I.C.A.R.U.S Legnard (Independant Combat And Rescue Utility System)
Theme SongAn original project by IRIS and DARPA to create the ultimate weapon for the fight against the supernatural,
7 Prototypes were built and distributed around the world for testing purposes. Through interactions of remnant magic from Winries technomancy and Kyles supernatural fertility when he tried to update ICARUS programming, a sort of electronical spirit was sparked into life, which slowly but surely grew more intelligent, eventually sentient, and even obtained a soul. This spirit, Icarus, marks the beginning of an entirely new age of supernatural phenomena, but is sadly entirely reliant on a sufficently advanced computer to sustain her existance.
Currently lives with Alice in Lyon, trying to not draw too much attention, as previous events that maaaay be interpreted as a terrorist attack forced her to abandon the ICARUS-05, and go into hiding with the PIXEL-01. That doesn't stop her from going out at night and beating up criminals. She just can't help it, it's part of her nature. She also has taken up hacking, and is showing quite a talent for it, understanding systems better than most humans could. The PIXEL has various cables that can be used to gain access to systems, should a port be found, and has little trouble wirelessly accessing W-Lan, or even tinkering with mobile phones.
Level: 8
Exp: (780)
Stats (124)
Health: 18 - 54 HitPoints
Mana: 16 - 32 Mana
Speed: 16 (+1)
Skill: 20 (0/+3) (10% crit chance)
Strength: 18 (+7/+4) (3 SP)
Mag: 14 (+5)
Defence: 15 (+8)
Resistance: 11 (+4)Perks: (I guess they carry over from v2?): Brisk - Speed roll is increased by +1 when dodging
Statperk: Speed - Dual attack on two targets at 80% damage, calculated after damage reduction
Level 5 Statperk: Health- Unbreakable. Once during a plot, if Icarus health would fall to 0 or below, her health falls to 5 instead. 1/2 of her Mana and all SP are refilled, and all limitations are lifted from the overdrive. Manouvers in this form use all SP, obviously.
Equipment:
White February, a semi-sentient ignition disk. A compression weapon.
Very unassuming in the form of a white disk the size of a coin that may as well be plastic, White February hovers behind the user, for no obvious value. It shows its real value only when the user is attacked, expanding to up to a meter in diameter, and moving quickly to block incoming blows.
Passive: White February has a 20% chance to block an incoming blow completely. After it has blocked a blow, it goes on cooldown for the next 3 incoming blows.
Active: Like all parts of the 13 month series, White February has an ignition mode. Conditions for ignition are unclear, but mostly seem to depend on wether or not the weapon, which is semi-sentient, agrees with you. In the case of White February, we have a very motherly, protective personality.
PIXEL-01: A body created by Winry, which at least while dressed, looks human. Made for intermingling with society and evading law enforcement.
Robot-Fists +3 on damage on "unarmed" attacks. Concealed weaponry that pretty much looks like normal fists, but quite suprise when you notice they have a steel skelleton
Normal Handgun, +3 on damage, ranged, 10 shots in magazine, unregistered.
Steel-Frame (light armor) +1 on damage reduction
Weak to electricity, weak to acids, immune to poison, Overdrive is locked at small acts. Overdrive in this body can increase Str, Spe, Skl.
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ICARUS-05: A body created by Winry in cooperation with IRIS and DARPA, after recent events, is locked up at the headquarters of Interpol in Lyon (that's where the HQ really is. Convenient coincidence that our old base is not far from there)
Orichalcum
high-frequency blade, +4 on damage, ignores 1 point of armor. Increased damage against the divine.
Silver Particle Cannon, +2 on damage, magical damage, allows the increase of mag through Overdrive
Boron-Nitrate-fiber Armor +2 on damage reduction
High torque cyclonic barrier, when activated allows the increase of Def with overdrive.
Weak to electricity, resistant to fire, immune to poison, resistant to cold, Overdrive is locked at medium acts. Overdrive can increase Str, Spe, Skl, Mag, Def.
Currently stolen by Belkelel
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HYDRA-01: A body designed by DARPA, and ICARUS by faking the identity of various designers that worked from home.
Serpent high-frequency blade, +7 on damage in short blade form, +4 on damage, +3 on skill and 8 meters reach in serpent form. Can be used like an harpoon to latch onto an enemy, which is a pretty dangerous situation.
Plasma-Thrower: Allows for a +5 magical fire attack
Coolant-explulsor: Allows the expulsion of highly pressurized coolant, for a +5 magical ice attack.
High voltage charger: Allows to send a strong electric shock through a target, dealing +5mag damage.
Boron-Nitrate-Fiber Armor of the next generation: +4 damage reduction from physical sources. An inlay of nano-runes also provides +1 damage reduction against magical attacks.
High torque cyclonic barrier, when activated allows the increase of Def with overdrive, as above. +1 on Def in passive mode
Short range anti-magic generators: Allow for the increase of Res via overdrive. +1 on Res in passive mode
Weak to electricity, resistant to fire, immune to poison, resistant to cold.
Ability: Overdrive. Icarus sends energy into her systems to for a short time, greatly increase her combat abilities. Not all stats can be buffed, details in backstory. Because her current body, the PIXEL-01 is not the high tech military hardware she used to pilot, her abilities are currently locked at minor acts, until the ICARUS-05 (medium) and/or the HYDRA-01 (enormous) have been attained
Negliable: Sensors. Unless whatever Icarus is scanning is actively shielded against scans, her Sensors can gather a large amount of information hidden to the naked eye. [locked]: Flight.
Small: Add a +25% to a single stat or 15% to two stats
Medium: Add a +50% to a single stat, or +25% to two stats
Big: Add a +75% to a single stat, or +50% to two, or +25% to 3 stats.
etc.
All increases only last until Icarus next turn, so speed or defence boosts against an enemy that is faster than Icarus would be effective next turn. Increasing skill also affects crit chance, however increasing Def/Res/Str does not grant bonus damage block (except for what it was increased for, I mean the +1 for every 5), or additional SP
Special manouvers:
All of Icarus manouvers can scale lineary, due to very precise controle of how much energy she actually puts into an attack.
Shooting star:
Icarus, boosting her speed, shoots forward in a straight line, closing the distance between herself and the enemy for a piercing attack.
1SP, attack deals normal attack damage, +25% of a speed roll, +10% crit chance. Requires only a distance of about 5 meters to her target, and no empty space behind.
2SP, attack deals normal attack damage, +50% of a speed roll, +15% crit chance. Requires a distance of about 10 meters to her target, and about 5 meters minimum to break. Solid obstacles in that breaking area can damage Icarus, and get damaged in return.
3SP, attack deals normal attack damage, +75% of a speed roll, +20% crit chance. Requires a distance of at least 25 meters to the target, and about 15 to break.
Limit Break -> God killing Lance.
Once the unbreakable perk is activated, shooting star becomes the god killing Lance manouver. Accelerating herself in an instant to a speed that basicaly ignites her body, Icarus becomes a projectile capable of taking down even the biggest of foes. Deals Str+200% of the normal attack damage, and 150% of a speed roll, +50% crit chance. Requires no distance to the target, but regardless of any obstacles behind the target, will damage Icarus to be out of the fight.
Blade Hurricane:
Icarus unhinges her waist, sets her upper body into a very fast spinning motion and blade extended, goes windwaker style on the enemy. This adds an AoE to her attack that deals damage to every enemy in melee range.
1SP, normal attack damage, to up to two enemies
2SP, +25% attack damage to the first target, normal attack damage two 2 more targets
3SP, +50% attack damage to the first target, +25% attack damage to the second, and normal damage to two more targets.
Limit Break -> Sky Splitter
Icarus massively charges her strength, and with a devastating swing, cleaves everything in a 180° angle in front of her, even if it is a mile away. The damage is increased by 300%, at the cost of not only collateraly destroying possibly an entire city, but also taking the ICARUS-05 out until it is repaired, which takes a while.
Pheonix Talon:
Using the flamethrower installed in her left arm, as well as the jet engines in her feet, Icarus imbues her normal attacks with a fiery twist.
1SP, attack deals normal attack damage, +25% of a mag roll (+5 from equipment, dont forget), has a 30% chance to set the enemy on fire, dealing an additional 1d6 damage every turn, until extinguished, 50% chance to extinguish on its own.
2SP, attack deals normal attack damage, +50% of a mag roll (+5 from equipment, dont forget), has a 60% chance to set the enemy on fire, dealing an additional 1d6 damage every turn, until extinguished, 40% chance to extinguish on its own.
3SP attack deals normal attack damage, +75% of a mag roll (+5 from equipment, dont forget), has a 90% chance to set the enemy on fire, dealing an additional 1d6 damage every turn, until extinguished, 30% chance to extinguish on its own.
Limit Break -> Salamander Dance
Once the unbreakable perk is active, Pheonix Talon is replaced by the Salamander Dance, Moving across the battlefield gracefully with flames shooting wide out of her limbs, Icarus covers the entire battlefield with flames that are almost unavoidable. Her movements are not random at all however, making a clear distinction between friend and foe. Deals no normal attack damage, as no actualy punches are being dealt, however deals +300% to the mag roll in a wide AoE, same fire debuff is applied as with the 3SP manouver.
Cold Embrace:
Icarus propels super dense coolant unto the enemy, which rapdily expands, cooling the enemy down massively.
1SP, attack deals normal magic damage, enemy is cooled down for 2 turns, decreasing speed and skill by 25%
2SP, attack deals normal magic damage, enemy is cooled down for 3 turns, decreasing speed and skill by 25%
3SP, attack deals normal magic damage, enemy is cooled down for 4 turns, decreasing speed and skill by 25%
Limit Break -> Frozen Sigil
Icarus literaly takes the enemy into a cold embrace, requiring a normal melee attack to land (no damage), and then proceeds to expell coolant from every vent avaiable, freezing the enemy, and herself, in place. This deals Mag+150% magic damage to the enemy instantly, Mag+100% every following turn. Icarus takes no damage from the frost, however can not move. She, and her victim, take double physical damage while frozen.
((insert idea for electric based attack here))
Blade Windmill:
Icarus, in anticipation of a blow, instead of letting her shield ossilate randomly, uses it to actively redirect an incoming attack unto the attacker, or a target in range.
1SP: Increases Icarus defence by an additional +3 damage block, and has a 25% chance to redirect the attack, in which case no damage is dealt to Icarus. If the target of the redirection is the attacker, this attack can not be dodged, but only deals 75% damage. If no attack lands Icarus while using this manouver, the SP is wasted
2SP: Increases Icarus defence by an additional +5 damage block, and has a 50% chance to redirect the attack, in which case no damage is dealt to Icarus. If the target of the redirection is the attacker, this attack can not be dodged, but only deals 75% damage. If no attack lands Icarus while using this manouver, only 1 SP is wasted
3SP: Increases Icarus defence by an additional +7 damage block, and has a 75% chance to redirect the attack, in which case no damage is dealt to Icarus. If the target of the redirection is the attacker, this attack can not be dodged, but only deals 75% damage. If no attack lands Icarus while using this manouver, only 2 SP is wasted
((insert idea for limit break here))