John Locke
V U L K A N
OUT OF CHARACTER INFORMATION
Intent: To create a personal combat outfit for Asaraa [SIZE=9pt]Vaashe[/SIZE]
Image Source: VGChartz
Canon Link: N/A
Restricted Missions: N/A
Primary Source:
Valkyrie System
Duramesh
Phrik
Magnetic boots
Mandalorian Melee Shield
Retribution feedback shield
LK Apollo
VT-Grav Glove
Repulse-hand
Master-Grav 1000
Zeidrich Shield System
[SIZE=14pt]PRODUCTION INFORMATION[/SIZE]
Manufacturer: Locke and Key Mechanics
Model: Fate’s Dance
Affiliation: Asaraa [SIZE=9pt]Vaashe[/SIZE]
Modularity: No
Production: Unique (Only One Character)
Material: Duramesh, Electronics, Phrik, Armorplast, Leather, Saori Skylar (Auth of use)
Classification: Light Protective Armour
Weight: Light
Resistances (For each category choose from: None, Very Low, Low, Average, High, Very High, Extreme Ratings of High, Very High, and Extreme will need to be added as strengths with elaboration.)
- Kinetic:
Piercing/Penetrative: Very High
Concussion: Low
- Lightsabers: Very High
- Sonic: Low
- Elemental: Low
- Biological: Low
- EMP/ion: Low
[SIZE=14pt]SPECIAL FEATURES[/SIZE]
Valkyrie System: A medical and drug injection system built into the outfit, allowing s level of medical treatment and stims to be provided on the battlefield.
LK Apollo: A holographic command and control system built into the left wrist of the outfit.
Ziedrich: A prototype emergency shielding system to provide an added level of protection in a fight.
Built-in Micro-repulsors: The gloves and boots of the outfit [SIZE=9pt]contains[/SIZE] an experimental micro-repulsor system that allows increased speed, agility and physical hitting power when activated.
[SIZE=9pt]Physical Protection: [/SIZE][SIZE=9pt]The outfit is built from a modified version of Locke and Key’s Duramesh replacing the Duraplast with Phrik. This makes the material incredibly tough and resilient, providing a surface which is hard for opponents to penetrate with bullets, bladed weapons or other physical attacks.[/SIZE]
[SIZE=9pt]Blaster Protection: [/SIZE][SIZE=9pt]The modified Duramesh which makes up the outfit also offers high levels of resistance to plasma-based attacks. The Duramesh was already highly resistant to attack but with the addition of the Phrik, its blaster protection has increased by an order of magnitude.[/SIZE]
[SIZE=9pt]Lightsaber Protections: [/SIZE][SIZE=9pt]Like with the blasters the original Duramesh had a greater than average resistance to lightsaber attacks. The addition of Phrik enhances that resistance making the Fate’s Dance very capable against lightsaber attacks.[/SIZE]
[SIZE=9pt]Microrepulsors:[/SIZE][SIZE=9pt] [/SIZE][SIZE=9pt]Building off available technologies the Fate’s Dance features an innovative take on the technology used in the Repulse-hand allowing faster movement and turning the fists and feet of the user into more dangerous weapons.[/SIZE]
[SIZE=9pt]Valkyrie System: [/SIZE][SIZE=9pt]One of Locke and Key’s signature systems the Valkyrie is a biomedical sensor suite and a medpack/stimpack built into the chest piece allowing Asaraa to automatically be treated with an assortment of drugs in battle or receive stim boosts (no additional drugs apart from the standard complement included.)[/SIZE]
[SIZE=9pt]Zeidrich Shield System: [/SIZE][SIZE=9pt]Another prototype included in the outfit, the Zeidrich is an emergency panoramic shield that can be deployed to defend against either energy or physical attacks (only one at a time as per write up below)[/SIZE]
[SIZE=9pt]Physical Protection:[/SIZE][SIZE=9pt] The modified Duramesh which is the primary material making up the Fate’s Dance, while being incredibly hard to pierce with bullets or other physical attacks is still just a fabric. Unlike heavier armour, it offers no protection from the force of the blow which can still penetrate through the fabric causing serious injury to the individual beneath.[/SIZE]
[SIZE=9pt]Elemental Protection:[/SIZE][SIZE=9pt] the Fate’s Dance isn’t even a full body suit, and provides next to no protection from elemental attacks. Heat, cold lightning, the outfit is not built to protect the wearer from extremes that they may be forced to face. [/SIZE]
[SIZE=9pt]Microrepulsors:[/SIZE][SIZE=9pt] Activating the Microrepulsors can cause severe damage to anything you’re holding, which can result in the heavy damage or destruction of your weapons, tools and the environment if you’re not careful. Using the repulsors to increase your speed makes it harder to stop quickly or turn meaning their use needs to be held to the moment when you can achieve the maximum tactical advantage. [/SIZE]
[SIZE=9pt]Designed by Locke and Key Mechanics for Asaraa Vaashe the Fate’s Dance is an advanced outfit for the Jedi to use on missions and in combat. [/SIZE]
[SIZE=12pt]The Chestpiece[/SIZE]
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The outfit consists of a modified Duramesh chest piece, the Duraplast fibres which weaved through the original Duraplast have been replaced by Phrik fibres. The almost indestructible metal enhancing the defensive capabilities of the material even further while also improving its lightsaber resistance. The new material was ever lighter than the original Duramesh, allowing Asaraa to retain the high agility and mobility her combat style demands. The chest piece also contains Locke and Key’s signature Valkyrie System, a system of biological sensors and drug injectors which are capable of acting as a battlefield medical and stim pack. A split cloak and high collar of white modified Duramesh protect the back and neck of the outfit while maintaining that fashionable styling. The chest piece was built with a backing of Saori Skylar to provide a soft and comfortable later against her skin. Over the skylar, the engineers laid thickened layers of the modified Duramesh resulting in an almost leatherlike consistency. The chest piece was also fortified with strips of Armourplast, stiffening it and providing some additional protection. The chest piece retained some flexibility, but in order not to hinder Asaraa’s movement too much the chest piece was only front facing, bands wrapped around the Jedi’s back secured the chest piece in place but no other protection was provided for her back apart from the removable cloak.
[SIZE=12pt]Slit skirt[/SIZE]
[SIZE=9pt]In keeping with the duelist combat style favoured by Asaraa, the outfit comes with a split skirt made up of two half-skirts of the modified Duramesh. The skirts contain the pockets and pouches needed to store tools and weapons that Asaraa might need during combat or missions as well as protecting her legs from attack by blasters or lightsabers. [/SIZE]
[SIZE=12pt]Shoulder and arm armour[/SIZE]
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[SIZE=9pt]Asaraa’s shoulders are protected by small rounded Pauldrons of Phrik which are attached to the chest piece. Running along the top of her shoulders and arms is a sheath of stiffened modified Duramesh with small Phrik Armoured plates. The plates were created with two purposes in mind, the first was to provide a physical defence against the physical weapons, vibroblades, sith war swords and fore imbued weapons that seemed to be increasingly prevalent in the galaxy. The Second was to protect the shield generators built in to cover the shield generators built into the armour.[/SIZE]
[SIZE=12pt]The Shields[/SIZE]
[SIZE=9pt]While the Fate’s Dance lacked the heightened physical defences of a heavier suit of armour or power armour it was seen as the height of foolishness to tempt fate by going into battle with no heightened defences. To this end, the engineers at Locke and Key Mechanics chose to use the Fate’s Dance as a test bed for a new shielding system. Unlike most shields which provided a full body shield or a bracer like shield, the new Ziedrich approached the problem differently. (Sub for a mass-produced version of the system will come later, this is the prototype of the shield.) [/SIZE]
[SIZE=9pt]The Ziedrich System approaches providing shielding in a different way from other shields used by Locke and Key Mechanics. Instead of providing a full body shield or a bracer the system instead creates a hemispherical shield in one direction (as chosen by the user). Due to shield generators capable of generating shields in a 180-degree arc the user just needs to gesture or cross their arms to activate the shield. The second difference with the shield is its specialisation. The Ziedrich System contains two separate types of shield, an energy shield and a physical shield. The Ziedrich’s Energy Shield comes in two forms, a normal energy shield and the retribution shield. The Normal Energy Shield is the more powerful shield but the retribution comes with a nasty surprise for an opponent. The energy shield used by the Ziedrich was a retribution feedback shield, a pure energy shield capable of using an energy charge to provide a response to enemy attacks with a feedback that can damage the originator. The downside of this was in Retribution mode the shield was weaker and more easily overpowered. The energy charge of the retribution can only last for 30 seconds of feedback before it’s worn out needing another 2 minutes to regenerate the energy charge again. The system also comes with a shield purely capable of blocking physical attacks, though in this form it is unable to block any energy attacks. [/SIZE]
[SIZE=9pt]While the multi-shield system available through the Ziedrich is powerful it has its limits. The hemispherical shield only provides protections from one side, leaving the user vulnerable to attack from different angles. A further limitation of the system is that only one type of shield can be activated at a time, The prototype of the Ziedrich does allow an overcharged complete shield, combining an energy and physical shield at the cost of the system being taken offline for 5 minutes. The Ziedrich isn’t meant to be a constant shield but rather a tactical shield, giving its user a variety of options to choose from to take an enemy by surprise in a fight.[/SIZE]
[SIZE=12pt]Gloves and boots[/SIZE]
[SIZE=9pt]Like the rest of the outfit, the gloves and boots of the Fate’s Dance are made up of the modified Duramesh leaving them with a similar defensive capability to the rest of the outfit. The boots are reinforced with armourplast and leather to help it retain its shape. However, as with the rest of the outfit, not all is as it seems. While the Fate’s Dance is not designed for zero-g combat the boots do contain magnetic sole technology and both the boots and gloves are outfitted with micro repulsor technology as detailed below. The boots of the Fate’s Dance reach up to just under Asaraa’s knee with coverings of the modified Duramesh running up to her mid-thigh. [/SIZE]
[SIZE=12pt]Repulsor Tech[/SIZE]
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[SIZE=9pt]While happy with the outfit they had created the engineers at Locke and Key Mechanics wanted to add one final touch, one last surprise for any opponent Asaraa might come across. They racked their brains trying to discover it before they came across the VT-Grav Glove, an open market product by Vanir Technologies. The original grav glove had used micro-repulsor technology to replicate the force as well as simulate the capabilities of the original Repulse-hand. It was some of those technologies that the engineers sought to enhance. The micro repulsors which they seeded across the boots and gloves had no need to replicate the force, Asaraa had plenty of access to the real thing. Instead, they sought to enhance her capabilities. [/SIZE]
[SIZE=9pt]The repulsor tech was designed to act in two ways, firstly using the repulsive force which is such a part of the repulsor technology the repulsors actually allow Asaraa a greater range of movement when activated. Activating the system lets you move that little bit faster, adding to the Jedi’s already highly agility based combat style. When combined with the magnetic soles on her boots the phrase bouncing off the ceiling has a very literal meaning here. The system is not meant to be on continuously, a Jedi or Sith already has significant agility while touching the force, but in a contest between two force wielders, even a temporary boost can give you what could be a decisive advantage in a fight, or allow you to maintain your style of combat even in the presence of force negation. The downside, as with any speed boost is the faster you move the harder it becomes to turn or stop meaning that a careful opponent can avoid your strike as you leave yourself vulnerable to him. [/SIZE]
[SIZE=9pt]The second use for the micro repulsors mimics the original use of the Repulse-hand. The field generated by these micro-repulsors allows you to parry a weapon, or to inflict increased damage when striking an opponent. The weapon was, however, not a catch-all nor was it without its flaws. While it could be used to parry a weapon strike it could not be used to block anything but the lightest of strikes. The repulsor field could be overcome by a strong enough strike meaning you could find yourself taking the damage of a blow you didn’t mean to. Furthermore due to the destructive forces in play empty hands were a necessity when striking a blow to an enemy, anything you held in your hands would be subject to the same destructive forces as your opponent requiring you to discard your own weapons or risk destroying them. [/SIZE]