Name: ??? (Codename S.T.R.E.A.M) Version 1.0
Species: Capsule J/Capsule J2 Hybrid Model + Modifications
Creator: Luqi
Powers:
~ Ammunition Manipulation ~
Description: Using the technology advancements provided by Luqi, assisted by Milo providing the metal coating and the entirely new drives it needed for renewal, ??? supplies itself with its own form of projectiles to use whenever. Using enough collected data can influence its projectiles to have different properties or effects.
Abilities:
Form Change: Can change form mid-battle.
Reset: Stats reset after every five turns
Gun Variants:
~ Sentry mode ~
Description: In this mode, the CJ2 will set in place to act as a monitor as it Identifies the field. It tracks past footsteps from others and the energy capacity of those who either walk or fly.
~ Battle mode ~
Description: The mode that is made for combat, and unlocks the Triple Star Shotgun along with various other weapons it has.
~ Defense mode ~
Description: The support mode. It can heal others, hp or status wise, like a mobile pokemon center. It also carries a shield for blocking projectiles.
~ Data mode ~
Description: The default mode. In this mode, it scans the information of others and is saved in a personal vault within its dataframe. Its mainly used for memorizing names and looking up data overall.
V2.0 Mode Expansions:
~ Bullet Mode V2.0.1 ~
Description: A mode that changes the bullet type and functionality before battle. Cannot be used in the midst of a battle. Can also be used to swap functionalities between already existing bullets set within STREAM's database.
~ Elemental Mode V2.0.1 ~
Description: A mode that changes, copies, or steals the element or oneself or others. Can only be done through scanning, which STREAM needs to be still and within a 2 mile radius in order to start said process.
~ Missile Mode V2.0.1 ~
Description: A mode that sets all bullets in arsenal to missile variants. Elements and functionalities stay in tact while in missile mode, with the tradeoff being decreased attack for increased range and homing abilities.
Sentry Mode Functionality:
- Has a 80ft scouting range on land
- Has a 120ft scouting range in the air
- Can detect specific energy users with collected data (I.E. Can scout for fire users when collected data for fire elementals )
Battle mode Functionality:
- Has a rapid fire option for all weapons except for Missile Mode variants
- 40% Physical combat capability pre-installed
- Dodging application installed
- Force in attacks indirectly boosted during combat
Defense mode Functionality:
- Durability sharply increases in this mode
- Can fully heal an ally for a three turn charge penalty
- Can only use the Pressure Point gun variant in this mode
- Resistance against physical attacks
Data Mode:
- Scans either one person or a group of people indistinctly, in and out of combat
- Will always be in passive mode until programmed otherwise
- Can also scan weapons and their properties
- All stats drop to half their normal digits
Stats ~ Data Mode
Attack: 50/100
Defense: 40/100
Sp.Attack: 40/100
Sp.Defense: 30/100
Speed: 80/100
Stats ~ Battle Mode
Attack: 100/100
Defense: 90/100
Sp.Attack: 90/100
Sp.Defense: 80/100
Speed: 160/100
Stats ~ Defense Mode
Attack: 50/100
Defense: 120/100
Sp.Attack: 50/100
Sp.Defense: 110/100
Speed: 80/100
Stats ~ Sentry Mode
Attack: 0/100
Defense: 60/100
Sp.Attack: 0/100
Sp.Defense: 70/100
Speed: 120/100
Special Attacks:
Pulsar Panoramic
Turns: 1, Cooldown: 2-10
The basic TSS projectile. Cooldown starts on the same turn it is fired, and excessive use will increase the cooldown.
Torp Torrent
Turns: 5, Cooldown: 10, 20
The basic Crash Gun projectile. A series of missiles will be fired, leveling the landscape for five turns. If this move is interrupted, recoil damage will be inflicted on the user, while the cooldown remains the same.
Stealth Shot
Turns: 1, Cooldown: 3
The basic Pressure Point projectile. A seemingly invisible shot will be fired, aiming for the sources of which energy flows and nerfing it for three turns. The amount of turns equates to how long the effect lasts.
Triple Star Shot
Turns: 1, Cooldown: 0
The MORE basic TSS projectile. Shoots a simple triple star beam that goes medium distance and inflicts less damage the farther it goes.
Mimicry
Turns: 2, Cooldown: --
User counters an element with that same element, ten times the power as the original. Can only be used once, and also will be deleted from its database automatically after use.
Species: Capsule J/Capsule J2 Hybrid Model + Modifications
Creator: Luqi
Powers:
~ Ammunition Manipulation ~
Description: Using the technology advancements provided by Luqi, assisted by Milo providing the metal coating and the entirely new drives it needed for renewal, ??? supplies itself with its own form of projectiles to use whenever. Using enough collected data can influence its projectiles to have different properties or effects.
Abilities:
Form Change: Can change form mid-battle.
Reset: Stats reset after every five turns
Gun Variants:
- Triple Star Shotgun ~ Main weapon being a custom shotgun/minigun hybrid.
The Triple Star Shotgun has two modes: Lock-on, and Pulse Mode. Keep in mind that it takes a turn to switch between modes.
Lock-on mode fires long-ranged stars three times: once with one star, twice with two stars, and three times with the stars. The first star can stun, the double star can repel you, and the triple star knockout 75% of a full hp character. Drawback being that the triple star shot takes a long time reload.
Pulse Mode is for the close-ranged distancing. It fires a short-ranged star that invokes extremely high vertical knockback. Unlike the Lock-on mode, this mode is compatible with elements; the star's properties can be altered depending on said element
- The Triple Star Shotgun (TSS) can mix with the following elements: Fire, Water, Grass, Electric, Aura, Shadow, Aether, and pure energy - The Crash Gun is a rocket launcher that shoots multiple missiles like a mini-gun. The load out time is about 2 turns and can really fuck up a landscape with just one round. A single round equates to about 50 missiles in a turn
A missile on its own doesn't do much damage, but with so many missiles comin at once, the damage scaling is really scary in comparison. - The Pressure Point gets its name because it only works on energy users. It fires a quick shot at one of the foe's main energy sources in the body and suppresses it momentarily. Its a weapon mainly as a surprise attack. When someone gets hit, their energy is weakened harshly for 3 turns n returns to normal on the fourth turn Now the thing is-its a resettable counter but keeps going on. If you're on the last turn n get shot again, that's another three turns you gotta deal with
~ Sentry mode ~
Description: In this mode, the CJ2 will set in place to act as a monitor as it Identifies the field. It tracks past footsteps from others and the energy capacity of those who either walk or fly.
~ Battle mode ~
Description: The mode that is made for combat, and unlocks the Triple Star Shotgun along with various other weapons it has.
~ Defense mode ~
Description: The support mode. It can heal others, hp or status wise, like a mobile pokemon center. It also carries a shield for blocking projectiles.
~ Data mode ~
Description: The default mode. In this mode, it scans the information of others and is saved in a personal vault within its dataframe. Its mainly used for memorizing names and looking up data overall.
V2.0 Mode Expansions:
~ Bullet Mode V2.0.1 ~
Description: A mode that changes the bullet type and functionality before battle. Cannot be used in the midst of a battle. Can also be used to swap functionalities between already existing bullets set within STREAM's database.
~ Elemental Mode V2.0.1 ~
Description: A mode that changes, copies, or steals the element or oneself or others. Can only be done through scanning, which STREAM needs to be still and within a 2 mile radius in order to start said process.
~ Missile Mode V2.0.1 ~
Description: A mode that sets all bullets in arsenal to missile variants. Elements and functionalities stay in tact while in missile mode, with the tradeoff being decreased attack for increased range and homing abilities.
Sentry Mode Functionality:
- Has a 80ft scouting range on land
- Has a 120ft scouting range in the air
- Can detect specific energy users with collected data (I.E. Can scout for fire users when collected data for fire elementals )
Battle mode Functionality:
- Has a rapid fire option for all weapons except for Missile Mode variants
- 40% Physical combat capability pre-installed
- Dodging application installed
- Force in attacks indirectly boosted during combat
Defense mode Functionality:
- Durability sharply increases in this mode
- Can fully heal an ally for a three turn charge penalty
- Can only use the Pressure Point gun variant in this mode
- Resistance against physical attacks
Data Mode:
- Scans either one person or a group of people indistinctly, in and out of combat
- Will always be in passive mode until programmed otherwise
- Can also scan weapons and their properties
- All stats drop to half their normal digits
Stats ~ Data Mode
Attack: 50/100
Defense: 40/100
Sp.Attack: 40/100
Sp.Defense: 30/100
Speed: 80/100
Stats ~ Battle Mode
Attack: 100/100
Defense: 90/100
Sp.Attack: 90/100
Sp.Defense: 80/100
Speed: 160/100
Stats ~ Defense Mode
Attack: 50/100
Defense: 120/100
Sp.Attack: 50/100
Sp.Defense: 110/100
Speed: 80/100
Stats ~ Sentry Mode
Attack: 0/100
Defense: 60/100
Sp.Attack: 0/100
Sp.Defense: 70/100
Speed: 120/100
Special Attacks:
Pulsar Panoramic
Turns: 1, Cooldown: 2-10
The basic TSS projectile. Cooldown starts on the same turn it is fired, and excessive use will increase the cooldown.
Torp Torrent
Turns: 5, Cooldown: 10, 20
The basic Crash Gun projectile. A series of missiles will be fired, leveling the landscape for five turns. If this move is interrupted, recoil damage will be inflicted on the user, while the cooldown remains the same.
Stealth Shot
Turns: 1, Cooldown: 3
The basic Pressure Point projectile. A seemingly invisible shot will be fired, aiming for the sources of which energy flows and nerfing it for three turns. The amount of turns equates to how long the effect lasts.
Triple Star Shot
Turns: 1, Cooldown: 0
The MORE basic TSS projectile. Shoots a simple triple star beam that goes medium distance and inflicts less damage the farther it goes.
Mimicry
Turns: 2, Cooldown: --
User counters an element with that same element, ten times the power as the original. Can only be used once, and also will be deleted from its database automatically after use.