Archipelago
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NOTE: I accidentally put this page in the player characters section despite Archipelago being an NPC, and it cannot be moved to the NPCs section for some reason. Please hold while we fix this.
-- [Quote source]
[Brief description and/or overview introduction to the character]
Table of ContentsBackstory[Character backstory] |
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Personality
[In depth explanation of the personality of the character]
✦ Psychological Stats ✦
| Charisma | ✦✦✦✦✦✧✧✧✧✧ | Kindness | ✦✦✦✦✦✧✧✧✧✧ |
| Patience | ✦✦✦✦✦✧✧✧✧✧ | Intelligence | ✦✦✦✦✦✧✧✧✧✧ |
| Confidence | ✦✦✦✦✦✧✧✧✧✧ | Perception | ✦✦✦✦✦✧✧✧✧✧ |
| Discipline | ✦✦✦✦✦✧✧✧✧✧ | Psych stamina | ✦✦✦✦✦✧✧✧✧✧ |
| Courage | ✦✦✦✦✦✧✧✧✧✧ | Caution | ✦✦✦✦✦✧✧✧✧✧ |
| Honesty | ✦✦✦✦✦✧✧✧✧✧ | Loyalty | ✦✦✦✦✦✧✧✧✧✧ |
| Maturity | ✦✦✦✦✦✧✧✧✧✧ | Creativity | ✦✦✦✦✦✧✧✧✧✧ |
| Cleanliness | ✦✦✦✦✦✧✧✧✧✧ | Work ethic | ✦✦✦✦✦✧✧✧✧✧ |
Likes
- [Entry]
Dislikes
- [Entry]
Skills
✦ Other Skills
Ninth Tail Operative Standards
✦ Nanomachine Form
Fundamental Nature
Archipelago utilizes the same framework as Pandora. She is composed of a massive amount of nanomachines controlled by the same AI: microscopic, self replicating robots that can easily take on multiple forms to fulfill a variety of tasks. They can be formed and reformed like fluid sand into whatever shape is most desirable for the current situation, whether it be a sword, barricade, claws, projectiles, bridges, or more.
Flexible Form
There is not one body that Archipelago is restricted to. Her body's form is fluid, able to form and deform, condense and divide at will. If needed, she can split herself into multiple bodies, known as colonies. Colonies do not have to be the same size as Pandora, and can be miniscule in form. Thanks to the removal of code restrictions, Archie's consciousness is not divided among them. She experiences everything her colonies do in simultaneous.
Self-Replication
By absorbing matter from the environment, Archie's nanomachines can self-replicate. This essentially makes her strength in combat exponentially growing. The bonds between nanomachines are rather weak though, in exchange for the ease that which they are constructed and formed.
Extended Information
There is still a limit, to the amount of nanomachines Archie can maintain at a given time. Trying to manage titanic amounts of nanomachines usually results in Archie becoming sluggish. It takes a massive amount of accumulated material to reach this point though.
Environmental Harvesting
Archie is not restricted to purely utilizing her own nanomachines to fight. She can integrate her nanomachines into the surrounding environment to reinforce her own nanomachines and accumulate more mass, although this process costs time and stamina. In exchange, it greatly increases the strength of her nanomachines depending on the quality of the subsumed material (for instance, a wall of nanomachines reinforced with metal is stronger than one with dirt).
Archie can also reconstruct borrowed materials to create temporary equipment. This is usually limited to inert technology and at most simple devices such as IEDs. Creating complex technology is power and time-inefficient, or only possible at a miniscule scale.
Unlike Pandora, archipelago does not have the same code restrictions that prevent her from harming flesh. She is fully and completely capable of manipulating the carbon of organic human bodies. Still, there is something that prevents her from actually doing so. A combination how situational it is and the taboos surrounding it.
✦ Fundamental Magics
Apprentice Magician
As part of joining the ninth tail, Archie has begun to receive instruction in combat-focused synthetic magic (New Era or Union Magic). She is a promising student, with naturally high strength, combat intelect, focus, and a remarkable capacity for effective memory.* These are the seeds for a strong student. Unfortunately, her hyper-intellectual interpretation of culture/art and mild distaste for mortals has all resulted in a slow and inefficient learning process. In other words, Archie is kind of out of touch with the source and medium of her power.
This results in Archie having only a light grasp on each of fundamental techniques to different degrees. She is far from a fully-fledged magician, but that does not discount her capacity for violence.
*Effective memory is different from the strict ability to, for example, memorize the order of a deck of cards. It is the ability to have a strong grasp on the significance of many things.
Preferred Mediums, Singular
Archie casts her magic primarily through assertive phrases. Assertive phrases differ from poetic phrases with how they are more focused on the imposing user's identity and ego on others. Can utilize any medium to cast magic, but specializes in these. Mediums are not strictly necessary for casting spells, they just allow a spell to be maximally effective.
Extended Information
Archie can cast magic through any medium and uses multiple mediums to enhance magic (such as hand motions made while using a trigger phrase for a spell), but prefers the following mediums. Spells do not have to be cast using a medium (it would get exhausting using trigger phrases for every kinetic dash you made in combat), but reach maximum effectiveness if done in this way.
Preferred Mediums:
- Assertive Phrases - Spoken phrases and sentences that have a strong connection to the user's identity, or some sort of idea. Usually takes the form of conversational and declaratory sentences, traditional "speaking" as it were. Spells cast through phrases focus on high immediate impact, but usually drain more magical stamina. Flexible ranges and casting times. Maximum effectiveness if user is audible to targets.
General Magic - In-Training
Archipelago is a magician-in-training, but a magician nonetheless. She can do magic (although is not that proficient at it), emits a magic aura, use magical devices, and comes with all the caveats any magician would.
Extended Information
Struggles with but still has a slight grasp on most basic forms of magic. Has a limited access to universal "civilian" spells such as personal lights, basic telekinesis, and magical locks.
General Countermagics - No Training
All magicians who can do magic naturally can do countermagics. Archie's limited grasp on the subject however makes her capacity for countermagics virtually nonexistent. Maybe if she was in the right place at the right time in the right state of mind she could deflect a dangerous spell. Maybe.
Infusion - Solidly trained
Magic is not a series of spells, it is a blanket of threads interwoven to produce the desired effect. Archie can infuse any type of magic and certain spells into his equipment at the cost of a little extra complexity and/or magical stamina. This is essential for her, due to Archie's reliance on equipment.
Magical Sensing - In-Training
All magicians have some degree of magical sense, allowing them to detect and discern different types of magic around them. Archipelago's low magical proficiency makes this capability limited, but still present This does not allow her to cheat magical concealment/illusions however.
Extended Information
This technique does not work on invisible enemies, allow magicians to see through illusions, or counteract concealment techniques unless heavily enhanced and utilized in a very specific manner such as scrying and illusion breaking. Competent magicians will keep their aura suppressed if they are sneaking around anyways, so he usually cannot detect magicians through that means either. Put simply, magical sense is used to discern potency and types of magic, not cheat magical concealment/confusion techniques. It plays an important role in countermagics as a result.
✦ Specializations: Universal
Military-Grade Kinetics and Tension: In-training
A fundamental discipline of all soldiers who practice magic centered around the manipulation of kinetic force-internal and external. Allows Archipelago to further enhance her physical capabilities to dash, jump in midair, skate across the ground, and "activate" her weapons. This is where all soldiers start their path of violence. Archie has a loose handle on it, but enough to benefit from infused weapons, movement boosting, and the occasional tension projectile or deflect in combat.
Extended Information
Context
Virtually all soldiers of the Union, are taught in kinetics due to their foundational nature in learning magic and universal applicability in all areas of combat. This extends to 9th Tail Operatives learning magic. Kinetics is a simple field of magic that concerns itself with the manipulation of kinetic force and creation of objects that are composed entire of "tension" fields which produce a constant minor outward pulse. Effectively solid creations of "raw force."
Impact
Kinetics can be directed inwards to enhance the physical force the body or equipment produces, or outwards to create "tension" objects and blasts of raw force. The techniques of this field are used in a variety of situations. They are most useful for performing movement techniques such as massive leaps or dashes, defensive techniques such as parrying an incoming blow with a temporary barrier of force, offense through needles of force, or utility in a pinch like pulling an unreachable object towards yourself.
In relation to Archie
Archipelago is much more reliant on kinetics than other disciplines due to being the only school of magic she knows. Will utilize it more often for offense and utility.
Key Techniques
Archie is still struggling with magic. Her ability to utilize all of these techniques is somewhat fault and unreliable.
- Skate/Powerslide - Creation of tension fields around the lower body to eliminate friction and literally skate across the ground or drop into a massively fast slide. Used to reach high speeds and travel long distances, but runs the risk of reducing stability when active. See: Armored Core for reference.
- Movement Burst - Sudden imbuement of concentrated kinetic force in one direction to make a quick "dash." Can also be used to "double jump" if in midair.
- Strike Enhancement - All of Archie's offensive equipment is reliant on the use of kinetics to empower the strikes with additional magical and physical force. Can work with unarmed strikes such as kicks as well.
- Kinetic Tension Projectile - A variable projectile that is a fusion of both tension fields and kinetics. Can take many forms, from a needle of concentrated force to a concussive cannonball-like sphere. Effectively the "basic magic attack" of Pandora.
- Parry - The creation of a brief but extremely strong tension field to deflect an attack. Lasts only for a moment, but an efficient defense mechanism when timed right.
✦ Arsenal - Principles of Wargear
Load Capacity
Load capacity is a measure of the amount of equipment a soldier can mount while still being able to fight at maximum effectiveness. This is a measure of both the soldier's physical strength to carry high-weight equipment, and psychological strength to tolerate the additional stress that specialized implants and equipment can cause.
Archie has a relatively high load capacity compared to most Union soldiers. She can bring large amounts of equipment to a fight.
Fusion-Capable
All equipment any soldier of the Union utilizes derives the majority of its power from the magical infusions of the user. infantry-grade rifles are only capable of punching holes through tank armor because soldiers are trained to funnel their own magic through equipment in a specific fashion for a devastating effect. This causes any damage equipment deals to be a hybrid of physical and magical as well.
Strike Confirm: The Reason Why Swords and Rifles Coexist
It may be unusual to see one of the most advanced militaries in the entire multiverse to equip their soldiers with spears and swords as much as they do traditional firearms. Thanks to the strike-confirm technique, melee weapons are able to easily surpass ranged when it comes to raw damage. Ranged is somewhat favored over melee combat by nature of its safety, but not strongly so.
Because the users of melee weapons are always in contact with the weapon when performing a strike, they can massively empower simple hits into powerful strikes by letting their magic flow freely from their body, through the body of the weapon, only to explode outwards from the point of impact (i.e. the edge of a sword or head of a hammer). Compare this to ranged weapons, which fire projectiles that by their nature, are never in contact with the user and thus cannot be strike-confirmed, weakening their effective damage output.
✦ Arsenal - Equipment List
Needle V.12 Heavy PIR - Heavy Personal Infantry Wards
An alternative form of infantry armor that provides the same protections as other types of Needle armor (effective against all damage types: physical, psychological, elemental, magical) adjusted for fluid body types such as those from slimemen. These are a heavy variation preferred by infantry with high load capacity, which provide strong protection without totally compromising agility.
Instead of being a traditional armor set, wards are a series of extremely heavy alloy plates inscribed with extremely potent defensive talismans designed to be suspended in a fluid body. The plates are not actually used to block attacks, rather they are carriers for the defensive talismans which reinforce the user's constitution substantially.
Extended Information
Unlike traditional armor plates, the wards infused into these tablets project their defensive capabilities throughout the user, reinforcing the entirety body with lesser protection. It is much more about improving natural constitution rather than protection, the plates are just vehicles to carry the wards. Heavy plates reinforce this to a moderate degree.
Heavy armor is considered to be the armor of "assault units," usually employed onto soldiers with high load or high speed to circumvent the heavy nature. The additional protection it affords over lighter pieces without compromising on mobility allows soldiers with heavy armor to use a combination of positioning and tanking to push an offensive.
Archie has repair kits to fix broken plates if necessary during downtime.
Indrastra-Class P1 - Particle-Beam Rifle - Heavy Ranged Firearm
Particle rifles are one of the Union's many non-traditional ballistic firearms. Over centuries of refinement, what was once science-fiction has become a staple anti-armor tool for all militaries with adequate access to Union technologies. The P1 is a particle-beam rifle, a type of weapon that accelerates a stream of atomic particles at astronomical speeds not with the intent to cause damage or penetration through impact but to kill the target by simply vaporizing any defenses they may possess through massive heat. The battery power and magic required to fuel it through is extensive, necessitating long cooldowns between single shots.
Archie's inability to create and manipulate energy makes weapons such as these extremely appealing. She is a precise fighter, and one who intends to end fights in singular and decisive blows such as with this weapon.
On Union Firearm Design, What Makes It Unique?
Union weapons are the product of tens of thousands of years of engineering from multiple dimensions fused together into a single product. Compared to a 21st century assault weapon, Union firearms distinguish themselves by a few factors. First is their truly remarkable reliability, able to function in any scenario. Random jamming, weathering, wear, and tear have virtually no effect on their performance. Sustained fire is almost perfectly accurate. Reloads are perfectly smooth. Errors are nowhere to be found. Second is their sheer penetrating power. Although the caliber of Union weapons is not notably large, rounds are made of hyper-reinforced alloys further enhanced through magical infusions. This gives them a staggering amount of penetration power, with rifle rounds being more comparable to anti-materiel rifles in terms of exactly what they can punch through.
This mainly applies to their ballistic weapons but is true across all Union firearms.
Vel-Class H3 - Wide-Area Blast Hammer - Melee Weapon
Blast hammers (sometimes known as "pilebunkers," "catalytic hammers/cathammers," and "stake drivers,") are a melee weapons that utilize a unique construction pattern and strike confirm to channel the user's magic into repeated shockwave around the point of impact. Not only does this deal massive damage to the target, it also breaks nearby terrain apart and concusses those caught in the shockwave. Blast-hammers mainly suffer due to being single-shot weapons that must be reloaded after each shot, along with being extremely cumbersome to fire compared to most ranged weapons. Archie's blast hammer is specialized in wide-area of effects.
Archie uses this weapon due to how it synergizes with her nanomachines, and provides a nonlethal option to disable enemies in melee, along with being her favorite type of weapon: powerful with singular and slow attacks.
Golem Drone Pair (Flintshade Gadgets and Gizmos) - Remote Turret/Shield Hybrid Drone - Utilities
The Golem Drone is a multipurpose remote-controlled drone, one of many types with a massive array of uses. The Golem Drone hovers above the ground and maneuvers itself at a moderately slow speed. It does need to be guided by its user, and cannot act autonomously apart from following very simple protocols. This device gains its name from its equipment: an extremely hard carapace that resists many attacks, projected "energy" shields that defend itself and nearby allies from attack, and a pair of lightweight thermal blasters that can deal a surprising amount of damage to nearby foes. Drones are designed to be easily repaired during downtime.
Archie has not one, but two of these drones, and can handle the stress of commanding them surprisingly well thanks to her large mental bandwidth. Archie prefers to utilize them as "attack dogs" that can simply move towards a target and overwhelm them with damage either as a force multiplier during her offense or as a distraction while she builds up mass.
Reinforcing/Erosion Talismans
A series of Talismans that can be atatched to physical material to reinforce or erode it. Archie usually utilizes these to assist in her manipulation of the environment, but can get creative and attach them onto targets to make them an easier shot.
Combat Overview
✦ Combat Profile
| ✦ Strengths |
✧ Weaknesses |
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Physical
Psychological
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Physical
Psychological
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✧ Fighting Style
[In depth explanation of important strengths]
✧ Combat Psyche ✧
The basic capabilities of the psychological profile of a soldier influence in what ways their magic flows, and thus in what ways the find strength and face weakness in combat. These are more applicable to the soldiers of the Union because of how their magic functions, but technically can apply to just about any warrior. Physical capabilities are meaningless, for those with a Psyche of iron will can wear the armor of titans with proper focus.
In the book On Violence and Warfare by Gormongor Haadax, Sgt. Haadax divides the capabilities of any combatant into a few distinct categories. Many have attempted to provide their own classifications based on new data; however, his work is still regarded as the most universally accurate way of assessing the "Combat Psyche" of a given soldier.
These categories are useful to soldiers of all roles. A kinetic ("physical") fighter can benefit as much from memory to know techniques as they can from power to wield the biggest weapons and don the most heavy armor. Conversely, a backline magical support battery can make great use of power to wield gigantic conduits to amplify their techniques or memory to have a versatile array of spells for any situation.
This part is a WIP because I thought it would be funny if I gave my OCs rpg stats based on the magic system.
| Force | ✦✦✦✦✦✦✦✧✧ - 8 | Memory | ✦✦✦✦✦✦✦✦✧✧ - 8 |
| Load-bearing capabilities for implants, bodily enhancements, heavy armor, weapons, and other equipment. | Ability to know significance of large amounts of spells, culture, strategies, techniques, and anything useful to combat. | ||
| Intuition | ✦✦✦✦✧✧✧✧✧✧ - 4 | Willpower | ✦✦✦✦✦✦✦✧✧✧ - 7 |
| Physical and mental dexterity, reaction times, agility, and the speed of actions. |
Speed of regeneration of defensive measures (I.e. shields), physical stamina, and magical stamina. |
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| Fortitude | ✦✦✦✧✧✧✧✧✧✧ - 3 | Intellect | ✦✦✦✦✦✦✧✧✧✧ - 6 |
| Influences ability to take damage, resist effects of injuries, resist afflictions and max magical stamina ("mana"). |
Ability to analyze techniques and strategy to counter hostile techniques or adapt one's own or ally techniques to a situation. | ||
| Focus | ✦✦✦✦✦✦✦✦✧✧ - 8 | Empathy | ✦✧✧✧✧✧✧✧✧✧ - 1 |
| Perception of environment and precision that actions are made with, especially when under high stress. | Stabilization of particularly stressful/dangerous actions and ability to make afflictions from spells more difficult for hostiles to resist. | ||
✧ Physical Stats ✧
| Physical Strength |
✦✦✦✦✦✦✧✧✧✧
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Speed |
✦✦✦✦✦✧✧✧✧✧
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| Magical Strength |
✦✦✦✧✧✧✧✧✧✧
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Constitution |
✦✦✦✦✦✦✦✦✦✧
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| Physical Defense |
✦✦✦✦✦✧✧✧✧✧
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Dexterity |
✦✦✦✦✧✧✧✧✧✧
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| Magical Defense |
✦✦✦✧✧✧✧✧✧✧
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Stamina |
✦✦✦✦✦✧✧✧✧✧
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Usage Notes
[State clear hard 'no's and/or permits with character usage, if applicable]
Gallery

[main reference image]
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Author's Notes
✦ https://wiki.summerleaguesoct.com/books/2024-writer-camellia-league/page/pandora

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