  172.  
  173. PHALANX CHAIN MINE: (20%/Projectile.)
  174.  
  175. A fire-and-forget weapon, this multi-stage warhead is meant for the wholesale destruction of a single target. Once within range, it scatters proximity-fused magnetic explosives over a wide area, which will attempt to home in on the target before detonating. In contrast to the Triskelion Launcher, the chain mines use anti-armor munitions - Reducing the blast radius, but greatly increasing the damage inflicted.
  176.  
  177. SPECIAL:
  178.  
  179. When enhanced by the COBALT BOOSTER, the anti-armor payload is replaced by incendiaries: The eerie, seething spheres of blue flame released by the initial detonation are drawn to life readings, rather than magnetic materials, resulting in significantly improved tracking abilities. Notably, they burn hot enough to momentarily disrupt sensors that track heat or energy signatures, though they're less effective against heavily armored targets.
  180.  
  181. When used in conjunction with the ARGUS SYSTEM, the tracking ability of the anti-armor munitions is greatly increased - Homing in on the target, as long as a hard lock is sustained.
  182.  
  183.  
  184. TIER THREE (AVAILABLE AT 60% METER)
  185.  
  186. LONGINUS RAILGUN SYSTEM: (15% Meter/Shot.)
  187.  
  188. Materializes the Longinus Railgun - A hypervelocity magnetic accelerator, which fires superdense Gauss projectiles at incredible speeds. The projectiles are inert, but that's because making them explosive would be redundant.
  189.  
  190. Has tremendous range and killing power, at 15% Meter a shot; Especially good against barriers and armor. Up to two shots can be fired in rapid succession - However, with each successive shot, there's a minor risk of a catastrophic malfunction. Ideally, the user will wait for a brief 'cooling off' period before the railgun can be fired again.
  191.  
  192. It's meant to be fired from a braced position, especially at extreme distances - But it can also be fired from the hip, for slightly less damage at shorter ranges. (The projectiles need time to reach terminal velocity, accounting for their reduced effect at short ranges.)
  193.  
  194. SPECIAL:
  195.  
  196. The Longinus Railgun cannot be enhanced by the COBALT BOOSTER. (Or rather, given the nature of the weapon, any further enhancement would be redundant.)
  197.  
  198. When used in conjunction with the ARGUS SYSTEM - Through a combination of the system's tracking function and predictive capabilities - a target lock allows for greater accuracy at long ranges. Also, you can now fire at targets concealed by soft cover or out of line-of-sight, as long as the ARGUS SYSTEM can sustain the lock.
  199.  
  200.  
  201. TIER FOUR (AVAILABLE AT 100% METER)
  202.  
  203. QUANTUM SINGULARITY CANNON:
  204.  
  205. This bizarre weapon appears to be put together from an odd combination of the rest of your arsenal - The Longinus Railgun's aiming array, the Plasma Caster's charging coils, the Fusion Annihilator's stabilizers...The list goes on. However, the weapon's reaction is fueled by a mysterious black 'core' sealed within the Red Joker's armor, the properties of which are unknown.
  206.  
  207. Quite simply, this weapon - when fired - creates a black hole. After a substantial delay, a point of absolute *nothing* is created at the target area: It rapidly expands, consuming all matter around it, and drawing everything into the vicinity within itself.
  208.  
  209. While possibly the most lethal weapon in your arsenal, it has several drawbacks besides the incredibly high meter cost: There's a substantial 'wind-up' before the vortex is unleashed, and the effects of a misfire are too terrible to think about. Also, unlike a true black hole, the singularity created draws on surrounding matter to fuel itself - It might not be *quite* as spectacularly destructive when used on a smaller target. (Though it's still likely to be hilariously lethal to the intended target.)
  210.  
  211. Furthermore, targets destroyed by the Singularity Cannon are utterly annihilated - They have no chance to drop Relics, and their empowering essence (Green motes of light) is similarly consumed by the hungering nothing.
  212.  
  213.  
  214. CODEBURSTS:
  215.  
  216. With your ACCESS AUTHORITY upgraded by the HOLLOW SUN, you now have access to the following CODEBURSTS: System commands that create specific and bizarre effects.
  217.  
  218. CODEBURSTS can be fueled by the COBALT BOOSTER, or the energies of the NIHL SPHERE.
  219.  
  220. EXEC_BARRIER:
  221.  
  222. When activated, this Codeburst manifests a barrier of interlocking fractal shapes around the user, in a perfect hemisphere. This reactive barrier assimilates incoming viral code streams, nullifying the properties of the last Codeburst directed at it by suspending it in a null state. The resulting field acts as a countermeasure to reality-rending effects, protecting the user's personal Essence signature from disruption or corruption via external means. While expensive to sustain, EXEC_BARRIER is the first and most basic level of defence against such phenomena.
  223.  
  224. (tl;dr - When EXEC_BARRIER is active, it draws on your COBALT BOOSTER to nullify incoming codebursts.)
  225.  
  226. (COST: 10% COBALT BOOSTER UPKEEP, 1/2 of the incoming Codeburst.)
  227.  
  228. EXEC_CONSUME:
  229.  
  230. This Codeburst exists as the primary function of the HELIX GAUNTLET. When activated, the Gauntlet ignites with a distinctive violet glow, manifesting crackling talons of cohered light - As long as physical contact is maintained with a target, the Gauntlet begins to absorb the subject's Essence, functioning as a channel for the Nihl Sphere.
  231.  
  232. A portion of the siphoned Essence is converted into vital energies - Gradually replenishing the user's HP and Meter.
  233.  
  234. (COST: 20% COBALT BOOSTER)
  235.  
  236. EXEC_DISRUPT:
  237.  
  238. When invoked, this Codeburst abruptly overrides the protocols that allow an enemy Player to manifest Relics and weapons - Momentarily disarming them, and 'locking out' the item for a time. Certain Relics may be especially resilient against this, as are Players with a higher System Access Authority than yours.
  239.  
  240. (COST: 75% COBALT BOOSTER.)
  241.  
  242. SPECIAL: When used in conjunction with the HELIX GAUNTLET, this Codeburst costs 60% Cobalt Booster.
  243.  
  244. EXEC_HARROW:
  245.  
  246. Upon activation, this Codeburst manifests your personal emblem - Unleashing it at the enemy as a directed projectile. Upon impact, the blast sears into the target, branding it with a distinctive visual and sensor tag known as a 'deathmark'.
  247.  
  248. While not highly damaging, the resulting mark ensures a constant target lock as long as the enemy within range of your senses. (Even if the enemy would otherwise be obscured.) On command - With a snap of your fingers - you can detonate EXEC_HARROW, causing the deathmark to erupt in a point-blank detonation of energy, partly fueled by the target's own essence.
  249.  
  250. Also, EXEC_HARROW can be used to scorch your 'mark' onto a nearby surface. (This effect is strictly a visual one - i.e. It does no significant harm.)
  251.  
  252. (COST: 50% COBALT BOOSTER for primary function, 10-20% for secondary.)
  253.  
  254. SPECIAL: When used in conjunction with the HELIX GAUNTLET, this Codeburst costs 40% Cobalt Booster. The minor manifestation now costs a flat 10%.
  255.  
  256. EXEC_POWER TRANSFER:
  257.  
  258. When activated, this Codeburst - Or rather, an inherent ability - allows you to freely utilize your COBALT BOOSTER as your METER, for the purposes of activating special weapons; And, less frequently, vice-versa.
  259.  
  260. Notably, Power Transfer can only be used for a single purpose each turn - Furthermore, the converted energy still counts as using the Cobalt Booster for CYBELE'S EMBLEM and the GNOSIS ENGINE.
  261.  
  262. (i.e. You can now fire Meter weapons with your COBALT BOOSTER - *And* enhance them further with your Booster - as long as you have unlocked the appropriate tier of weaponry.)
  263.  
  264. EXEC_REAP:
  265.  
  266. At the moment of a Player's destruction, a brief window exists between the dissipation of the Essence charge and the disintegration of the armored shell. When activated, this Codeburst allows you to glean information straight from the dying, reaping the data directly from their stored memory - By staring into their optic sensors/eyes and focusing on the subject of your inquiry.
  267.  
  268. It should be noted that all answers are relative to the Player in question: If the Player lacked the relevant knowledge, only silence will follow - And while the decaying armor lacks the capacity for deceit, there's the chance that inaccurate information might be passed on.
  269.  
  270. Generally, you can ask one question per destroyed Player, before their signal loses cohesion: Two, if you're lucky.
  271.  
  272. (i.e. This Codeburst allows you to 'speed-read' through a Player's recorded sensor data, with a focus on the subject of your inquiry.)
  273.  
  274. (COST: 80% COBALT BOOSTER)
  275.  
  276. SPECIAL: When used in conjunction with the HELIX GAUNTLET, this Codeburst costs 60% Cobalt Booster to activate.
  277.  
  278. EXEC_REND:
  279.  
  280. This binary invocation creates a momentary 'tear' in the fabric of the Red World - A reality-rip that overlaps with your position, for a split-second. The resulting juxtaposition allows the force of a single incoming attack to be dispersed into the 'real world' with bizarre and highly unnatural consequences, potentially resulting in collateral damage...But effectively negating the attack, which goes right *through* you as you 'blink out' of the way.
  281.  
  282. Notably, a displacement occurs if your former position is now occupied by solid matter when the effect ends - A minor distance, usually just far enough to prevent a catastrophic reaction.
  283.  
  284. Due to the spatial-warping properties of this specific Codeburst, the cost is exceedingly high.
  285.  
  286. (COST: 100% COBALT BOOSTER.)
  287.  
  288. SPECIAL: When used in conjunction with the HELIX GAUNTLET, this Codeburst costs 80% Cobalt Booster.
  289.  
  290. EXEC_SMITE
  291.  
  292. A detonation of raw code in the crudest form, this Codeburst is anything but subtle: When activated, it creates a blaze of insane geometry cut from liquid light - Visibly distorting and compressing the targeted area - before erupting in a blast of something not quite fire, not quite lightning. The resulting explosion has a devastating effect on anything in the vicinity, but (curiously) has no concussive force.
  293.  
  294. Notably, this invocation requires no gestures or charging elements to activate: Targeting is entirely visual. (i.e. - If you can see it, you can make it explode.) There is a brief lag before the resulting explosion, however: The effect can be detected, if you know what you're looking for.
  295.  
  296. (COST: 130% COBALT BOOSTER)
  297.  
  298. SPECIAL: When used in conjunction with the HELIX GAUNTLET, this Codeburst costs 104% Cobalt Booster to activate.
  299.  
  300. EXEC_SWARM:
  301.  
  302. This Codeburst creates a ravenous swarm of armor-consuming parasites - Vaguely reminiscent of locusts - to devour any enemy within line of sight. While individually weak, the sheer weight of their numbers can be substantial; Also, the summoned swarm is surprisingly resilient to physical force.
  303.  
  304. Due to the need for 'raw material', this invocation usually drains HP - However, you can use the highly adaptable nanomaterial of your Assault Shroud instead.
  305.  
  306. (COST: 50% COBALT BOOSTER and 20% HP - Or 35% ASSAULT SHROUD.)
  307.  
  308. SPECIAL: When used in conjunction with the HELIX GAUNTLET, this Codeburst costs 40% Cobalt Booster. The supplementary costs remain the same.
  309.  
  310. This Codeburst has been augmented by the KOLEOS.
  311.  
  312.  
  313. ATHAME:
  314.  
  315. Your growing attunement with the Athame allows you a level of control over Lachryma, at the risk of physical and mental corruption.
  316.  
  317. DRAW FORTH:
  318.  
  319. When this ability is activated, you tap a source of Lachryma in the vicnity - and subsequently absorb it, in order to rapidly regenerate from damage. This action requires you to remain in physical contact with the Lachryma you're drawing upon, with the rejuvenating effect taking place while the 'charge' remains in your system. While this allows for HP recovery, your armor's compromised immunity means that you suffer from encroachment proportionate to the quantity absorbed in this fashion; the higher your encroachment value, the higher the penalties suffered. If your ENCROACHMENT percentage ever exceeds your current HP, your Essence Core is likely to suffer terminal corruption.
  320.  
  321. Your ENCROACHMENT percentage gradually decreases over time.
  322.  
  323. This ability can be used with any source of Lachryma.
  324.  
  325.  
  326. EIDOLON:
  327.  
  328. The Limiters placed on the RED JOKER armor - the safeguards meant to prevent Essence corrosion - have been removed from your Frame. Each time you level up, you now assimilate an EIDOLON - A vestige of a Player's most iconic ability - than can be further developed to recreate their capabilities.
  329.  
  330. BEHEMOTH:
  331.  
  332. OVER-ARMOR I
  333.  
  334. (25% Cobalt Booster/Round)
  335.  
  336. Having captured a fragment of TRIACH BEHEMOTH's primary ability, you can now expand the intrinsic field of your armor, allowing for the manifestation of a rudimentary 'shell' out of surrounding matter. The resistive properties of the resulting shell are derived directly from the material utilized in the process, denuding the targeted source in the process. This effect requires you to remain stationery and in contact with the matter in question during the process as it forms an ablative cowl around you. Harder materials take a longer time to corrode, but are correspondingly more resilient. Notably, the inert nature of OVER-ARMOR - while highly protective - means that it is extremely *heavy*, reducing your agility and speed accordingly.
  337.  
  338. At present, you can hold up to 2 charges of Over-Armor.
  339.  
  340. SPECIAL:
  341.  
  342. This ability can be used in conjunction with DRAW FORTH, to form the resulting ablative shell entirely from Lachryma.
  343.  
  344. MISCELLANEOUS:
  345.  
  346. ABRUPTION JETS:
  347.  
  348. Based off the design of Chayot-class Hellions, the Abruption Jets allow for rapid changes in momentum via banks of reactionless thrusters. While lacking the sustained output of your Tempest Scrander, Abruption Jets allow for incredible, bewildering bursts of speed that defy all conventional physics - However, they overheat quickly, and require some time to recharge.
  349.  
  350. (tl;dr - Abruption Jets allow for a free movement action that takes place *before* your actual movement for the round, allowing you to move a substantial distance in any linear direction. This can be used as a free dodge, and as an instant 'brake' that leaves you completely unharmed by the rapid change in momentum.
  351.  
  352. They cannot, however, be used to hover. Effectively, Abruption Jets allow you to dash at high speeds.)
  353.  
  354. AXEL GRIPS:
  355.  
  356. A miracle of miniaturization, the Axel Grips are hold-out weapons of masterful craftsmanship, linked to the same firing circuit: When activated, the Grips discharge twin Cobalt Lasers from their pinions, high-intensity rays with ferocious cutting power. While lasting for the span of less than a second, the azoic lasers have serious anti-armor capacity, and can shear through the target in a single scything sweep.
  357.  
  358. The Axel Grips can only be fired once per transformation - Each use consuming the entire charge within the compact fusion cartridges. Notably, while these are weapons of great precision and accuracy, the breadth of the resulting beams are extremely narrow; It's quite possible to miss at longer ranges, or otherwise misjudge the duration of these weapons of last resort.
  359.  
  360. ARGUS SYSTEM:
  361.  
  362. A miracle of miniaturization, the module for the Argus System appears to be nothing more than a multifaceted green gem: However, upon examination, it appears to contain a sophisticated sensor suite that interfaces directly with the user's armor - Combining the functionality of radar and sonar. When activated, the module begins to emit a directed sensor sweep that radiates outwards in the indicated direction, 'tagging' and identifying targets. The tracking function allows for limited homing capabilities, as the user can now fire at where the enemy *will be*.
  363.  
  364. While the sensor sweep can potentially be detected, the millimeter-wave is capable of piercing through most of the Red World's materials - Specifically, materials that aren't reflective or superdense.
  365.  
  366. The ARGUS SYSTEM slowly drains Meter or Cobalt Booster while in use.
  367.  
  368. SPECIAL:
  369.  
  370. After your transformation, the Argus System is now integrated with your helm's sensors on a fundamental level, and is constantly active; You gain passive benefits to targeting and detection at all times. Active scanning still drains Meter or Cobalt Booster while in use, but no longer requires a charging element to function.
  371.  
  372. ARSENAL BEACON:
  373.  
  374. A rectangular, heavily reinforced carrying case, the Arsenal Beacon is surprisingly light for it's bulk. Built around a compact (but powerful) matter-transfer array, the Arsenal Beacon allows the user remote access to the armory of the Hollow Sun - teleporting weapons directly to the Beacon's integrated receiver.
  375.  
  376. When primed, the Beacon's user can teleport any Light/Melee/Heavy Weapon from the Hollow Sun to the combat container. After a brief delay - Where the Arsenal Beacon crackles with a baleful (And highly visible) violet light, the weapon can be withdrawn from the receiver compartment and utilized. It takes a slightly longer time for Heavy Weapons to arrive - Lighter weapons, in contrast, arrive almost instantaneously.
  377.  
  378. The Arsenal Beacon can be carried in one-hand, or mag-clamped to the user's back.
  379.  
  380. (tl;dr - By expending 10% COBALT BOOSTER, you can use the Arsenal Beacon to retrieve any weapon from the Hollow Sun. Note that the combat teleportation effect is one-way only: You can't use the Beacon to *send* things to the Hollow Sun.
  381.  
  382. Alternatively, by expending 40% COBALT BOOSTER, you can teleport in as many weapons as you want, withdrawing them from the Arsenal Beacon one at a time. You can also freely change your weapon loadout 'off-screen' at any time - Even when you don't have access to the Hollow Sun.)
  383.  
  384. ASSAULT SHROUD III:
  385.  
  386. A nanomaterial reservoir, in the form of a long coat/duster made of tessellated hexagons. It provides a kind of ablative armour, reducing the effect of enemy attacks.
  387.  
  388. After Argent Prominence's upgrade, the Assault Shroud's nanomaterial reserves now begin at 150% capacity. The Shroud is a potent defense against impact and low-velocity assaults; Reinforced by silver filaments, the Assault Shroud is now more resilient to cutting attacks - However, energy attacks continue to pose a problem, as they disrupt and corrode the Shroud itself.
  389.  
  390. The Shroud can also:
  391.  
  392. 1.) Create afterimages to confuse targeting, at the cost of rapidly depleting the Shroud's nanomachines.
  393.  
  394. 2.) Jettison 50% of its mass, to create a mobile decoy. These decoys dissipate after receiving a single attack - But to most targeting sensors, they're indistinguishable from yourself, posing a potent distraction.
  395.  
  396. 3.) Be deployed to create a superdense physical barrier of overlapping hexagons. This completely depletes the Shroud, but offers substantial protection until destroyed; The barrier is immobile, but can be dispersed at will. Also known as the Assault Shroud's 'Fortress Mode', it creates a potent defense, at the cost of surrendering all offensive capability.
  397.  
  398. tl;dr - You can't shoot out of the barrier, or see very well out of it; It is, however, extremely difficult to destroy it.
  399.  
  400. UPGRADE: MULETA
  401.  
  402. When activated, the Assault Shroud's edges become molecule-thin and razor-sharp, capable of flawing without blunting. Upon command, the Shroud can now launch shards of itself, fragmenting in a hail of mono-edged shards known as 'Shrike Blades', which can be directed at any target within line-of-sight. In addition to launching flechettes, the user can control the Shroud as an extension of his own body, allowing him to slash and strike with the Assault Shroud's razor edges - Which are entirely capable of severing limbs.
  403.  
  404. (Shrike Blades can be generated at 10% Assault Shroud per volley. The greater the expenditure, the greater the number of Shrike Blades generated.)
  405.  
  406. SPECIAL:
  407.  
  408. After your transformation, the Assault Shroud's nanomaterial colony has symbiotically fused with your armor; It now regenerates up to 10% per round, with greater resistance to energy attacks. Notably, the Shroud will continue to regenerate (Or rather, regrow) even when Fortress Mode is used.
  409.  
  410. The MULETA has now been permanently incorporated into the Assault Shroud, and no longer counts as a module - Upon impact, your Shrike Blades now disperse into their component nanomachines. While not substantially increasing the resulting damage, this effect is similar to the way white blood cells engulf and attack foreign cells, impairing your opponent's capabilities.
  411.  
  412. (tl;dr - Your Shrike Blades inflict a Poison effect.)
  413.  
  414. By expending 30 - 40% of the Assault Shroud, you can now create an impaling stake - Fragile but extremely sharp, this spear can be wielded as a melee weapon (in one hand) or hurled at a target. The spear dissolves at the end of the turn.
  415.  
  416. (tl;dr - You can create a single-use spear from the Assault Shroud, with a stronger version of the Poison effect. This spear requires one hand to wield.)
  417.  
  418. COBALT BOOSTER:
  419.  
  420. An secondary Reactor, which augments your existing systems. It takes the form of a blue-glowing sphere (set in your torso), with circuit-pattern channels to conduct the power. The Booster's capacity begins at 100% per encounter: When activated, it will enhance your armor's systems for a brief period of time - It's not meant for sustained use, but for brief bursts of activity.
  421.  
  422. The Booster's massive output capacity means that it'd be *very* quickly drained.
  423.  
  424. tl;dr - You can briefly enhance your weapons, your Special Weapons, or yourself, for a high cost. Using the Booster will empower your weapons with alternate (But enhanced) effects for one attack. Enhancing yourself will briefly increase your strength, speed or resilience for a single action. (Like a burst of 'extra effort'.)
  425.  
  426. SPECIAL: With the GNOSIS ENGINE installed, the COBALT BOOSTER'S starting capacity is 150% - If beneath this level, it gradually regenerates when not in use. Also, the GNOSIS ENGINE can now absorb incoming energy attacks, granting you a measure of resistance.
  427.  
  428. Finally, the COBALT BOOSTER's energies can now be channeled into physical attacks.
  429.  
  430. The COBALT BOOSTER also powers the TYRANT BURST SYSTEM.
  431.  
  432. TYRANT BURST SYSTEM:
  433.  
  434. Also known as the 'Flash Eye', the TYRANT BURST SYSTEM is an chest-mounted beam scatter gun, integrated into the COBALT BOOSTER; It's a personal version of the shielding orb device used by the ARMORY GUARDIAN. As part of your auxiliary reactor, it functions independently of your Meter - It's powered solely by the COBALT BOOSTER'S energy reservoir.
  435.  
  436. tl;dr - It uses the COBALT BOOSTER for ammunition.
  437.  
  438. When activated, the Tyrant Burst system can produce one of several effects, in ascending levels of cost:
  439.  
  440. 1.) A brilliant flash of light. (5-15% per blast.)
  441. 2.) A short-ranged photonic burst. (10-25% per blast.)
  442. 3.) A focused particle beam. (25%-40% per beam.)
  443. 4.) Multiple arching (but inaccurate) energy beams. (50% onwards, 10 - 15% per volley.)
  444.  
  445. METER UPGRADE LEVEL 1:
  446.  
  447. You now begin each battle with 5% meter. Your Special Weapons now increase your Meter, instead of just depleting it. (Effectively reducing their net cost.)
  448.  
  449. METER UPGRADE LEVEL 2:
  450.  
  451. You now begin each battle with 12% meter. All Tier One Special Weapons are now immediately accessible, as long as you have sufficient Meter to utilize them. (i.e. The 15% 'cap' no longer exists.)
  452.  
  453. METER ACCELERATOR UPGRADE LEVEL 1:
  454.  
  455. You now begin each battle with 15% meter. Each attack now grants 20% additional Meter. (i.e. An attack that would usually grant 10% Meter now grants 12%.)
  456.  
  457. LIMITER UPGRADE LEVEL 1:
  458.  
  459. Your armor's internal systems are now significantly more efficient at processing and absorbing Essence. You now require 20% less Essence per level to reach your next upgrade.
  460.  
  461. LIMITER UPGRADE LEVEL 2:
  462.  
  463. Your armor's efficiency at processing and absorbing Essence has been greatly increased; You now require 35% less Essence in order to reach your next level. In addition - upon leveling up - you now gain the qualities of the last Player defeated.
  464.  
  465. (tl;dr - When you level up, you automatically Assimilate the Essence of the target that put you above the level limit, *in addition* to your standard choice of upgrade.)
  466.  
  467. EMULATOR MODULE:
  468.  
  469. When activated, the Emulator Module creates a copy of any technological weapon - That can be held one-handed - in your free hand, effectively doubling it while the Module is active. The copy has all the properties of the original; However, it does not require charging elements or further expenditure of Meter/Cobalt Booster, and is otherwise a perfect imitation.
  470.  
  471. However, any damage to the original also applies to the copy - If the original is destroyed, the copy's form is also disrupted. Notably, the copy has to be used *simultaneously* with the original - Otherwise, the Emulator Module does not function. When deactivated, the Emulator Module requires a brief cooldown to recharge.
  472.  
  473. With upgrades, it is likely that Emulator Module's abilities will extend beyond technological Relics/weapons.
  474.  
  475. (tl;dr - The Emulator Module can create a perfect duplicate of any weapon you can hold in one hand. This applies to Hollow Sun firearms, the Immolator and the Nova Cannon, but not to your Meter weapons...Yet.
  476.  
  477. Note that this means you can effectively make any one-handed weapon twin-linked. Empowering the original with the Cobalt Booster means that the copy also receives a free charge. However, certain Relics like the Nihl Sphere and the Fatal Abyss are beyond the scope of the Emulator Module's power.
  478.  
  479. Sample targets for the EMULATOR MODULE include: The Immolator, the Sinistral, the Nova Cannon and Crisis Arm.)
  480.  
  481. INERTIA FIELD GENERATOR:
  482.  
  483. Derived from suspensor technology, the INERTIA SUPPRESSION FIELD generates a short-lived, close-range field of gravimetric force, sapping the kinetic energy of incoming attacks: Effectively slowing them, giving you a greater interval to respond. This functions equally well against both melee weapons and ranged projectiles - But the effect does not apply to predominantly energy attacks.
  484.  
  485. (tl;dr - The Inertia Field increases your ability to evade attacks, by slowing incoming solid projectiles and blows.)
  486.  
  487. THE SINISTRAL:
  488.  
  489. Embossed with your grinning Joker crest, this chrome bracer is locked in place by countless needle-thin silver filaments - Actually a complex array of micro-circuitry linked to your armor's systems. When activated, the Sinistral's networked emitters trigger in sequence with the internal power source, generating a localized photonic barrier in the form of a shield.
  490.  
  491. As a virtual construct created entirely by a hard-light drive, the Sinistral can never truly be destroyed, only temporarily disrupted: Thanks to built-in redundancies, the overloaded ray-shield projectors can be 'cycled out' to recover, allowing a new shield to be created within moments.
  492.  
  493. Due to the need to conserve energy, most of the Sinistral's emitters remain on standby - However, they can be manually triggered, both to improve defensive capabilities and to generate powerful cutting blades...Which, conversely, results in a longer recharge time when the defensive field *is* overloaded, due to the increasing number of emitters being brought to bear.
  494.  
  495. The Sinistral adds 20% to your maximum HP: In addition, it has the following powers:
  496.  
  497. LEVEL 1:
  498.  
  499. At the default level, the Sinistral creates a plane of crackling white light - 'Ghost steel', according to Argent Prominence - the size and shape of a heater shield. While highly resistant to kinetic impact, energy attacks will quickly chew through the magnetic containment field, shorting out the barrier and collapsing the autoreactive energy shield.
  500.  
  501. When disrupted, the Sinistral's limiters channel the resulting feedback away from the user - Resulting in a short-ranged but potent concussive pulse that can be directed at an opponent. The shield can be deliberately overloaded, for the same effect.
  502.  
  503. When overloaded, this shield can be regenerated after a brief delay - Or immediately, for 5% Meter. (Or 10% Cobalt Booster.)
  504.  
  505. LEVEL 2:
  506.  
  507. When enhanced by the charging element in your gauntlet, the secondary banks of emitters go active, expanding the Sinistral's field lattice: At this level, the kite shield generated is capable of withstanding both ballistic and energy attacks, rapidly dispersing any direct impact. Also, the Sinistral's phase blades deploy, effectively turning the shield into a double-edged axe - One that can be swung at incredible speeds.
  508.  
  509. On command, the Sinistral can absorb a single energy-based attack directed at it, taking on the attack's properties until the barrier is next disrupted. (i.e. A fire-based attack results in a flaming shield.) The Sinistral's mimetic properties greatly increases the field's resistance, exerting a repulsive force against follow-up attacks of the same energy type.
  510.  
  511. (tl;dr - You can activate the Sinistral's phase blades, and enhance the shield's defensive properties, by linking it with the charging element in your gauntlet: You can't activate other weapons - With the same arm - for the duration.)
  512.  
  513. SPECIAL:
  514.  
  515. The Sinistral's contact field can be further supercharged by the Cobalt Booster - Forming a blazing phalanx of furious light, nearly too bright to look upon. At this level, the shield can actually reflect (or rather, deflect) energy attacks that fail to overwhelm it: More, the Sinistral's phase blades can shear through both matter *and* energy now - Ripping right through force fields of lesser magnitude in an arc of pellucid blue flame.
  516.  
  517. SCYLLA:
  518.  
  519. (Two Devourer subarms, 5%/Round - Meter/Cobalt Booster drains while active.)
  520.  
  521. An evolution of the 'SLAKE' Augment Frame, SCYLLA features a pair of secondary limbs - resembling eyeless, hydra-headed maws at the end of scything tentacles - controlled by your armor's nerve-matrices. Unlike SLAKE's independent mechanisms, SCYLLA's dendrites consist of myomer fibre beneath overlapping alloy scales, greatly increasing their range and durability.
  522.  
  523. While lacking SLAKE's ability to independently wield weapons, SCYLLA's maws are capable of imparting immense force with each blow, or ripping chunks from an opposing Player's armor. Additionally - when in contact with a target - they can be utilized to channel EXEC_CONSUME, though efficient use requires the contact to be maintained.
  524.  
  525. SOTTO VOCA:
  526.  
  527. (COST: 45% COBALT BOOSTER per round.)
  528.  
  529. An intricate network of concealed emitters, the Sotto Voca system is a directed-energy array as subtle as it is lethal; The only indication of the system's activation is a faint glow - Easily mistaken as a heat-shimmer - at the shoulder binders, sides and torso plating of your armor, with a brief sensor-glitch disruption of the HUD as the effect radiates across the EM spectrum.
  530.  
  531. The Sotto Voca system works on a similar principle as a microwave oven, with millimeter-wave energy exciting the target's molecules via dielectric heating - Though at a significantly higher intensity. Due to the nature of Player armor, most Players are unaware (And generally unaffected) by the attack, rendering it exceedingly hard to detect.
  532.  
  533. The effect irradiates all matter in the targeted area - A line directly in front of the user, when activated - but is generally meant to be focused on a single target.
  534.  
  535. After a round or two of exposure - Depending on the level of shielding - the target's ammunition, power cells and other volatiles begin to 'cook off', with the power of the resulting detonation directly linked to the yield of the respective technological item. (For instance, heavy weapons result in a significantly larger explosion than hand-held firearms.)
  536.  
  537. The surface temperature of the target continues to arise as long as Sotto Voca is applied. Organic targets (i.e. Correctors) tend to suffer spontaneous radiation burns and agonizing pain as their fluids are superheated - While this rarely inflicts permanent damage, it can cause significant penalties to such targets in the area.
  538.  
  539. tl;dr - It's a military-grade Active Denial System, with an emphasis on making ammunition, explosives and power cells explode.
  540.  
  541. TEMPEST SCRANDER V3.0:
  542.  
  543. This compact, lightweight flight pack - Retrieved from Rambling Feather - uses a static charge to interact with the crimson world's inherent magnetic fields, allowing the wearer to propel himself through the air at high speeds.
  544.  
  545. Thanks to its electrical rather than flame-based properties, you don't run the risk of accidentally setting your Assault Shroud on fire.
  546.  
  547. It also comes in a trendy red color.
  548.  
  549. After Argent Prominence's upgrade, the Tempest Scrander now sports a second reactor, which has been synched with the flight pack's integrated power source - As well as vernier thrusters for course corrections and omnidirectional flight. In an odd side-effect, the particle accumulator now disperses distinctive red photons, when the flight pack is in use or active.
  550.  
  551. LEVEL 1: At this level, you're not capable of true flight - The Scrander can only sustain a single burst of thrust, before slowly cycling back up to charge. However, it allows for high-speed horizontal dashes, greatly enhanced leaps, and - In a pinch - it can break a fall from a great height, if you trigger it at *exactly the right moment*.
  552.  
  553. Note that you can't change direction once you start moving, at this initial level; You point yourself towards the place you're hoping to going, hit the button, and you're off.
  554.  
  555. LEVEL 2: The Tempest Scrander now functions at full capacity, in the same way an actual jetpack would. Now, thrust can be sustained, for true directional flight - You're still not quite as maneuverable as you would prefer to be, however.
  556.  
  557. At medium burn, the Scrander has five minutes of flight time: However, the charge replenishes itself as long as you're not actively using it. When flying at high speeds, the Scrander can unleash an electromagnetic shockwave upon impact, as the excess energy is explosively dispersed. The resulting blast can stun and hurl back nearby opponents.
  558.  
  559. LEVEL 3: Augmented by a particle accumulator, the Tempest Scrander's flight time is now effectively unlimited. The wearer is capable of hovering freely and performing mid-air changes of direction, with a significant improvement to maneuverability. However, sustained high-speed flight will still deplete the Scrander's charge - Forcing a landing until it can be replenished.
  560.  
  561. Due to a unique interaction between the Scrander's static-based repulsors and the new reactor, the wearer - At the cost of completely depleting the Scrander's charge - can release a powerful bolt of lightning. Similarly, the area-of-effect and the output of the Tempest Scrander's collision attack - The 'Tempest Crash' - has been boosted.
  562.  
  563. SPECIAL:
  564.  
  565. When the COBALT BOOSTER is activated - after a brief delay - the Tempest Scrander's afterburners kick in for a sudden but violent burst of speed. Changing direction is extremely difficult, when the afterburners are activated; You'll always accelerate in the same way you're headed. On impact, the Scrander now creates a blinding flash of cobalt-blue light, as well as the magnetic shockwave.
  566.  
  567. Now that the Scrander has been upgraded, the boost can now be fired in any direction - Allowing you to perform incredible and frankly dangerous manoeuvres. Be warned: The forces exerted on your form can be *extremely* damaging.
  568.  
  569. AQUILA SYSTEM:
  570.  
  571. Named after the distinctive plumes of thrust released when activated, the Aquila System is a high-performance modification of the Tempest Scrander - Allowing for a sustained hover at extremely low velocities, through the use of the ground effect. Effectively, the Tempest Scrander can now be used to glide mere feet above any horizontal - Or uneven - surface in a way reminiscent of a hovercraft, allowing for rapid evasive motion.
  572.  
  573. Notably, it takes a moment to transition from hovering to true flight. (Or vice-versa.)
  574.  
  575. SPECIAL: When enhanced by the Cobalt Booster, the Tempest Scrander can effectively - And immediately - switch from the Aquila System to true flight. Note that this only allows for a switch in modes, without the increased speed and velocity that would usually result from Boosting the Tempest Scrander.
  576.  
  577. (i.e. You can change modes for free, instead of using an action.)
  578.  
  579. NIHL SPHERE:
  580.  
  581. This strange Relic - A twin to Pazuzu's Nihl Eye - appears to be nothing more than a perfect orb of cracked, smoky quartz. It's oddly cool to the touch, and varies in size from time to time...But never enough to be inconvenient, and never when anyone's actively observing it. While there's no indication as to how it may be used, it appears that sphere's charge has somehow been exhausted, leaving it inert.
  582.  
  583. The Nihl Sphere has another strange property: It is one of the few Relics that also exists in reality. Whether it makes the transition with you, or exists in both worlds at once...It's hard to say.
  584.  
  585. CURRENT STATUS:
  586.  
  587. - After your duel with Bishamon, the Nihl Sphere's glow has dimmed slightly, the violet light chased with faint streaks of grey mist.
  588.  
  589. VECTOR TRAP:
  590.  
  591. An experimental space-compression mechanism, the VECTOR TRAP system creates a localized hypersphere - Allowing for the rapid retrieval/storage of weaponry and equipment, rather than reconstructing each object from scratch. When active, the VECTOR TRAP creates a distinctive burst of red-shifted radiation and a swirling lattice of gridlines, in contrast to the conventional schematic template that comes with a standard manifestation.
  592.  
  593. (tl;dr - Changing weaponry is now a free action.)
  594.  
  595. HELIX GAUNTLET:
  596.  
  597. Forged from the remnants of Helix Gygas's data, this distinctive Gauntlet has weaponized the unique systems that allowed his Player form to absorb and redirect energies, unlocking the ability to use EXEC_CONSUME. The Helix Gauntlet is patterned after the snaking cables that made up Helix Gygas's armor, complete with an integrated housing for a receiver to be inserted.
  598.  
  599. At present, the Nihl Sphere is set in the back of the Gauntlet, with metal shutters that iris shut over the Sphere when the Gauntlet is not in use. (The Nihl Sphere can be freely removed, but the Gauntlet ceases function in that instance.)
  600.  
  601. In addition to EXEC_CONSUME, the Helix Gauntlet's superconductive nature means that it functions as a focus for Codebursts - Effectively, all Codebursts are 20% cheaper to use. (That is, 1/5th.)
  602.  
  603. KOLEOS:
  604.  
  605. Unusual in design and function, the KOLEOS is one of the rare Relics that function in tandem with a specific Codeburst: When used in conjunction with EXEC_SWARM, the KOLEOS augments the user's control over the resulting parasites - Allowing them to leech raw material from the targets caught in the area of effect. In addition, as long as the user remains within line-of-sight, the properties of the SWARM can now be remotely controlled.
  606.  
  607. (tl;dr - When EXEC_SWARM is activated, you can now utilize any Assault Shroud modules current equipped. For instance: with the CAPA, the resulting parasites can be remotely detonated. With the MULETA, they gain additional armor-piercing capability. Alternatively, you can recall the Swarm to regain Assault Shroud and HP - Derived from the same 'raw material' utilized to cast the Codeburst.
  608.  
  609. Additionally, you now have an indication of Swarm Density - Heavy/Moderate/Light - when EXEC_SWARM is cast, indicating the level of parasites still operational.)
  610.  
  611. LEECH MODULE:
  612.  
  613. When a Player is destroyed, a significant proportion of the Essence released dissipates before it can be fully absorbed. This 'peripheral Essence' tends to decay too fast to be utilized, which suggests that the defeated Player's armor continues to attempt to restore itself until it suffers terminal malfunction. As all Player armor is recreated anew each time the user enters the Red World, it could be theorized that the problem lies in the loss of usable Essence, instead of mechanical failure.
  614.  
  615. However, the superconductive properties of the HELIX GAUNTLET allow you to turn this to your advantage; When an opponent is defeated, the LEECH MODULE hijacks this final attempt at self-repair - Restoring your HP and any structural damage you may have suffered over the course of the battle. While this may be redundant when facing a single opponent, it provides a substantial advantage for extended stints in the Red World - Or when facing multiple opponents in rapid succession.
  616.  
  617. The amount of HP restored varies, depending on the opponent's Essence reserves at the time of his elimination.
  618.  
  619. SPECIAL:
  620.  
  621. You now derive HP simply by damaging Players. In order to regrow limbs or damaged components, a certain threshold must be reached before the component begins to regenerate. (Indicated besides your HP gauge.)
  622.  
  623. ANDVARANUT:
  624.  
  625. This unusual Relic resembles a ring of pitch-black steel, small enough to be worn around a finger: It bears an uncanny resemblance to the Smiler base in miniature, with tiny barbs extruding from both sides. When worn, it functions as a compact - but powerful - energy conversion array, allowing you to utilize EXEC_POWER TRANSFER at will.
  626.  
  627. Notably, tiny streamers of luminous code coil across the ring's surface when EXEC_POWER TRANSFER is in use, creating visible - And disturbingly organic - veins of violet light that disperse across your armor.
  628.  
  629. THE JOKER'S MEMORY:
  630.  
  631. A solid ivory cube - Small enough to fit into the palm of your hand - the Joker's Memory bears the mark of your predecessor, etched into the stone with a distinctive flair. While seemingly solid at first glance, the cube bears deep striations, with micro-thin filaments radiating from the center of the embossed crest in a complex grid of lines. It seems to glow, faintly, at all times: Enough to shed a faint crimson light, one that grows brighter when in close proximity to your armor.
  632.  
  633. To your eye, it resembles an impossibly intricate puzzle box of unparalleled worksmanship - One that you have little idea how to open. Contact with the JOKER'S MEMORY imparts an unusual sense of tranquility; It feels *comfortable*, somehow, and oddly reassuring to the touch.
  634.  
  635. LEUKOCYTE:
  636.  
  637. A gleaming, sterile structure of white steel and platinum, the LEUKOCYTE is a weapons platform set in high orbit - Perpetually powered by the tachyon reactor at it's core. Notably, the LEUKOCYTE relies on the ambient Essence of the Red World to reach full charge: At a distance, it resembles a old-model satellite, with great banks of Essence Accumulators built into the superstructure.
  638.  
  639. Keyed to your armor, the LEUKOCYTE's weapon systems can be invoked through direct command - However, due to the limitations of the integrated sensor package, the LEUKOCYTE'S targets have to be remotely designated by the operator. (Alternatively, you could simply target a designated area.) Also, most of the LEUKOCYTE's functions aren't nearly as effective when underground, or in a building - Though the orbital platform's payloads are extremely destructive.
  640.  
  641. (tl;dr - Calling down a kinetic kill weapon while in a building might not hit your intended target, but may quite possibly destroy the building.)
  642.  
  643. The LEUKOCYTE has a substantial delay between targeting and firing, of up to six turns. However, painting the target with the laser designator - Or using the ARGUS SYSTEM/EXEC_HARROW to establish a target lock - can substantially reduced the delay.
  644.  
  645. At present, the LEUKOCYTE can deliver the following payloads: (All costs in Meter.)
  646.  
  647. 35% - MASER BOMBARDMENT
  648.  
  649. When activated, the LEUKOCYTE directs a powerful microwave laser - With a beam radius of approximately ten feet - at the designated target. A massively scaled-up variant of the Hellion weapon, this focused beam can literally detonate the target from within: On an organic target, the effect is ruinous. While Players generally lack an anatomy to attack, the concentrated Maser blast will cause any reactive materials - particularly power sources, weapons and ammunition - to spontaneously explode, in addition to incinerating myomer musculature and armor systems.
  650.  
  651. Alternatively, the maser blast can be set to target a wider area - With a radius of approximately forty feet. While not as immediately lethal as the focused beam, the resulting storm of high-energy radiation constantly damages anyone in the area, and greatly impedes the use of energy-based systems or sensors.
  652.  
  653. As a radiation weapon, the MASER BOMBARDMENT generally isn't impeded by intervening materials.
  654.  
  655. 50% - DISTORTION CANNON
  656.  
  657. In a stroke of ingenuity, you have inspired TYRIAN EDGE to weaponize the Hollow Sun's teleportation technology. When activated, this firing mode teleports the raw mass of auxiliary matter to the target location - However, due to the inherent difficulties involved in precise targeting, the resulting mass arrives in less-than-stable condition. The teleportation overlap means that the AEW's component atoms violently displace the surrounding matter, annihilating it - Often resulting in an enormous, indiscriminate explosion.
  658.  
  659. While extremely unlikely, a direct Distortion Cannon hit means that the target has partially fused with the transported mass, usually with immediately lethal consequences. It could be argued that the Distortion Cannon's payload is less inherently destructive than other LEUKOCYTE weaponry - However, the Distortion Cannon's unusual properties means that it can actually be fired without concern as to the intervening matter, though the resulting damage is generally (But not always, due to the vagaries of unstable teleportation) confined to the immediate area.
  660.  
  661. (tl;dr - You don't know how the payload will interact with your surroundings. You do know that something's going to explode. Being fused with the resulting mass - Though there tends to be a detectable energy flux - can mean incapacitation or instant death.)
  662.  
  663. 55% - KINETIC ANTI-EMPLACEMENT WEAPON (AEW)
  664.  
  665. Massing just over two hundred kilograms, the LEUKOCYTE's kinetic kill weapons have a simple design: Rods of superdense steel-analogue, with rudimentary guidance systems, thrusters and an ion engine. When activated, the LEUKOCYTE releases the projectile - Which is subsequently guided down to hit the target at roughly 30,000 kilometers per hour, effectively creating a guided meteorite weapon.
  666.  
  667. While almost useless against mobile targets, AEWs are *hideously* destructive to the surroundings. In the event of anything less than a direct hit, the resulting shockwave is every bit as damaging, and can cause spontaneous - And severe - seismic activity.
  668.  
  669. Not recommended for use at close range.
  670.  
  671. 75% - TACHYON DISINTEGRATOR
  672.  
  673. The LEUKOCYTE'S biggest gun, the TACHYON DISINTEGRATOR relies on the same principle as IXION'S weaponry: The violent displacement of mass through space and time. When activated, the LEUKOCYTE unleashes a vertical column of annihilating radiance: A beam that simply erases anything in a tightly-focused fifteen-foot radius. As a highly surgical weapon, there's almost no collateral damage - Effectively, anything hit directly by the TACHYON DISINTEGRATOR is erased from existence.
  674.  
  675. Due to the odd properties of tachyon particles, the erased object might *retroactively* cease to exist, leading to glitches in the local timeline - Possibly altering the immediate past, in unforeseen ways.
  676.  
  677. In the LEUKOCYTE's alternate firing mode, the quantum displacement field *disperses*, resulting in multiple rays that pepper the immediate area: While a direct hit still means disintegration, most of the mass is violently destabilized instead of shunted away. The resulting effect can best be described as a rippling chain of explosions, immediately after the initial blast - Creating unstable and *highly* volatile spatial/temporal distortions, and the equivalent of a stellar minefield.
  678.  
  679. (tl;dr - After the initial laser bombardment, the area begins to spontaneously explode. Then *really* bad things start to happen.)
  680.  
  681. Targets utterly annihilated by the Tachyon Disintegrator do not yield Essence.
  682.  
  683. ORTHRUS CREST:
  684.  
  685. A steel emblem fashioned in the shape of a bifurcated wolf's skull, this heavy sigil is cracked cleanly in half - The edges scarred and uneven, as if to remind you of a fight left unfinished...Or mercy rewarded.
  686.  
  687. Dropped by one-half of INOX FANG, the Crest is currently maglocked to your pauldron - By itself, it has no apparent effect, beyond being an impressive trophy.
  688.  
  689. MISERICORDE:
  690.  
  691. This needle-pointed knife - A stiletto, really - has a makeshift, melted look to it, with a long, narrow blade of grey steel. The crimson hilt fits your hand as if made for it, and is strangely comfortable to the touch.
  692.  
  693. While a subpar weapon, this dagger was specifically crafted to kill the Red Joker, and still remains exceedingly lethal to him.
  694.  
  695. You don't like carrying it on you - But there might be a use for it, yet.
  696.  
  697. TRI-STARS INSIGNIA:
  698.  
  699. The emblem of the Black Tri-Stars (Three black stars against a large white field), this icon actually mounts a simple transmitter/receiver. When activated, it broadcasts a pulse on a frequency audible to BISHAMON, TYRIAN EDGE and VOLT REGIOS.
  700.  
  701. JOKER ICON:
  702.  
  703. A customized variant of the Black Tri-Stars emblem, this icon - Shaped like your personal mark - mounts a simple transmitter/receiver. When activated, it emits a distinctive low-level signature that allows for identification of the wearer, and can be used to broadcast a pulse on a frequency detectable by all others bearing a similar icon.
  704.  
  705. SILVER CROSS, IRON OGRE, VECTOR GEIST, TITANIUM GIGANT and STEPPENWULF's squads are all bear unique icons. On an individual level, PALLADIUM ROOK, DISTORTION HAZE, CHIFFON DOLL and WHITE LICORICE have also received Emblems.
  706.  
  707. CRUCIFIX:
  708.  
  709. A silver crucifix on a fine chain, this item was a gift from Kotone. It's clear that exacting care was take in its crafting; It has the substantial, and ancient, feel of a family heirloom.
  710.  
  711. Once returned to the Salvation Children's Home, it is once more in your possession, with Father Yasuda's blessing.
  712.  
  713. TELEPORT HOMER:
  714.  
  715. This compact, high-powered device functions as a locator for the Hollow Sun; When primed, it allows for matter-to-energy transmission, teleporting a pre-designated vehicle to your current location. The costs of activating a Teleport Homer relies on the weight and complexity of the vehicle teleported - i.e. A superheavy vehicle like the Red Comet has a substantially higher drain than the Raptor flying hangar.
  716.  
  717. MICRO-SCALE SUSPENSORS:
  718.  
  719. An intricate series of gravimetric suspensors, this system allows you to mount an additional Heavy Weapon on your frame without a noticeable reduction in agility or significant redistribution of weight.
  720.  
  721. ADJUDICATOR: (DESTROYED)
  722.  
  723. A crimson kite shield bearing the Red Joker's emblem, the Adjudicator is both shield and sword at once - When the beam emitters lining the edges of the shield are triggered, a powerful cutting field expands beyond the cover area, forming a double-ended cleaving blade. The Adjudicator is balanced to be swung with comparatively little effort, and conceals a Pile Bunker weapon - A retractable pneumatic spike - in the tip, to compensate for the lack of a proper stabbing point.
  724.  
  725. The Adjudicator effectively increases your HP by 30%: However, the energized blades draw power from the left-arm Plasma Vulcans, rendering them unusable while the cutting fields are active. The Pile Bunker also has an effective range of less than a meter, and is slow to retract - Effectively rendering it a close-range (but extremely lethal) last-ditch weapon.
  726.  
  727. Unfortunately, this Relic was destroyed in your battle with Bardiel.
  728.  
  729. At present, Argent Prominence is creating an upgraded version of the shield, with greater defensive capabilities.
  730.  
  731. SPECIAL:
  732.  
  733. After the initial activation, the Adjudicator's phase blades can be empowered by the COBALT BOOSTER, for an enhanced cutting edge...Greatly increasing the damage and range of the swing.
  734.  
  735. JOURNAL:
  736.  
  737. This battered notebook is filled with an odd script vaguely reminiscent of program code, packed page-to-page in small, cramped handwriting. The cypher is impossible to read: However, a pair of coordinates indicates the location of the main Corrector Hive.
  738.  
  739. At present, Argent Prominence holds the Journal.
  740.  
  741. THE ADAMANT:
  742.  
  743. Infused with Adamant Aegis's Essence, the ADAMANT - Also known as the AEGIS OF WRATH - is a superheavy shield of surpassing craftsmanship and lethality. Forged from a superdense adamantite-neutronium alloy, this black-banded kite shield bears Aegis's personal symbol, forever glowing a sullen, molten red. Derived from the war-forges of the Hollow Sun, the ADAMANT is a not a shield meant for defense - It is a shield meant for attack.
  744.  
  745. Existing as a solid, physical object that cannot be de-manifested, the ADAMANT requires constant contact with at least two charging elements, and superhuman strength to utilize. (With a Talon at the bare minimum.) The sheer weight of the ADAMANT precludes the use of any other object on that arm.
  746.  
  747. In return, the ADAMANT grants a flat +60% bonus to the user's HP - Additionally, when the shield is struck in melee combat, it releases a shockwave of black flame: One with equal intensity to the force directed against it. This effect automatically activates once per round, on the first blow parried - Requiring a moment to recharge before it can function again. (tl;dr - Only once per round.)
  748.  
  749. At present, the shield merely functions as an impressive bulwark against ranged attacks - Though it undoubtedly has further powers that are yet to be unlocked.
  750.  
  751. This Relic is currently stored in the Hollow Sun.
  752.  
  753. [KURA]:
  754.  
  755. More symbiote than blade, [KURA] is a weapon of unknown provenance, most recently wielded by IRON OGRE. In base form, [KURA] resembles a two-handed mace - Similar to a greatclub or a tetsubo - with a long haft of iron, and a flanged head of black steel. Upon closer examination, the head actually consists of a dense mass threaded through with red veins, that pulse and distort with a disquieting pseudo-life. Despite the weapon's mass, [KURA] is startlingly well-balanced: However, when wielded, the true form of the mace is revealed.
  756.  
  757. Upon activation, [KURA]'s veins begin to infiltrate the wielder's armor, forming a primitive link - This process is harmless, but can be distressing to watch. Subsequently, the wielder can reshape [KURA] into whatever form he desires, the matter rapidly responding to thought-impulses. While it lacks the capacity to create objects with moving parts, [KURA]'s inherent versatility means that it can form a weapon for any occasion. Though [KURA] is most effective when forming heavy, two-handed weapons like swords, glaives, polearms and bludgeons, it can easily be divided into paired blades or concentrated into the form of a dense shield. Notably, this temporary bond has a draining effect on the wielder, gradually depleting his HP while [KURA] is being wielded. (Anywhere between 3% - 8% a round.)
  758.  
  759. The infusion of the wielder's Essence enhances [KURA]'s resilience and damaging properties - [KURA], it can be said, will only break when the user does. Weapons formed from the symbiote are exceedingly easy to wield and exceedingly lethal: Forged in the fires of Essence, they can cleave or crush Player armor with little difficulty, and can even be used to parry energy weapons or gunfire.
  760.  
  761. In addition, while lacking the fine control to make a true ranged weapon, [KURA] can be thrown and recalled over the course of a round. A drawback is that once equipped, [KURA] is accordingly difficult to remove - The wielder has to spend a few rounds to tear the persistent symbiote free.
  762.  
  763. (tl;dr - [KURA] is a deadly, shapeshifting weapon that gradually drains the wielder's HP.)
  764.  
  765. CURRENT STATUS:
  766.  
  767. After your duel with BISHAMON, the symbiote weapon has been damaged; It now takes a turn to properly assume a new form, instead of changing shape at will.
  768.  
  769. INTERCEPTOR SYSTEM V2.0: (Up to 5 Lucifer Bits, at 4% per Bit - Meter drains while active.) (INACTIVE)
  770.  
  771. You can release up to five autonomous combat drones from your shoulder and back binders. Modeled after Hellion weaponry, LUCIFER BITS rely on an advanced photonic laser array capable of mustering a high-energy output. When activated, the Bits will proceed through three stages of alignment before the built-in charging cores are at full capacity, and the optimal configuration is achieved.
  772.  
  773. STAGE 1:
  774.  
  775. After their initial activation, Lucifer Bits remained attached to the user, accumulating charge from the reactor.
  776.  
  777. STAGE 2:
  778.  
  779. Upon detachment, the Bits begin to discharge high-precision lasers until prismatic alignment is achieved.
  780.  
  781. STAGE 3:
  782.  
  783. At full prismatic alignment, the Bits deploy their flux field projectors, continuously releasing searing beams of energy - Exponentially more powerful than the previous stage.
  784.  
  785. SPECIAL:
  786.  
  787. When powered by the COBALT BOOSTER, Lucifer Bits have a substantially improved charging time. In sharp contrast to the usual Cobalt Booster effect, the beams discharged are broader, more volatile, and a bloody, furious red - Highly reminiscent of magma - with a high thermal component, capable of flash-igniting targets. While armor penetration is reduced, the rays can literally melt internal structure and components to slag, greatly improving their destructive potential.
  788.  
  789. HAILFIRE CHAINGUN: (DESTROYED)
  790.  
  791. Formerly HAIL BUSTER'S signature weapon, the HAILFIRE CHAINGUN requires contact with two charging elements to function; When activated, it weighs about as much as a combat shotgun, allowing it to be utilized on the move. The inertia dampeners reduce recoil, to a certain extent, but accuracy still suffers if you're not properly braced.
  792.  
  793. Also known - colloquially - as the MAULER, the HAILFIRE CHAINGUN is fed by a long, swinging belt of ammunition, and can rapidly discharge an immense quantity of depleted uranium-analogue shells in the space of a few seconds. It does take some time to spin up, and has a tendency to overheat due to an inefficient cooling system - However, it has massive armour penetration, and can quickly shred Players in a torrential hail of fire; Hence the name.
  794.  
  795. Note that this Relic takes a substantial amount of time to be summoned: However, you can avoid this delay by holstering the HAILFIRE CHAINGUN in your Heavy Weapon slot.
  796.  
  797. As a Heavy Weapon, the MAULER can benefit from the gravimetric suspensors and support systems of a TALON, increasing the weapon's accuracy and reducing recoil.
  798.  
  799. SPECIAL:
  800.  
  801. When primed by the COBALT BOOSTER, the CHAINGUN'S gun feeder glows with actinic blue light, allowing the weapon's internal capacitors to store the heat generated by each shot. This greatly increases the rate of fire: When the belt is fully depleted, the pent-up heat can be discharged as a powerful incendiary beam. This effect only lasts for the duration of one ammunition belt, removing the interval required for the weapon to cool.
  802.  
  803. While the HAILFIRE CHAINGUN can be continuously primed by the COBALT BOOSTER (Allowing for a near-constant rate of fire) successive charges increase the risk of a misfire.
  804.  
  805. COST: 30% COBALT BOOSTER
  806.  
  807. CURRENT STATUS:
  808.  
  809. This Relic was destroyed by the WHITE JOKER.
  810.  
  811. THE CARNIFEX: (LOST)
  812.  
  813. A cunningly-designed half-mask - In the shape of clasped skeletal fingers - the Carnifex conceals an intricate network of micro-circuitry. When activated (At the cost of 35% HP) the Carnifex overrides the safety limiters on the host's armor, greatly increasing his strength, speed and agility, until his armor is 'rebooted' by leaving and re-entering the Red World. (Or, less commonly, by massive physical trauma.) The user's perceptions are correspondingly accelerated, to synchronize with his enhanced capabilities.
  814.  
  815. Despite the significant advantages granted by the Carnifex, several drawbacks may result from it's use: The user's extraneous armor is explosively jettisoned when the Carnifex is activated, to accommodate the hypertrophy of the myomer fibers - Resulting in a significant loss of protection, and rendering the exposed components vulnerable to direct damage. Also, overtaxing the system can result in sudden (and potentially catastrophic) malfunctions, as the user's Player form struggles to cope with the massive levels of energy output and the strain of accelerated function.
  816.  
  817. Unlike most Relics, the Carnifex can also be used in the real world - At the cost of crippling fatigue, and a significant risk of self-injury. The human body, like Player armor, is not designed to be pushed beyond it's limits.
  818.  
  819. tl;dr - If you're not careful, you can easily cripple or even kill yourself with the Carnifex. If the Carnifex is already in use when you enter the Red World, all the effects (good and bad) are immediately applied to your armor.
  820.  
  821. Note that the Carnifex reduces your maximum HP cap for the encounter. For instance, if your HP had a 100% maximum before, your new maximum is 65%.
  822.  
  823. SPECIAL:
  824.  
  825. When used in conjunction with the Cobalt Booster, the user's raw speed and strength can be momentarily improved to truly Herculean levels. (Usually visible as a grotesque swelling of the armor's musculature.) At this point, fine control is nearly impossible; However, the Cobalt Booster's regulating effect actually reduces the likelihood of a terminal malfunction.
  826.  
  827. (Note that the Carnifex does not stack exponentially with the COBALT BOOSTER'S bonus: The Cobalt Booster's bonus is applied *first*, then the Carnifex's.)
  828.  
  829. LEVEL 2:
  830.  
  831. Now attuned with the Carnifex, the Red Joker's armor has been modified to accommodate both the explosive release of armor, and the hypertrophy of your myomer musculature. In addition to reducing your relative vulnerability (and the risk of a catastrophic malfunction), activating the Carnifex now allows you to continuously channel the raw power of the Cobalt Booster - Effectively engulfing you in photonic flame, and enhancing your weapons and Relics accordingly.
  832.  
  833. When this mode is activated, your armor releases waves of scorching blue fire - Actually the Carnifex's way of regulating the Red Joker's power output, by venting the accumulated energies before feedback overloads the reactor. The greater the demand for power, the greater the resulting discharge; While not immediately destructive to Player armor or hard targets, the flames burn *constantly* - Indiscriminate use of this ability could raze everything in the immediate area.
  834.  
  835. (tl;dr - When the Carnifex is activated, your Cobalt Booster begins to deplete at a constant rate of 20% per round - With the enhancement effect applying to all of your weapons and Relics in the process. This has the side-effect of creating a nimbus of photonic flame, which expands in direct proportion with your level of activity.
  836.  
  837. eg: Standing mostly still = Not much fire. Flying, while firing weapons and launching missiles = A lot of fire.)
  838.  
  839. Notably, the Cobalt Booster does not regenerate while this mode is being utilized.
  840.  
  841. CURRENT STATUS:
  842.  
  843. - After your battle with CANKER EATER, the CARNIFEX has sustained minor damage - While function is unimpaired, a critical hit is no longer required to knock you out of the transformation: Significant internal damage is now sufficient to temporarily disrupt the CARNIFEX'S functions.
  844. - This Relic is currently in the possession of the WHITE JOKER.
  845.  
  846. AUGMENT FRAME - 'SLAKE' (Two Manipulator Subarms, 8%/Round - Meter drains while active.)
  847.  
  848. LEFT SUBARM: Cobalt Laser (W/Light Fusion Cell)
  849. RIGHT SUBARM: Cobalt Laser (W/Light Fusion Cell)
  850.  
  851. A pair of manipulator-limbs bristling from an augmetic frame, this unusual Relic replaces your Interceptor System - While significantly more versatile in application, your secondary limbs are also notably difficult to control. Effectively, at a cost of 8% Meter a limb (Per turn of use) you have an additional arm that can take independent action. Notably, these arms lack charging elements of their own, and are unable to manifest Player weaponry - However, the network of fine manipulators and waldos allows you to utilize Hollow Sun firearms or make smashing attacks, though they lack the ability to wield melee weapons.
  852.  
  853. As with your standard limbs, you can wield two Light Weapons - Or a single Heavy Weapon - with Slake.
  854.  
  855. Currently, Slake is unable to effectively change equipment, which means that each arm must be 'equipped' with the appropriate weapon beforehand - Which similarly has to be retrofitted to function appropriately, rendering weapon Relics unusable...At present.
  856.  
  857. (tl;dr - Spend 8% Meter/round to take an additional action with a manipulator subarm. Subarms can strike at an opponent, attempt to deflect incoming attacks, or fire Light Weapons that have been primed. Given that these weapons must be modified to fit Slake's grasp, you can't change them in battle.
  858.  
  859. You can't mount arm augmentations (Like a Talon) on Slake, but they otherwise functions as additional limbs.)
  860.  
  861. SPECIAL:
  862.  
  863. When powered by the Cobalt Booster, the myomer fibre-bundles that constitute SLAKE'S musculature system undergo temporary hypertrophy, greatly increasing the strength of the subarms when grappling or striking at any opponent.
  864.  
  865. CURRENT STATUS:
  866.  
  867. This Relic has evolved into the SCYLLA.
  868.  
  869. THE ATHAME:
  870.  
  871. A dense spike of dull grey alloy - Capped with a ruby stone at the pommel - the ATHAME is a weapon of singular purpose: The severing of a Hyades contract. Stabbing a Player with the Athame will purge his systems of Hyades influence: When used directly on a Hyades, the Athame can drive the target into near-immediate dormancy, or - Alternatively - destroy her Essence by creating a lethal feedback loop. While both actions are activated in an identical way (i.e. Stabbing the target) the Athame's wielder is in full control of the result.
  872.  
  873. The Athame can only be used once.
  874.  
  875. CURRENT STATUS:
  876.  
  877. This Relic has fused with your armor, and was the catalyst for your partial transformation.
  878.  
  879. IMMOLATOR:
  880.  
  881. This huge, chromed handgun sports two barrels - One atop the other - the second of a greater bore. An array of cooling fins and thick cables - complete with a lurid green pilot light - snake from the frame, connecting it to your armor's generators when in use.
  882.  
  883. The Immolator handgun is a specialized incendiary weapon, with two distinct firing modes. When fired, the Immolator handgun projects a swirling cone of expanding flames, unleashing a ferocious inferno at close-to-medium range. Being engulfed in fire isn't immediately deadly to heavily-armored Players, but the resulting inferno inflicts heavy damage to exposed systems and vulnerable components.
  884.  
  885. In secondary-fire mode, the Immolator functions like a conventional firearm, launching charged bolts that explode into plumes of red-yellow flame upon impact. In this mode, the Immolator's rounds have good armor penetration: If a bolt lodges itself in the target before detonating, the resulting blast can do severe internal damage.
  886.  
  887. The Immolator is notoriously volatile: If exposed to energy fire, or severely damaged, there's a chance that the weapon may catastrophically explode.
  888.  
  889. Note that this Relic takes a substantial amount of time to be summoned: However, this delay can be avoided by 'holstering' the Immolator in a Light Weapon slot.
  890.  
  891. SPECIAL:
  892.  
  893. When primed by the COBALT BOOSTER, the Immolator's pilot light flickers blue - The barrels warping slightly, wisps of brimstone smoke drifting up from them. The Immolator's primary firing mode now unleashes a blast of pellucid blue flame: A chemical fire that *clings* to targets as it incinerates them, with the properties - And the tenacity - of napalm. Notably, the empowered Immolator can consume materials that would normally be resistant to fire: Given time, the flames can chew through metal or stone.
  894.  
  895. In secondary-fire mode, the Immolator's already-volatile bolts are supercharged - Upon impact, each shot erupts into a concussive fireball, capable of blasting targets off their feet. The shockwave expands in a small radius from the point of impact, which can cause collateral damage to - Or ignite - those in the vicinity. (This includes the firer, if he isn't careful.)
  896.  
  897. CURRENT STATUS:
  898.  
  899. This Relic is currently in DAEGAL'S possession.
  900.  
  901. THE CONDEMNER:
  902.  
  903. Incorporating the functions of both a Cobalt Laser and Phase Sword, this dual-mode weapon is a masterwork of photonic technology. In it's primary form, the Condemner can be utilized as a high-powered pulse laser - However, when the firing impulse is sustained and the cohered phase field activated, the constant stream of photonic energy can be wielded as a blade of ferocious cutting power. While lesser models rely on a solid blade for the weapon's core, the Condemner can be swiftly reconfigured into a potent close-combat weapon with the press of a button.
  904.  
  905. SPECIAL:
  906.  
  907. When enhanced by the Cobalt Booster, the Condemner's pulse capacitors are united and overcharged - Instead of firing a constant stream of energy, the dual-phase weapon unleashes a single, blinding beam of focused photonic fire especially effective at ripping through armor - At the cost of temporarily overloading the weapon.
  908.  
  909. In blade mode, the Condemner's containment field expands in a blaze of photonic fire - Extending the already-ferocious edge into a true greatsword that can be wielded with one hand. However, the resulting edge is incredibly potent but dangerously unstable: A sufficiently solid hit could cause it to detonate against the opponent rather than slicing into them, temporarily disrupting the Condemner's functions.
  910.  
  911. CURRENT STATUS:
  912.  
  913. This Relic is currently in DAEGAL'S possession.
  914.  
  915. CYBELE'S EMBLEM:
  916.  
  917. A sign of CYBELE'S favor, this unique HYADES CREST increases your maximum HP to 200% (A +50% boost.) When infused with energy, this Emblem repairs and reconstructs your armor, overriding existing battle damage in lines of glowing schematics - Through a process similar to the way you manifest your SPECIAL WEAPONS - up to and including regenerating destroyed limbs.
  918.  
  919. During the self-repair process, the revealed components of your armor remain fragile - And extremely vulnerable - until fully manifested, and can be disrupted by continuous damage. Cybele's rejuvenation can also be used to neutralize the effects of certain Codebursts and status effects, albeit at a significant cost.
  920.  
  921. The brand resembles a serrated sun, and glows when in use. Recently, the brand has been subtly altered by an unknown Player: However, it's hard to tell the difference, as the alterations don't seem to impede the functions of Cybele's Emblem.
  922.  
  923. The emblem's powers can only be used on yourself.
  924.  
  925. UPGRADE: After your reconciliation with CYBELE, your HYADES CREST has been upgraded - It now provides increases your maximum HP to 260% (A +100% boost.) Also, the ratio of the regeneration has improved, to-
  926.  
  927. (COST: 1% COBALT BOOSTER - 1% HP)
  928.  
  929. OR
  930.  
  931. (COST: 1% METER - 2% HP.)
  932.  
  933. Notably, this comes at a substantial cost to Cybele: The delay of the self-repair process increases proportionately with the amount of HP regenerated, with a corresponding risk of disruption. Repeated use of the CREST - In the same period of time - can cause it to temporarily 'short out', until power can be restored.
  934.  
  935. (tl;dr - The more you regenerate, the longer it takes.)
  936.  
  937. CURRENT STATUS:
  938.  
  939. With CYBELE'S death, the functions of her EMBLEM have effectively been lost.
  940.  
  941. HARMONIA:
  942.  
  943. A singular Relic, this silver-chased bracelet of unknown provenance - made of seven interlocking segments, each set with a single gem - was the most treasured possession of the HYADES, CYBELE. At present, each jewel burns with a distinctive, eerie violet light reminiscent of the Nihl Sphere.
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