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Aegis

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• table of contents •

✦ i. basics

✦ ii. description

✦ iii. stats & kit

✦ iv. credit

° ° °

notes

✦ This is a more orthodox replacement for the previous iteration.

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• basics •

° ability name °

✦Aegis

° potential °

✦ 8.0

° tier °

✦ God

° classification °

✦ Construct Generation

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• description •

✦ Aegis is the advanced version of Armiger. The now has equally distributed power, defense, speed, and recovery at full mastery, half of their mastery. Some s may possess unequal stats at lower masteries, but they all come down to the same at full. Thus, s can’t, at base, cannot exceed a five in any, making any new stat points going to another stat. There are also some base additions. s are much quicker when it comes to drawing out weapons and relinquishing them. The ability possesses an integral system that allows the to exchange weapons and armor at a faster rate based on set amounts of aura, though this is more or less transformation of weapons rather than exchanging them. If the has weapons manifested using a certain amount of aura, they can exchange them for other weapons of identical or lower amounts with no time lag. Because the ability is focused on mostly combat and damage variety, the is essentially able to draw out whatever kind of weapon, gear, etc that would fall under their current level. Weapons are also able to have secondary, tertiary, etc effects or manifestations upon strikes or blocking. The origin point of an effect doesn’t need to always start from the strike point, or even harm the enemy. As an example, striking a target could also result in a large gust of wind (or any of the four elements) being emitted around them to keep a team separated.

Damage Manipulation

Aegis’ most notable addition is the ability to manipulate wound and damage distribution. s often learn how to perform this ability on abiotic or living targets separately before learning the other. Both abiotic and biotic distribution have special “Hallmarks” that are usually learned later down the line, which involve exchange. Wound manipulation allows the to distribute the damage they deal to others to the wounds and damage they induce. s cannot immediately affect wounds that they haven’t created or contributed to. s can only turn a non-fatal wound into a fatal one depending on the physical durability of the target, making targets such as Arlo or Valerie the most difficult, while someone like Sera is easier to deal with. The Hallmark of biotic control is the healing ability. s can recover and heal based on the wounds they’ve dealt to others. Unique to many abilities, this also includes a death mechanic, which allows s to negate a finishing blow they would have dealt in order to completely recover their own body, regardless of damage.

Aegis-[c] 

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s may keep previous non-fatal damage intact, or relieve the target of said damage in exchange for draining them of their stamina and making the full recovery faster. For abiotic damage control, s have the ability to manipulate how the force and effects of their strikes are distributed, allowing them to concentrate impact or produce unusually clean cuts. The Hallmark of abiotic control is the 's ability to delay damage, stack it, or make a completely different area of an object the center of the damage. Full mastery of both biotic and abiotic allows the to utilize both Hallmarks for either type, but the cannot cross damage between abiotic and biotic targets. This also allows s to mark multiple people in order to both share and distribute damage between them as long as an attack lands. s will need to include additional tags for all damage to be equalized when tagged individuals don’t possess equal physical defense. At full mastery, s do not need to relinquish damage in order to heal, which also applies for fatality healing.

Aura Absorption

s also have the ability to absorb aura, though there are similar limits. s, at lower masteries, are required to deal significant damage to a target before they can absorb their aura. Any aura that hasn’t been used or can’t be used in battle will be taken. At higher masteries, ’s are capable of using absorption similar to level halving, allowing them to absorb aura when striking a target with a weapon, such as a barrier. Absorbed aura allows the to augment their stats, weapons, and aura reserves. Absorbing aura also allows the to enhance their elemental attacks and production.

Aegis-[c] 

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Clones

Aegis, to make up for a lack of ally-ship, also now includes the ability to create up to five aura clones similar to Duplication. They can either be controlled manually, suggested for actions, or have relative independence. Clones possess low casual usage options and are most intelligent in battle. s may distribute the damage between themself and their clones once they’ve mastered the former additional power of Wound/Damage Manipulation. They also possess similar stats to the . Higher mastery s can create elemental clones that may have altered physical stats in exchange for specialization in one, including mild personal elemental manipulation.

Fire; +2 to power, Water; +2 to recovery, Earth; +2 to defense, Air; +2 to speed

Speed Artes

s also now have a few additional speed options based on the type of attack or weapon. With melee-adjacent weapons, s can “blip” similar to the Flash Fencer mode of Hexadecadory. This isn’t teleportation, but allows the to move extremely fast in short bursts. Higher mastery s don’t need to perform a predictable attack to blip, effectively allowing auto-movement. With projectile and long-ranged attacks, s can teleport near the striking point, whether it be living or not. Lastly, s have the option to swap places with a clone, or their clones amongst themselves. s are still able to teleport if a ranged attack includes following effects, though it will usually be slower or be delayed.

° ive °

✦ At levels 5.0+, s have resistance to non-physical effects or attacks based on a percentage system. s can resist up to 25% at levels identical to theirs, with a 5% change for each full "1.0" gap. At full mastery, s would possess a 25% resistance to abilities like Time, Space, Kinetic, and Gravity.

Examples for increased resistance: Entanglement and Law, 30%.

Examples for decreasing resistance: Corporikinesis and Mentality, 20%.

Essentially, one 0.1 in level = 0.5% decreasing or increasing. This applies not just for quantum but any non-physical effects. Though, this only applies if the effect is a direct or general-direct, such as time stop or spatial distortions. Being attacked directly by something like Ether's fire or an earthquake won't incite the 's ive resistance, nor would the be immune to suffocating in a vacuum unless they use their own generated air.

° copiability °

✦ Very difficult.

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• stats & kit •

───── ·  ·  · ✦

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° stats °

- power -

✦High

- speed -

✦ High

- trick -

✦High

- recovery -

✦High

- defense -

✦ High

° kit °

✦Armiger Kit, Weapon Generation, Fast Swap System, Damage Manipulation, Damage Delay/Stacking, Healing, Full Heal, Aura Absorption, Clones, Elemental Clones; Stat Alter, Speed Artes; Blipping, Ammo Teleportation, Clone Swap

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• credit •

° ability creator(s) °

° stat chart creator °

° template creator °

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┆        ┊        ┆        ┆       ┊       ┊       ┆

┊        ┊        ┆        ┆       ┆       ┆       ♡

┊        ┊        ┆        ┆       ┆       ✮°。 moon

┊        ┊        ┊        ┆       ✧・゚   the

┊        ┊        ┆        ✬°。 with

┊        ┊        ✧・゚    cried

┊        ✮°。  stars

✬・゚    the

and

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