[hider=The Heavy Metal Scrapper] [h2]Factory Overseer Bio[/h2] [hider=Appearance] [center][img]https://i.imgur.com/SEqF4E5.png[/img][/center][/hider] [b]Name:[/b] Tungsten Jazz [b]Age:[/b] 231 [b]Gender:[/b] Male [b]Factory and Functionality:[/b] Big Scrap Alley. The proverbial junkyard of the guild where everything and anything that no longer serves a purpose is reduced and reused. In particular, weapons, armor, and machinery here are repurposed as necessity demands. They also handle other forms of refuse, such as factory run-off or slag. However they do not process biological waste or organic materials. Big Scrap Alley produces its own workers in the form of Cyber Skeletons. Cheap and versatile units which can be produced en mass and quickly upgraded into roles within the factory, though their best tends to be leagues below more specialized and higher level units. Uniquely, Big Scrap Alley can muster it’s resources to create powerful units dubbed “Bigs”, mechs capable of both ground and/or air combat. These mechs are piloted by Cyber Skeletons, enabling a crew between 2 and 10 to be a match to even high level opponents thanks to the sheer power of the Bigs. However the creation and upkeep of the Bigs tend to be stressful on resources. Fortunately Big Scrap Alley is more than capable of perfectly recycling their Bigs to ensure that any resources put into them can be obtained easily, so long as the Bigs return to base. [b]Personality:[/b] Tungsten Jazz could be best described as extreme. On the surface he seems to be stoic, as cold and solid as the metal he is made of. Yet as soon as he is given purpose he acts with such fury and passion that one could mistake him as a madman. In truth, Tungsten is a rather simple being: as long as he has work he can do well, he is satisfied, and as long as he is satisfied he can enjoy his existence which he does with jubilation. That is not to say he does not have interests outside of being useful. Tungsten has a hidden desire for song and theatrics as well as a heart that yearns to be a hero of justice. However his duty to his master comes first before any personal desires, something which he would admit to be a sad but honest existence. [b]Creator:[/b] [url=https://i.imgur.com/hGkiqN9.jpg]Alp[/url][url=https://i.imgur.com/thEtPKn.png]haQ[/url] [h2]Overseer Build[/h2] [b]Level:[/b] 75 [b]Racial Levels:[/b] [list] [*]Automaton (15) [*]Golem (6) [*]Megadeus (5) [/list] [b]Job Levels:[/b] [list] [*] Bard (6) [*] Skald (2) [*] Berserker (10) [*] Ancestral Guardian (4) [*] Paladin (5) [*] Knight of Glory (7) [*] Executioner (5) [*] Grandmaster (10) [/list] [b]Stat Block:[/b] ///Stats are gained at 5 per Level, NPC Level Cap is 75/// [list][*][u][i]HP:[/i][/u] 65 [*][u][i]MP:[/i][/u] 30 [*][u][i]PHY. ATK:[/i][/u] 40 [*][u][i]PHY. DEF:[/i][/u] 70 [*][u][i]AGI:[/i][/u] 30 [*][u][i]MAG. ATK:[/i][/u] 10 [*][u][i]MAG. DEF:[/i][/u] 50 [*][u][i]RESIST:[/i][/u] 50 [*][u][i]SPECIAL:[/i][/u] 30 [/list] [center][u][b]Stat Total (Power): [/b][/u]375[/center] [h2]Overseer Inventory and Powers[/h2] Inventory [url=https://i.imgur.com/3nWeZci.jpg]Darksteel Colossus[/url] - Tungsten Jazz’s armor. The Darksteel Colossus is a unique armor made by AlphaQ with the Indestructible property, preventing it from being physically destroyed (though Tungsten himself still loses health, he simply can’t lose his armor via physical or magical damage). Additionally should Tungsten fall in battle, his armor has two contingency abilities: his remains will immediately respawn at the nearest safe zone (by default the guild) and after he is teleported allies nearby his point of death will recover health equal to Tungsten's maximum health. [url=https://i.imgur.com/CcaoEDd.png]Io[/url] - A unique axe that belongs to AlphaQ. It’s most notable property is that it has two forms: It’s Full Form is a singular great axe more defensive oriented and designed to more easily enable blocks, parries, and counter attacks. In this mode Tungsten’s Physical and Magical defense increases as his health is lower. It’s Twin Form splits into an axe and gunblade and focuses more on offensive abilities by having a range attack and increased attack speed. In this form Tungsten's Agility and Physical Attack increases as his health is lower. Finally Io possesses an Independent AI, effectively making the weapon Sentient. It can telepathically communicate to Tungsten at any distance and has an effective radar of up to fifty meters around itself, and is capable of communicating with any machine or technology within that range. Io is able to detects living and dead creatures this way as well, enabling her to point out enemies that Tungsten may not immediately notice. [url=https://i.imgur.com/92zX674.jpg]Tempest[/url] - A Heavy Machine Gun normally mounted onto vehicles or stationary turrets, it requires a notable amount of physical strength to utilize and is ill suited for most forms of gunplay. What it lacks in compatible skills and finesse it makes up for in sheer magical firepower, being a high-damage and high-capacity range weapon that can even be used at long ranges. The Tempest is specifically designed to negate the usual overheating of other Heavy Machine Guns, however it has a primary weakness: it cannot be reloaded so after it expends all of it’s ammunition a new Tempest must be made. Powers. [Hider=Racial][hider=Automatron]Automatronic Nature - By virtue of being a machine Tungsten is naturally immune to all forms of poisons. Perpetual Motion Machine - As a high level Automatron, Tungsten does not require food, drink, air, or sleep. He is also immune to any form of sleep spells or abilities. Heavy Impact - Due to being a higher level Automatron, Tungsten is now immune to fall damage. Additionally if he lands on anyone or anything whilst falling, they take additional damage based off what Tungsten would’ve taken. Overdrive - Thanks to achieving the highest level of Automatron, Tungsten is immune to Exhaustion and can tirelessly continue to work and fight regardless of his energy levels (though he still needs some to use his abilities). [/hider] [hider=Golem]Integrated Armor - As a golem Tungsten automatically has heighten defenses even without armor, and gains an addition amount of damage resistance while wearing armor. Protective Coating (Lightning) - Due to being a higher level golem Tungsten had additional resistances to a specific elemental type, specifically Lightning based attacks.[/hider] [hider=Megadeus]Synchronization - This ability enables Tungsten to be intimately familiar with mechanical vehicles and machinery even if he has never seen it before. He gains bonuses to operating and piloting any vehicle he is controlling. Cast In The Name Of God - A unique ability for the Megadeus class. This allows Tungsten to be able to operate complex machinery, vehicles, and Mechs alone even when he normally needs a crew. Additionally he can perform his abilities through whatever machine he is operating.[/hider][/hider] [hider=Jobs][hider=Bard]Inspire Courage - When Tungsten uses this ability, ethereal music is played from his body that increases the attack power and resistance of both Tungest and any allies who can hear it. Song of Rest - This ability takes a few minutes to cast making it impractical in the heat of combat, but enables frequent out-of-combat healing. Capable of treating grievous wounds. Expertise (Performance) - This ability grants Tungsten bonuses when he does any sort of Performance, such as dancing, playing music, or giving speeches. Counter Charm - Whenever Tungsten or an ally is under the influence of a Charm or Fear, he can start a performance that removes those conditions from himself and his allies as long as they can hear his song.[/hider] [hider=Skald]Raging Song - A unique Skald Song that increases the combat abilities for Tungsten and any allies who hear his song. While under the effect of a Raging Song Physical Attack and Defenses are increased. The cost of using physical abilities is also decreased.[/hider] [hider=Berserker]Frenzy - Tungsten enters a furious rage that doubles his physical attack and reduces the damage he takes from attacks by half, however he can only maintain this rage as long as he remains on the offensive. Additionally his agility also doubles. However when his rage ends he becomes Exhausted, causing his physical attack and agility to be halved. Danger Sense - Tungsten has an instinct towards dangerous situations, granting him bonuses to his agility to avoid traps and ambushes. Reckless Abandon - Tungsten can enter a stance that massively increases his physical attack but causes his agility to drop by an equal amount. Fast Movement - When in the presence of an enemy Tungsten’s movement speed and agility is increased. More enemies increase his movement speed and agility until it reaches it’s cap. Mindless Rage - Whenever Tungsten is under the effect of his Frenzy he immediately loses any Charm or Fear effect on him. He is also immune to those same effects while he is raging. Feral Instincts - Tungsten’s instincts continue to sharpen, granting him bonuses to preemptively spot traps and ambushes ahead of time. He can also activate his Frenzy moments before he is harmed, even if he isn’t immediately aware of the dangers. Brutality - This passive ability doubles Tungsten’s damage whenever he strikes a critical area against his opponent. Intimidating Presence - When Tungsten activates his Frenzy he radiates an aura of dread and malice. Enemies nearby who are weaker than him are stricken with Fear. Enemies closer to his level may be able to resist but are still subtly weakened. Stronger enemies are immune.[/hider] [hider=Ancestral Guardian]Guardian Spirit - Whenever Tungsten activates his Frenzy, he summons multiple ghostly guardians. Whenever he strikes a foe, their physical and magical attack is weakened and their ability to harm anyone except Tungsten is also decreased. Spirit Shield - While raging if a nearby ally is struck by an attack Tungsten can reduce the amount of damage by increasing his ally’s defense based on Tungsten’s own Physical or Magical defense depending on the attack.[/hider] [hider=Paladin]Divine Sense - This ability enables Tungsten to detect the presence of demons, undead, and angels. He can also detect objects or locations affected by magic and abilities of those same creatures. Healing Hands - Tungsten is able to access a pool of healing magic to restore the health of himself and his allies. He can use more power from this pool to cure status ailments well. Smite - Whenever Tungsten lands a blow on an enemy he can charge the attack with divine energies to cause more damage. Undead and demons take double this damage. Divine Health - As a holy warrior Tungsten is now immune to diseases both magical and mundane. This also includes digital viruses.[/hider] [hider=Knight of Glory]Peerless Athlete - Tungsten can activate this ability to grant him massive bonuses to perform feats of athleticism, such as carrying great weights, acrobatics, jumping, and even wrestling. Inspiring Smite - Whenever Tungsten smites his enemy the divine energies radiate out and can heal himself or one of his allies equal to the damage of his smite. Aura of Protection - Tungsten has a passive aura that grants himself and his allies a boost to their resistance based on Tungsten’s Special stat. Aura of Alacrity - Another passive aura that increases Tungsten’s movement speed as long as he’s conscious. Allies nearby also gain this movement increase and can keep pace with Tungsten as long as they are near him. If Tungsten’s allies are faster than him, he can keep up with them instead. Aura of Vitality - This ability allows Tungsten to activate an aura that passively heals himself and his allies near him. They constantly provide moderate healing for up to ten minutes or until Tungsten loses consciousness. [/hider] [hider=Executioner]Bleeding Edge - This passive ability causes Tungsten’s attacks to apply Bleed onto any foe he strikes, causing them to lose health over time. The amount of health they lose can be further increased the more times Tungsten’s attacks land. Cleave - A melee area-of-effect attack that allows Tungsten to cleave right through multiple, reducing their physical defense. This attack specifically cannot be countered or blocked, though it can be dodged. Hamstring - This ability does extra damage and reduces the target’s agility by half. If the target is killed by this ability Tungsten regains the mana cost and can immediately use this ability again. No Escape - This ability allows Tungsten to shoot out multiple chains that pull his enemies closer to him, doing some damage and lowering their movement speed. Execution - A powerful attack that ignores Physical Defense. If the target is also suffering from Bleed, the attack power increases for each stack of Bleed. If Tungsten kills an enemy with this attack while they are Bleeding, not only can he use this ability again at no cost but Tungsten’s attacks automatically inflict a large stack of Bleeding onto any enemies he strikes.[/hider] [hider=Grandmaster]Relentless - This passive ability increases Tungsten’s attack speed each time he strikes his enemy. Lunge - An ability that launches Tungsten a fair distance towards a target. If he targets a foe he can deliver an attack that does an increased amount of damage. Empower - An ability that doubles the damage of Tungsten’s next attack. While it has no cost to use it does have a cool down. Countering - This ability puts Tungsten in a defensive stance for a few seconds where he cannot make attacks. However he automatically dodges attacks that are not specifically ability attacks and takes half damage from AoE attacks. When the duration ends or if Tungsten chooses to end it early he automatically counters with a melee AoE that does more damage the more attacks he had dodged as well as stunning anyone struck. Grandmaster’s Might - This ability passively increases the damage of Tungsten’s basic attacks the more he lands his attacks. When active Tungsten gains additional Physical Def, Magical Atk, Magical Def, and Resistance based on his Physical Atk and Special.[/hider][/hider] [/hider] [hr] [hider=Unit Schematic - CS04] [hr][h2]CS04[/h2] [hider=Appearance] [center][img]https://i.imgur.com/RDgxdz4.jpg[/img][/center][/hider] [b]Name:[/b] Cyber Skeleton Version 04 [hr][h2]Schematic[/h2] [b]Level:[/b] [b]Racial Levels:[/b] [list] [*]Automaton 15 [/list] [b]Job Levels:[/b] [list] [*] Craftsman 10 [*] Gunner 10 [/list] [b]Stat Block:[/b] [list][*][u][i]HP:[/i][/u] 10 [*][u][i]MP:[/i][/u] 10 [*][u][i]PHY. ATK:[/i][/u] 20 [*][u][i]PHY. DEF:[/i][/u] 30 [*][u][i]AGI:[/i][/u] 30 [*][u][i]MAG. ATK:[/i][/u] 5 [*][u][i]MAG. DEF:[/i][/u] 30 [*][u][i]RESIST:[/i][/u] 10 [*][u][i]SPECIAL:[/i][/u] 15 [/list] [center][u][b]Stat Total (Power): [/b][/u]150[/center] [hr][h2]Details[/h2] The standard units of the Big Scrap Alley. Designed to be able to withstand extreme environments and move around quickly with efficiency. A highly versatile unit capable of both specific skilled labor and even combat if necessary, however they are the definition of military grade: Good enough for a low cost. AlphaQ designed them mainly to be able to operate the Big Scrap Alley autonomously while being within budget so she can make them near infinitely as thanks to their low production costs. However in exchange for their versatility and affordability, they lack the skills of more specialized minions and generally are only good for when you need a large amount of hands to do repetitive, constant tasks with precision. In combat they were mainly used as ranged units and would prefer to disengage from enemies when in melee, though capable of melee if commanded. Because of their low mana and specials most of their skills are passives that help bolster their regular attacks and abilities under certain conditions. They otherwise rely on overwhelming the enemy through sheer numerical firepower, or failing that, suicidal attacks meant more for distractions or making an opening. The Cyber Skeleton crafting skills are also tailored mainly to accelerate and increase efficiency when they assist in the crafting of items. This makes them bad at making items themselves, but if they are allowed to assist they can rapidly increase the crafting time as well as decrease the materials needed to craft the item. They work best with a skilled artisan and overseer who can direct what specific tasks or item needs to be done, as left alone they will simply follow their latest command and await further orders. As their designation would indicate, they are the fourth model of Cyber Skeletons that AlphaQ designed. Her [url=https://i.imgur.com/klsAmF8.jpg]first design[/url] reflected their initial use as merely physical minions, as they had lacked the skills and levels utilize any weapons beyond their heavy metal bodies. Additionally she felt that while she liked their design, they didn't really look cybernetic enough. Thus she created the second version which she called [url=https://i.imgur.com/zpSMJen.jpg]Prototype Red[/url]. This was around the same time she started adding actual job classes to them, however she found them generally too weak for her liking and her friends pointed out that this version didn't really look like a skeleton. The third version looks very similar to Tungsten Jazz except white instead of black. Tungsten Jazz himself was created when AlphaQ was still using the third version of the Cyber Skeletons and it was around this time that AlphaQ had much more power and resources to tailor both herself and her Cyber Skeletons more to her liking. After picking out Tungsten from the Cyber Skeletons she opted to retire the version three design for the version four in order to make Tungsten more distinct as a Cyber Skeleton. [hider=Racial Abilities] Automatronic Nature - By virtue of being a machine Cyber Skeletons are naturally immune to all forms of poisons. Perpetual Motion Machine - As a high level Automatron, Cyber Skeletons does not require food, drink, air, or sleep. They are also immune to any form of sleep spells or abilities. Heavy Impact - Due to being a higher level Automatron, Cyber Skeletons are now immune to fall damage. Additionally if they land on anyone or anything whilst falling, they take additional damage based on what they would’ve taken. Overdrive - Thanks to achieving the highest level of Automatron, Cyber Skeletons are immune to Exhaustion and can tirelessly continue to work and fight regardless of his energy levels (though they still need some to use their abilities). [/hider] [hider=Gunner Abilities] Steady Aim - Accuracy with range weapons does not drop if you are moving. Accuracy is increased if you do not move while making a ranged attack. Gas Bomb - Throws a smoke bomb that releases a thick cloud of toxic gas, cutting off visibility and damaging anyone within the cloud with poison damage. Suppressive Fire - Increase the damage and firing rate of ranged weapons but consumes more ammo per shot.[/hider] [hider=Craftsman Abilities] Helping Hand - When allowed to assist in the creation of an item, decrease the material costs and crafting time. Teamwork - When assisting in the creation of an item, the original crafter gains additional bonuses to their crafting ability as long as the Cyber Skeleton continues to participate in it’s creation. Standardization - Cyber Skeletons gain a large bonus to their crafting ability when creating or assisting in the creation of an item they have already made before. [/hider] [/hider] [hider=Unit Schemetic Sen01] [hr][h2]Sen01[/h2] [hider=Appearance][center][img]https://i.imgur.com/Hkxlr9L.png[/img][/center][/hider] [b]Name:[/b] Sentry Cyber Skeleton v.01 [hr][h2]Schematic[/h2] [b]Level:[/b] 40 [b]Racial Levels:[/b] [list] [*]Automaton 15 [/list] [b]Job Levels:[/b] [list] [*] Gunner 10 [*] Guardian 10 [*] Sniper 5 [/list] [b]Stat Block:[/b] [list][*][u][i]HP:[/i][/u] 20 [*][u][i]MP:[/i][/u] 20 [*][u][i]PHY. ATK:[/i][/u] 40 [*][u][i]PHY. DEF:[/i][/u] 35 [*][u][i]AGI:[/i][/u] 20 [*][u][i]MAG. ATK:[/i][/u] 10 [*][u][i]MAG. DEF:[/i][/u] 35 [*][u][i]RESIST:[/i][/u] 10 [*][u][i]SPECIAL:[/i][/u] 10 [/list] [center][u][b]Stat Total (Power):[/b][/u]200[/center] [hr][h2]Details[/h2] New units created based off unused design schematics made by AlphaQ. Tungsten has recently employed them due to the Infactorium's need for more combat able units. The Sen01, short for Sentry Cyber Skeleton v.01, are the first of their kind in the new world. Designed for greater overall combat ability in open battle instead of labor and construction like the CS04 version. They come equipped with a built in shoulder cannon more powerful than the standard arm for a Cyberskeleton, however it lacks customization. Sen01 are also more defensively capable and have unique skills designed to lock down and debilitate various types of enemies. [hider=Racial Abilities] Automatronic Nature - By virtue of being a machine Cyber Skeletons are naturally immune to all forms of poisons. Perpetual Motion Machine - As a high level Automatron, Cyber Skeletons does not require food, drink, air, or sleep. They are also immune to any form of sleep spells or abilities. Heavy Impact - Due to being a higher level Automatron, Cyber Skeletons are now immune to fall damage. Additionally if they land on anyone or anything whilst falling, they take additional damage based on what they would’ve taken. Coilgun - A built-in shoulder mounted gauss rifle built into the Cyber Skeleton's body. This weapon is a powerful, long range weapon that can do either physical or magical damage depending on whichever the enemy is weakest to. It can inflict a large amount of damage and does not require ammunition however it does have a long cool down in between shots. Additionally it is a forward-facing weapon only. [/hider] [hider=Gunner Abilities] Steady Aim - Accuracy with range weapons does not drop if you are moving. Accuracy is increased if you do not move while making a ranged attack. Gas Bomb - Throws a smoke bomb that releases a thick cloud of toxic gas, cutting off visibility and damaging anyone within the cloud with poison damage. Suppressive Fire - Increase the damage and firing rate of ranged weapons but consumes more ammo per shot.[/hider] [hider=Guardian Abilities] Stalwart - Increase physical and magical damage resistance when within 30 ft of an important player or character, or when defending a designated important area such as a guild or castle. Interception - Allows the guardian to intercept an attack against a nearby ally within 10 ft and reducing the damage. If the damage cannot be reduced to 0, the Guardian takes the rest of the damage directly. Mighty Guard - This ability allows a Guardian to create a protective barrier that reduces damage to allies within 10 ft of the guardian. This damage resistance scales to the character's level. [/hider] [hider=Sniper] Headshot - The first ranged attack against an enemy that has not taken damage is an automatic critical hit. If the target is already damaged and the Sniper has not attacked them yet, the damage is slightly increased. Target Spotting - When the Sniper and another character with a ranged weapon both attack the same target, the ally gains a bonus to their accuracy. Mana Bolt - Fires a magic bullet that does no damage. Instead the damage it does do will decrease the target's physical and magical defense based off the damage it would've inflicted. [/hider] [/hider] [hider=Unit Schematic Sol02] [hr][h2]Sol02[/h2] [hider=Appearance] [center][img]https://i.imgur.com/ATo2Wes.jpg[/img][/center][/hider] [b]Name:[/b] Soldier Cyber Skleton v.02 [hr][h2]Schematic[/h2] [b]Level:[/b] 20 [b]Racial Levels:[/b] [list] [*] Automaton 15 [/list] [b]Job Levels:[/b] [list] [*] Fighter 10 [*] Ranger 10 [*] Stalker 5 [/list] [b]Stat Block:[/b] [list][*][u][i]HP:[/i][/u] 20 [*][u][i]MP:[/i][/u] 20 [*][u][i]PHY. ATK:[/i][/u] 40 [*][u][i]PHY. DEF:[/i][/u] 20 [*][u][i]AGI:[/i][/u] 40 [*][u][i]MAG. ATK:[/i][/u] 10 [*][u][i]MAG. DEF:[/i][/u] 20 [*][u][i]RESIST:[/i][/u] 10 [*][u][i]SPECIAL:[/i][/u] 20 [/list] [center][u][b]Stat Total (Power):[/b][/u]200[/center] [hr][h2]Details[/h2] New units created based off unused design schematics made by AlphaQ. Designed when Tungsten was requested to supply the Infactorium with more combat oriented Cyberskeletons. Based off the Sol01 design, which was more ranged focused, Tungsten created the Sol02 with flexibility in mind: they will be granted to anyone within the guild who needs soldiers and thus their skills reflect that by being generalist, but fully customizable to suit the Overseer's need. However Tungsten did build them with another purpose in mind: to be the eyes and ears for him outside of the guild. Many of the Sol02 are designed to be able to infiltrate and disguise themselves among a regular populace, and conduct themselves in covert ops. Not only are they fully capable of being a standing fighting force, but they can infiltrate deep into enemy lines and become a guerilla fighting force from within if need be. [hider=Racial Abilities] Automatronic Nature - By virtue of being a machine Cyber Skeletons are naturally immune to all forms of poisons. Perpetual Motion Machine - As a high level Automatron, Cyber Skeletons does not require food, drink, air, or sleep. They are also immune to any form of sleep spells or abilities. Heavy Impact - Due to being a higher level Automatron, Cyber Skeletons are now immune to fall damage. Additionally if they land on anyone or anything whilst falling, they take additional damage based on what they would’ve taken. Overdrive - Thanks to achieving the highest level of Automatron, Cyber Skeletons are immune to Exhaustion and can tirelessly continue to work and fight regardless of his energy levels (though they still need some to use their abilities). [/hider] [hider=Fighter Abilities] Power Attack - The next attack does additional damage. Two-handed melee attacks does double damage. Second Wind - Heals the Cyberskeleton based off a percentage of their total health. Has a short cooldown. Action Surge - Enables the Cyberskeleton to take additional actions for a short time. Has a long cooldown. [/hider] [hider=Ranger Abilities] Sky Eye - A long-range skill that permits its user to watch a scene from afar within two miles. Tracking - A passive skill that enables the Cyber Skeleton to keep note of trails, footsteps, and other signs of passage and make it easier to find them again if they're made by the same creature. Hunter's Mark - This ability allows the Cyber Skeleton to mark a creature and do additional damage to it, as well as increase their ability to spot and find the creature later or if the creature attempts to hide. [/hider] [hider=Stalker Abilities] Umbra Sight - The Cyberskeleton gains darkvision up to 120 feet. Additionally the Cyberskeleton is effectively invisible to creatures creatures that use only dark vision to see the Cyber Skeleton in darkness. Pass Without Trace - The Cybersksleton and any other allies within 30 feet gain a massive bonus to their stealth. Additionally they leave no trace of their passing and cannot be tracked by nonmagical means. Misty Step - The Cyberskeleton can teleport up to 30 feet in any direction it can see. Has a long cooldown. [/hider] [/hider] [hr] [hider=Item Schematic - AC02] [hr][h2]AC02[/h2] [hider=Appearance] [center][img]https://i.imgur.com/gxWXVuv.jpg[/img] A standard issued AC02. No barrel attachment, under barrel grip, flashlight attachment, with a reflex sight.[/center][/hider] [b]Name:[/b] Alpha Carbine Model 02 [hr][h2]Schematic[/h2] [b]Level:[/b] 3 [b]Organic Component Levels:[/b] [list] [*] None [/list] [b]Inorganic Component Levels:[/b] [list] [*] Steel (B) 1 [*] Plastic (B) 1 [*] Battery (B) 1 [/list] [b]Stat Block:[/b] [list][*][u][i]HP:[/i][/u] 0 [*][u][i]MP:[/i][/u] 0 [*][u][i]PHY. ATK:[/i][/u] 2 [*][u][i]PHY. DEF:[/i][/u] 0 [*][u][i]AGI:[/i][/u] 0 [*][u][i]MAG. ATK:[/i][/u] 7 [*][u][i]MAG. DEF:[/i][/u] 0 [*][u][i]RESIST:[/i][/u] 0 [*][u][i]SPECIAL:[/i][/u] 0 [/list] [center][u][b]Stat Total (Power): [/b][/u]9[/center] [hr][h2]Details[/h2] The standard issue main arm of the CS04 soldiers. The AC02 was one of the first few weapons AlphaQ designed for her own personal use before later obtaining the parts needed to create more powerful weapon, but still employed it due to it’s simple efficiency. The design philosophy of the AC02 was to strip down it’s individual performance in order to reduce material costs, focusing mostly on making it durable and long-lasting over powerful or even accurate. This was because the AC02 is designed for high modulability, being able to mount various tactical accessories to compensate it’s lack of firepower. Additionally, unlike many of AlphaQ’s later firearms, the AC02 was the only firearm she made that she converted from standard bullets into battery powered, meaning that the AC02 does not do physical damage but magical damage. She did this for two reasons: most typical minion enemies do not have high magical defenses and the batteries boast a far more shots per pack than what could be fitted into a standard rifle-caliber magazine (Batteries have 50 shots to the standard Magazine’s 30). Thus when she decided to make the AC02 the main weapon of her Cyber Skeletons, they would generally be able to shred opposing minion enemies, and if confronted with a tougher foe they could simply drown them in sheer laser fire. [hider=Common Attachments] Barrel[list] Suppressor - During the rare times Cyber Skeletons are sent on covert ops, their AC02 rifles are fitted with Suppressors that help reduce the visual and sound profiles of their weapons, though due to the nature of the AC04 these Suppressors are quickly worn out during intense firefights which can impede in weapon performance. Amplifier - The conceptual opposite of a Suppressor, Amplifiers are designed to make the visual and audio profile of the AC02 even more noticeable than usual. This actually has useful tactical and psychological uses as it not only allows the Cyber Skeletons to draw more attention to their position (and thus take attention away from their allies), but it can also trick some foes into believing the Cyber Skeletons are equipped with heavier weapons than their standard issue carbines. Corner Shots - An unusual barrel attachment that AlphaQ experimented with. It essentially allows the user to shoot the AC02 without having to break cover by having the barrel curve at a rather extreme angle. Very rarely used for the obvious issue of accuracy, though may be recommended in extremely close-quarters. Beam Splitter - A valuable weapon attachment that splits the AC02’s laser beam from 2 or even 9 individual beams, effectively turning the weapon into a laser shotgun. While the power of the individual beams are slightly diminished, being able to affect a larger surface area can cause greater damage overall, though it does massively reduce the effective range of the AC02 as the Beam Splitter causes the laser to have a crazy large spread outside of short-range. [/list] Underbarrel[list] Grip - A variety of grips and handles that can be attached below the barrel of the AC04 to increase stability and accuracy. The simplest and most effective attachment for the AC02, to the point it’s practically a default option unless a Cyber Skeleton has to use a factory fresh AC02. Bayonet Lug - A slightly more complex, but still very low tech attachment designed to hold short blades such as knives to the AC02 and make them into makeshift spears. Very rarely used except in either desperate situations or whenever Cyber Skeletons need to be sent to physically impede the enemy advance with their bodies. Grenade Launcher - A single shot underslung launcher that can shoot a variety of 25mm grenades as the situation demands. Often the attachment of choice in open engagements due to being able to send explosive munitions a far greater distance than a typical Cyber Skeleton can throw. Typical ammunition are HE rounds, white phosphorus, stun grenades and smoke rounds. MasterKey - An underbarrel shotgun attachment for the AC02. Capable of holding up to four 12 gauge shotgun rounds, enabling the AC04 to have a close range weapon that uses ballistic ammunition instead of energy. Though fairly uncommon it’s generally given to Cyber Skeletons assigned for close range infiltration operations. AlphaQ called it the MasterKey because one of the primary ammunition is designed to shoot locks so she doesn’t need to fuss about lockpicking. [/list] Side Rails[list] Flashlight - Though Cyber Skeletons are perfectly capable of seeing in the dark, Flashlight attachments are often included for the convenience of others who lack darkvision. It can also be used offensively by utilizing it’s extremely high lumens to blind enemies who were previously in low-light conditions, allowing the Cyber Skeletons an opportunity to unleash their full firepower. Dot Sights - This attachment is often given to Cyber Skeletons during Cover Ops. Mainly used in order for operatives to know where someone is aiming in dark conditions for the purpose of focus fire or bringing attention to something without obviously pointing or calling the target out. Gun Shield - A very heavy and practically unused weapon attachment that AlphaQ was experimenting with. Provides a relatively small shield to provide some measure of physical defense while shooting the AC02, however it’s bulkiness and weight makes it cumbersome to use in battle. Cyber Skeletons who are given this attachment know they are supposed to act as bullet sponges. Cup Holder - Something AlphaQ made as a joke. It can at least be used to hold extra ammo. [/list] Scopes[list] Iron Sights - Not really an attachment per say as all AC02 come with Iron Sights by default. However some Iron Sights are given additional modifications such as grenade sights. Reflex Sight - A short range sight that provides better visual accuracy over short ranges, while also having a generally low physical profile to ensure the Cyber Skeleton is capable of observing the rest of the battlefield beyond the sight itself. Night Vision Scope - While Cyber Skeletons already have an innate night vision, this scope improves the range of their vision to enable higher accuracy over a longer range in any light condition. Generally only given to Cyber Skeletons involved in long-range covert ops such as scouting or assassinations. Mirror - A very unusual attachment, but one that AlphaQ has found most useful. A two-way mirror in order to enable long range communication via light signals, it can also be used to draw attention by flashing, or even used to counter those who would try to blind Cyber Skeletons with their own light attacks by literally reflecting those lights back. Adjustable by Cyber Skeletons to enable them to look around a corner without exposing their body. [/list] [/hider] [/hider] [hider=Item Schematic - Zap Knife] [hr][h2]Zap Knife[/h2] [hider=Appearance] [center][img]https://i.imgur.com/ntL1O59.jpg[/img][/center][/hider] [b]Name:[/b] Zap Knife [hr][h2]Schematic[/h2] [b]Level:[/b]2 [b]Organic Component Levels:[/b] [list] [*] None [/list] [b]Inorganic Component Levels:[/b] [list] [*] Steel (B) 1 [*] Battery (B) 1 [/list] [b]Stat Block:[/b] [list][*][u][i]HP:[/i][/u] 0 [*][u][i]MP:[/i][/u] 0 [*][u][i]PHY. ATK:[/i][/u] 6 [*][u][i]PHY. DEF:[/i][/u] 0 [*][u][i]AGI:[/i][/u] 0 [*][u][i]MAG. ATK:[/i][/u] 0 [*][u][i]MAG. DEF:[/i][/u] 0 [*][u][i]RESIST:[/i][/u] 0 [*][u][i]SPECIAL:[/i][/u] 0 [/list] [center][u][b]Stat Total (Power): [/b][/u]6[/center] [hr][h2]Details[/h2] The standard issue combat knife for Cyber Skeletons. Barely a step above a generic steel dagger except for one unique trait AlphaQ added: it’s reverse edge is capable of producing a stunning electrical shock which ordinarily is nonlethal. She mainly made this dagger because none of her previous weapons or abilities had nonlethal properties, which was a thing she needed for a few missions in the Valkyrie's Downfall. Afterwards she decided to make it the new melee standard for her Cyber Skeletons since they previously had none. The only modification she made later was ensuring it could be fitted onto the AC04 Bayonet Lug. [/hider] [hider=Item Schematic - Cerberus] [hr][h2]Cerberus[/h2] [hider=Appearance] [center][img]https://i.imgur.com/yiddc6Y.jpg[/img][/center][/hider] [b]Name:[/b] Cerberus [hr][h2]Schematic[/h2] [b]Level:[/b] 5 [b]Organic Component Levels:[/b] [list] [*] None [/list] [b]Inorganic Component Levels:[/b] [list] [*] Steel (B) 2 [*] Dark Steel (H) 1 [/list] [b]Stat Block:[/b] [list][*][u][i]HP:[/i][/u] 0 [*][u][i]MP:[/i][/u] 0 [*][u][i]PHY. ATK:[/i][/u] 15 [*][u][i]PHY. DEF:[/i][/u] 0 [*][u][i]AGI:[/i][/u] 10 [*][u][i]MAG. ATK:[/i][/u] 0 [*][u][i]MAG. DEF:[/i][/u] 0 [*][u][i]RESIST:[/i][/u] 0 [*][u][i]SPECIAL:[/i][/u] 0 [/list] [center][u][b]Stat Total (Power): [/b][/u]15[/center] [hr][h2]Details[/h2] Ridiculous even by AlphaQ's standards. This monstrous revolver has eighteen .45-70 rounds, three barrels, and only one trigger, meaning that a single shot fires three bullets at the same time. Despite technically being a side arm practically no Cyber Skeleton possesses one of these unless they've distinguished themselves noticeably by AlphaQ herself, and those who have are either dead already or have been granted a new lease on life. Even Tungsten doesn't have one of these despite being AlphaQ's personal companion. Though not a priority in production it is a highly respected status symbol among the Cyber Skeletons and those who possess one of these firearms are unofficially commanding officers within the Cyber Skeleton ranks regardless of their official affiliations. Due to it's design it is deceptively powerful, effectively having three times it's given strength at the cost recoil insane enough that the user will actually take notable damage just shooting it, thus making it either a weapon for execution or only usable in the most skilled of marksmen. The Cerberus boasts an extremely high critical hit modifier as well, exponentially increasing it's already incredibly damage to heights well beyond what it's given level would indicate. It's little wonder that it's sheer power makes it more of a spectacle than a practical firearm. [/hider]