Artemis extension:
Strong Weapon
- Pellet Arrow: This upgrade for the Artemis system allows the generation of Pellet Arrows. Pellet arrows once fired burst with a shower of metal bits which can be tiny metal spheres or edged shards. The shards are designed in such a way that there is always an edge pointing up when on the ground. The storm of pellets the Pellet Arrow generates- tearing itself up in the process- is enough to create a 3 foot dispersal at half the arrow's normal range with enough force to create serious dents in solid steel barriers of 2 inches thick, each pellet embedding itself in the surface. Shards will break on impact, however. Shards make the arrow deal excess weapon damage (Capable of shredding poor farm animals like a meat blender) to a target, but are incapable of penetrating more than cloth armor due to their fragile nature. Pellets however deal usual weapon damage, but hit a wider area (Same wide area as the shards) and pack excess kinetic energy capable of throwing a man a good distance back.
- Frost Arrow: This upgrade for the Artemis system allows the generation of Frost Arrows. Frost arrows contain a rapid freezing agent that upon impact shatters and coats the surface, filling in cracks and in no more than a second becomes a complete sheet of incredibly smooth ice. This ice surface makes traversing it very difficult, as it would take extreme (Grand master) levels of balance to remain upright on it, let alone walk over it. The surface area is 5ft. A cluster form can be taken in which it sporadically showers the area along the arrow's flight path with said ice, or fired into the air to burst in a shower of it over a 20 meter area. If a Frost arrow hits a person, they are covered in a thin layer of frost enough to hold a mundane human or weak animals in place and chill them. A D-rank mage or creature of similar effectiveness would be able to break out with some trouble and chill them to reduce their effectiveness about 10%. The limb hit will be frozen and weighted down, but will not bleed. The arrow will be stuck in the limb, however, as the ice freezes the arrow to their body from the inside. It plugs the hole however, preventing bleedout. The ice inside a person melts in 2 posts. Ice on the outside of someone but on them melts in 6 posts. Ice on a surface lasts an hour at room temperature.
Name: Three Fated Finery
Rank: Legendary Armor
Type: Finery
Description:
The Three Fated Finery is a cloth woven from the threads gathered by the Three Fates themselves. When Silent Night killed these three legendary though elderly women, she wove her own set of finery from each of the three's own. In doing so she created the Three Fated Finery as an added perk to her quest. The reason for her quest being to retrieve the Eye of Fate, the relic through which she accesses The Sight that replaces her left eye. The very eye the three fates had shared amongst themselves.
The Three Fated Finery is heavily responsive to illusions and Silent Night's ability to work with Time. The Three Fated Finery is responsive in a way that any illusion Silent Night replaces it with, the TFF actually becomes. Allowing Silent Night to freely alter it's appearance by this method. No matter the appearance though, it has the same effect. Even as cloth it is as durable as steel, and making it literally steel does nothing to improve this feature.
Strengths:
- The Three Fated Finery never wears, and any form it takes is superimposed over all past forms as though it always was. Valuable against truthseers.
- The Three Fated Finery self repairs. When it takes damage, it immediately restitches itself.
- The Three Fated Finery is as durable as steel and capable of resisting B-ranked spells or less.
Weaknesses:
- The new stitching from it's ability to mend is a temporary fix however, and it looks obviously stitched up where it took the damage like a patchwork job (even if it is not thread, such as steel armor). Areas where this past damage and stitching took place are considered points of weakness, where the Three Fated Armor is half as capable, being considered a Strong armor instead. A second hit to a spot makes it Weak armor in that point of weakness. A third hit and the armor cannot stitch it anymore. It takes 24 hours IC for the armor to mend for real.
- The Three Fated Finery gives off echos of Fate. Heroic individuals are more likely to discover the wearer of this finery so long as they persevere. It doesn't make it easy. It just makes it possible. Silent Night is one of the most illusive individuals in all of Earthland. This is a curse of the Finery. To make the wearer an instrument of Fate, a tool, a servant. Fate pushes her to be it's implement in guiding actions as well as makes her value the finery in a way that it's benefits outweigh this drawback as penance for the death of the Three. Fate also pushes her to do things she might not usually do. Makes her more likely to let someone go, more likely to succumb to fate's whims, and so on. This can be good and bad, but it's mostly bad as Silent Night doesn't care about the good. She isn't too enthused at the idea of being fate's bitch.
- The three fated finery is, and behaves, like cloth. It gets soggy when wet. (It doesn't burn easily, however). This doesn't lessen it's integrity, but it will have the odd appearance of sogginess that doesn't belong. For example, have you ever seen soggy steel plates? The sogginess slows the wearer down somewhat depending on the size of the finery. Which means she'd be weighted down and slowed to a degree if she's in full attire. To lighten the load she'd have to minimize the protection the finery provides to reduce it's size.
Abilities:
Warning: Neither of these two abilities are nearly as effective as they might appear to be. And neither truly accomplish anything she cannot already do, but make them easier to do and function easier on a meta level (Edge can be somewhere keeping up her facade, while Silent is out there in the world somewhere actively doing field work. Scatter thoughts on the other hand are only a little better than illusions, of which Silent can make plenty of- Meanwhile Edge could always send a Rune Knight to do what she could have a Scatter Thought do to potentially more effect.
- Thought Projection: Edge: Allows Silent Night to split herself into two distinct individuals both fully real and very much physical. This is marriage of Silent Night's ability to produce illusions (Create things that aren't there), teleport (be in once place when you were just at another without crossing the distance physically), and her ability to interact with herself (Traveling back in time, Silent Night for 5 seconds is capable of being her own partner for a small window of time).
Uniting these abilities and focusing them through the Three Fated Finery, Silent Night is capable of a form of Thought Projection. The same ability seen by Jellal to fool the Magic Council. The version Silent Night uses is not as taxing, as to allow both versions to be at their full effectiveness and equally capable of interacting with the world around them.
Damage sustained by one is shared by the other which means an Area effect spell that hits both would deal double damage (They would both feel the damage, but only one would physically show the damage), and they share the same magic pool and cooldown timers. If Silent Night just used an S-rank spell, the Thought Projection would not be capable of using that spell. Not until the cooldown ends anyway. This limits the function to a degree and in effect only means that if the two happen to be fighting together, it'd only be comparable to being very fast and quick to cast.
The Thought Projection takes a few seconds to form when used, and can appear anywhere and quicker than Silent Night herself could through her teleportation. However in combat actual teleportation is much more effective as there is several seconds during which time the thought projection has to fade into existence and out of existence. Silent Night can shift between positions freely at her leisure, effectively changing which one of her is the "real" her.
Silent Night uses her thought projection to infiltrate the Rune Knights under a persona called Edge to a similar extent that Jellal used his to infiltrate the Magic Council. See the Time Skip for information.
If viewed by a Trueseeing sort of effect, the true seer would see nothing there. Like Edge does not exist.
- Scatter Thoughts: Allows Silent Night to split herself into a multitude of false projections of herself. This is an advanced ability related to her illusions but blended with her ability to create her advanced Thought Projection.
Scatter Thoughts creates dozens of Thought Projections that are on the same level as typical Thought Projections usually made, but a swarm of numbers. Each Scattered Thought functions as Thought Projection, except it is entirely false. These Scatter Thoughts are completely independent and function like broken off versions of Silent Night herself. The scale of the magic prevents her from actively being aware of them, but each one instinctively feels a false-ness and a lack of attachment, aided by their lack of power. Each Scatter Thought uses Weak weapon versions of what Silent Night uses, and doesn't have access to magical power. They are physical and can interact with the world around them, but only to the extent that Silent Night could do with only her passive magic abilities, basic weapon utility, and their own two hands. Scatter Thoughts are destroyed the instant they take any sort of damage, or are effected in any way against their will. A harmless sleep gas would destroy them. Even trying to read one's mind would destroy it.
Silent Night doesn't know what the Scatter Thoughts get up to, but her memories are automatically updated with the Scatter Thought's experiences after it is destroyed.
Scatter Thoughts share the appearance of whatever Silent Night has disguised herself to look like.
Yes, this is like Naruto's Shadow Clone Jutsu. But less effective. She could make about a hundred at once, compared to Naruto's thousand+. Or she could limit herself to 1 or 2 as she desires. There isn't a limitation on distance, and could use her teleportation to drop a Scatterthought off somewhere and go about her business while the Scatterthought scouts.
That is essentially the only usage for them. Scouting, and distractions. Once a Scatterthought has completed a scouting mission, it can prick itself to rejoin Silent Night's mind to share the experiences.
Name: Inquisitor's Ring
Rank: Legendary+ Item
Type: Ring
Description: http://flintlockprivateer.deviantart.com/art/Dragon-s-Ring-70851302
The Inquisitor's Ring is a ring of office marking one's station as Head of Intelligence. Head of Combat and Head of Defense obtaining similar rings relevant for their own stations.
A mark of office and functional, the Inquisitor's ring helps the Head always see truth and root out lies.
Strengths:
- Being a mark of office, the ring backs up Edge's authority. The ring gives the wearer an aura of authority which makes Rune Knight's more responsive to orders and the ring makes anyone who sees it recognize it.
- Make an individually answer truthfully to a yes/no question.
- Detect lies through mental linking, along with surface thoughts.
Weaknesses:
- Augury has a limit of 3 questions per person in a day. Minus 1 per rank higher than the wearer.
- Augury is limited to yes/no/unknown answers. You could make someone say yes or no, but you can't make them explain.
- Augury is useless if the person does not know the answer, which still takes up one of the questions that can be asked of the person.
- Truth Sense only alerts if something is a lie. It does not say how it is a lie or give any truth.
- Truth Sense doesn't work with text.
- Truth Sense's mindlink only functions within 5 meters at it's full capacity. Only minimal influence is needed to detect lies, however.
Abilities:
- Augury: When Silent Night is touching someone, she is capable of asking simple yes or no questions and the one she is touching has to answer yes, no, or I don't know. They answer truthfully to the extent that they are capable of answering. She can only do this for three questions per day (IC) per person. She could already get this information, but through Augury it is easier and they speak it from their own lips. Useful for Edge in order to get confessions.
- Truth Sense: When Silent Night hears a lie, she automatically detects what was a lie. This relies on a mental connection to the individual and through this same connection she can read the surface thoughts of the individual. Thoughts are rather quiet, and to hear them Silent Night needs to be within 5 meters of them. This lets her know what weak/beginner fighters intend on doing, but any serious fighter relies more on instinct and acts out of muscle memory and reflex. It does give her an edge though every now and then. Statistically, against same-level fighters it gives her a roughly 15% increase to her evasiveness. 10% against higher, 25% against lower. 50% against notably lower. And almost 100% against n00bs. A random street punk swinging a baseball bat at her will never hit her unless she allows it or is incapable of moving. Though to be fair, she'd hardly need this effect to avoid guys like that.
Not everyone is the same. Some people are creatures of instinct by nature, some people have minds like a pile of ants, others are protected against this sort of intrusion.
A weak point of this is of course the 5 meter limit, and it is language based. Silent Night needs to know the language they are thinking it to understand their intentions. This is a significant advantage to the point of making this useless against those who learn this and know a second language that Silent Night does not know. For all Silent Night's skill and capability, she cannot cross language barriers so easily.
Name: Right to remain Silent
Rank: Legendary+ Item
Type: Handcuffs
Description: The highest top of the line handcuffs fresh out of R&D. Still a prototype, these handcuffs aren't the easiest to reproduce. But eventually, these babies will be standard issue. Awww yissss. Until then, being the Head of Intelligence which governs the research and development teams, Edge proudly gets first dibs.
One-size-fits-all, these cuffs are portable and easily fit into a back pocket and can be whipped out at a moment's notice to slam them home around a crook's wrists.
Strengths:
- The handcuffs are very nearly impossible to escape from on your own. Once cuffed, you're in for a long haul unless your buddies are with you.
- The handcuffs are created on-site made special for the individual to be captured. The method of creation is a small "Factory" or "Base" that can be worn on the belt the size of a small pouch. This also means there can be many of these handcuffs around the world at once. Which means a captured individual can keep their special handcuffs all to themselves. How considerate. See third weakness.
- Prevents resistance and further crime. While wearing the Right to remain Silent, the captured individual cannot so much as even assault another person or try to open the handcuffs themselves.
Weaknesses:
- The enemy has to already be restrained before they can be in a position to be handcuffed. Very difficult to use in combat, but not impossible.
- Research and Development hasn't yet found a way to make a key for the handcuffs that can work without disrupting the mechanisms they have. Seems a stupid simple thing to be lacking. But oh well, that's what prototypes are for.
This means anyone can release the captive. The only think keeping them bound is the Justice Field which keeps them from freeing themselves.
- The Right to Remain Silent needs to be created specifically to an individual. The officer who uses the handcuffs needs time after designating a target. After two posts, the handcuffs are now created special to the individual to be captured. The officer is free during this time as the creation is an automatic process once initiated with a faint direction of magical energy as if pointing at the target.
Abilities:
- REMAIN SILENT: The wearer of these handcuffs cannot cast/use magic, passive or otherwise.
- ACTIVE DENIAL: The wearer of these handcuffs are influenced by a justice field. Any illegal or offensive action they attempt to do to anyone else, gets enacted upon them. If they hit someone, the victim would take no harm and the wearer of the cuffs would instead take the effect. This can never kill, but can render unconscious. This also makes it impossible for them to take off the handcuffs themselves, or go against the word of law enforcement.
This same justice field protects the individual who wears it. While wearing the handcuffs, the justice field serves as a sort of life support system. It will do a small part to absorb the shock of blows and take a bit of the edge of sharp attacks, but mostly it will make sure their heart keeps beating and lungs keep breathing. It's protection is mostly focused around critical organs and arteries. This both prevents against police brutality- which is not justice- but also helps avoid mishaps, as well as make the criminal feel more secure about their predicament knowing the fuzz can't just bash their head in, neither can the justice field allow them issue orders that would result in self-harm. The Rune Knight can order the wearer to shut up, but cannot order him to cut himself for example.
Strong Weapon
- Pellet Arrow: This upgrade for the Artemis system allows the generation of Pellet Arrows. Pellet arrows once fired burst with a shower of metal bits which can be tiny metal spheres or edged shards. The shards are designed in such a way that there is always an edge pointing up when on the ground. The storm of pellets the Pellet Arrow generates- tearing itself up in the process- is enough to create a 3 foot dispersal at half the arrow's normal range with enough force to create serious dents in solid steel barriers of 2 inches thick, each pellet embedding itself in the surface. Shards will break on impact, however. Shards make the arrow deal excess weapon damage (Capable of shredding poor farm animals like a meat blender) to a target, but are incapable of penetrating more than cloth armor due to their fragile nature. Pellets however deal usual weapon damage, but hit a wider area (Same wide area as the shards) and pack excess kinetic energy capable of throwing a man a good distance back.
- Frost Arrow: This upgrade for the Artemis system allows the generation of Frost Arrows. Frost arrows contain a rapid freezing agent that upon impact shatters and coats the surface, filling in cracks and in no more than a second becomes a complete sheet of incredibly smooth ice. This ice surface makes traversing it very difficult, as it would take extreme (Grand master) levels of balance to remain upright on it, let alone walk over it. The surface area is 5ft. A cluster form can be taken in which it sporadically showers the area along the arrow's flight path with said ice, or fired into the air to burst in a shower of it over a 20 meter area. If a Frost arrow hits a person, they are covered in a thin layer of frost enough to hold a mundane human or weak animals in place and chill them. A D-rank mage or creature of similar effectiveness would be able to break out with some trouble and chill them to reduce their effectiveness about 10%. The limb hit will be frozen and weighted down, but will not bleed. The arrow will be stuck in the limb, however, as the ice freezes the arrow to their body from the inside. It plugs the hole however, preventing bleedout. The ice inside a person melts in 2 posts. Ice on the outside of someone but on them melts in 6 posts. Ice on a surface lasts an hour at room temperature.
Name: Three Fated Finery
Rank: Legendary Armor
Type: Finery
Description:
The Three Fated Finery is a cloth woven from the threads gathered by the Three Fates themselves. When Silent Night killed these three legendary though elderly women, she wove her own set of finery from each of the three's own. In doing so she created the Three Fated Finery as an added perk to her quest. The reason for her quest being to retrieve the Eye of Fate, the relic through which she accesses The Sight that replaces her left eye. The very eye the three fates had shared amongst themselves.
The Three Fated Finery is heavily responsive to illusions and Silent Night's ability to work with Time. The Three Fated Finery is responsive in a way that any illusion Silent Night replaces it with, the TFF actually becomes. Allowing Silent Night to freely alter it's appearance by this method. No matter the appearance though, it has the same effect. Even as cloth it is as durable as steel, and making it literally steel does nothing to improve this feature.
Strengths:
- The Three Fated Finery never wears, and any form it takes is superimposed over all past forms as though it always was. Valuable against truthseers.
- The Three Fated Finery self repairs. When it takes damage, it immediately restitches itself.
- The Three Fated Finery is as durable as steel and capable of resisting B-ranked spells or less.
Weaknesses:
- The new stitching from it's ability to mend is a temporary fix however, and it looks obviously stitched up where it took the damage like a patchwork job (even if it is not thread, such as steel armor). Areas where this past damage and stitching took place are considered points of weakness, where the Three Fated Armor is half as capable, being considered a Strong armor instead. A second hit to a spot makes it Weak armor in that point of weakness. A third hit and the armor cannot stitch it anymore. It takes 24 hours IC for the armor to mend for real.
- The Three Fated Finery gives off echos of Fate. Heroic individuals are more likely to discover the wearer of this finery so long as they persevere. It doesn't make it easy. It just makes it possible. Silent Night is one of the most illusive individuals in all of Earthland. This is a curse of the Finery. To make the wearer an instrument of Fate, a tool, a servant. Fate pushes her to be it's implement in guiding actions as well as makes her value the finery in a way that it's benefits outweigh this drawback as penance for the death of the Three. Fate also pushes her to do things she might not usually do. Makes her more likely to let someone go, more likely to succumb to fate's whims, and so on. This can be good and bad, but it's mostly bad as Silent Night doesn't care about the good. She isn't too enthused at the idea of being fate's bitch.
- The three fated finery is, and behaves, like cloth. It gets soggy when wet. (It doesn't burn easily, however). This doesn't lessen it's integrity, but it will have the odd appearance of sogginess that doesn't belong. For example, have you ever seen soggy steel plates? The sogginess slows the wearer down somewhat depending on the size of the finery. Which means she'd be weighted down and slowed to a degree if she's in full attire. To lighten the load she'd have to minimize the protection the finery provides to reduce it's size.
Abilities:
Warning: Neither of these two abilities are nearly as effective as they might appear to be. And neither truly accomplish anything she cannot already do, but make them easier to do and function easier on a meta level (Edge can be somewhere keeping up her facade, while Silent is out there in the world somewhere actively doing field work. Scatter thoughts on the other hand are only a little better than illusions, of which Silent can make plenty of- Meanwhile Edge could always send a Rune Knight to do what she could have a Scatter Thought do to potentially more effect.
- Thought Projection: Edge: Allows Silent Night to split herself into two distinct individuals both fully real and very much physical. This is marriage of Silent Night's ability to produce illusions (Create things that aren't there), teleport (be in once place when you were just at another without crossing the distance physically), and her ability to interact with herself (Traveling back in time, Silent Night for 5 seconds is capable of being her own partner for a small window of time).
Uniting these abilities and focusing them through the Three Fated Finery, Silent Night is capable of a form of Thought Projection. The same ability seen by Jellal to fool the Magic Council. The version Silent Night uses is not as taxing, as to allow both versions to be at their full effectiveness and equally capable of interacting with the world around them.
Damage sustained by one is shared by the other which means an Area effect spell that hits both would deal double damage (They would both feel the damage, but only one would physically show the damage), and they share the same magic pool and cooldown timers. If Silent Night just used an S-rank spell, the Thought Projection would not be capable of using that spell. Not until the cooldown ends anyway. This limits the function to a degree and in effect only means that if the two happen to be fighting together, it'd only be comparable to being very fast and quick to cast.
The Thought Projection takes a few seconds to form when used, and can appear anywhere and quicker than Silent Night herself could through her teleportation. However in combat actual teleportation is much more effective as there is several seconds during which time the thought projection has to fade into existence and out of existence. Silent Night can shift between positions freely at her leisure, effectively changing which one of her is the "real" her.
Silent Night uses her thought projection to infiltrate the Rune Knights under a persona called Edge to a similar extent that Jellal used his to infiltrate the Magic Council. See the Time Skip for information.
If viewed by a Trueseeing sort of effect, the true seer would see nothing there. Like Edge does not exist.
- Scatter Thoughts: Allows Silent Night to split herself into a multitude of false projections of herself. This is an advanced ability related to her illusions but blended with her ability to create her advanced Thought Projection.
Scatter Thoughts creates dozens of Thought Projections that are on the same level as typical Thought Projections usually made, but a swarm of numbers. Each Scattered Thought functions as Thought Projection, except it is entirely false. These Scatter Thoughts are completely independent and function like broken off versions of Silent Night herself. The scale of the magic prevents her from actively being aware of them, but each one instinctively feels a false-ness and a lack of attachment, aided by their lack of power. Each Scatter Thought uses Weak weapon versions of what Silent Night uses, and doesn't have access to magical power. They are physical and can interact with the world around them, but only to the extent that Silent Night could do with only her passive magic abilities, basic weapon utility, and their own two hands. Scatter Thoughts are destroyed the instant they take any sort of damage, or are effected in any way against their will. A harmless sleep gas would destroy them. Even trying to read one's mind would destroy it.
Silent Night doesn't know what the Scatter Thoughts get up to, but her memories are automatically updated with the Scatter Thought's experiences after it is destroyed.
Scatter Thoughts share the appearance of whatever Silent Night has disguised herself to look like.
Yes, this is like Naruto's Shadow Clone Jutsu. But less effective. She could make about a hundred at once, compared to Naruto's thousand+. Or she could limit herself to 1 or 2 as she desires. There isn't a limitation on distance, and could use her teleportation to drop a Scatterthought off somewhere and go about her business while the Scatterthought scouts.
That is essentially the only usage for them. Scouting, and distractions. Once a Scatterthought has completed a scouting mission, it can prick itself to rejoin Silent Night's mind to share the experiences.
Name: Inquisitor's Ring
Rank: Legendary+ Item
Type: Ring
Description: http://flintlockprivateer.deviantart.com/art/Dragon-s-Ring-70851302
The Inquisitor's Ring is a ring of office marking one's station as Head of Intelligence. Head of Combat and Head of Defense obtaining similar rings relevant for their own stations.
A mark of office and functional, the Inquisitor's ring helps the Head always see truth and root out lies.
Strengths:
- Being a mark of office, the ring backs up Edge's authority. The ring gives the wearer an aura of authority which makes Rune Knight's more responsive to orders and the ring makes anyone who sees it recognize it.
- Make an individually answer truthfully to a yes/no question.
- Detect lies through mental linking, along with surface thoughts.
Weaknesses:
- Augury has a limit of 3 questions per person in a day. Minus 1 per rank higher than the wearer.
- Augury is limited to yes/no/unknown answers. You could make someone say yes or no, but you can't make them explain.
- Augury is useless if the person does not know the answer, which still takes up one of the questions that can be asked of the person.
- Truth Sense only alerts if something is a lie. It does not say how it is a lie or give any truth.
- Truth Sense doesn't work with text.
- Truth Sense's mindlink only functions within 5 meters at it's full capacity. Only minimal influence is needed to detect lies, however.
Abilities:
- Augury: When Silent Night is touching someone, she is capable of asking simple yes or no questions and the one she is touching has to answer yes, no, or I don't know. They answer truthfully to the extent that they are capable of answering. She can only do this for three questions per day (IC) per person. She could already get this information, but through Augury it is easier and they speak it from their own lips. Useful for Edge in order to get confessions.
- Truth Sense: When Silent Night hears a lie, she automatically detects what was a lie. This relies on a mental connection to the individual and through this same connection she can read the surface thoughts of the individual. Thoughts are rather quiet, and to hear them Silent Night needs to be within 5 meters of them. This lets her know what weak/beginner fighters intend on doing, but any serious fighter relies more on instinct and acts out of muscle memory and reflex. It does give her an edge though every now and then. Statistically, against same-level fighters it gives her a roughly 15% increase to her evasiveness. 10% against higher, 25% against lower. 50% against notably lower. And almost 100% against n00bs. A random street punk swinging a baseball bat at her will never hit her unless she allows it or is incapable of moving. Though to be fair, she'd hardly need this effect to avoid guys like that.
Not everyone is the same. Some people are creatures of instinct by nature, some people have minds like a pile of ants, others are protected against this sort of intrusion.
A weak point of this is of course the 5 meter limit, and it is language based. Silent Night needs to know the language they are thinking it to understand their intentions. This is a significant advantage to the point of making this useless against those who learn this and know a second language that Silent Night does not know. For all Silent Night's skill and capability, she cannot cross language barriers so easily.
Name: Right to remain Silent
Rank: Legendary+ Item
Type: Handcuffs
Description: The highest top of the line handcuffs fresh out of R&D. Still a prototype, these handcuffs aren't the easiest to reproduce. But eventually, these babies will be standard issue. Awww yissss. Until then, being the Head of Intelligence which governs the research and development teams, Edge proudly gets first dibs.
One-size-fits-all, these cuffs are portable and easily fit into a back pocket and can be whipped out at a moment's notice to slam them home around a crook's wrists.
Strengths:
- The handcuffs are very nearly impossible to escape from on your own. Once cuffed, you're in for a long haul unless your buddies are with you.
- The handcuffs are created on-site made special for the individual to be captured. The method of creation is a small "Factory" or "Base" that can be worn on the belt the size of a small pouch. This also means there can be many of these handcuffs around the world at once. Which means a captured individual can keep their special handcuffs all to themselves. How considerate. See third weakness.
- Prevents resistance and further crime. While wearing the Right to remain Silent, the captured individual cannot so much as even assault another person or try to open the handcuffs themselves.
Weaknesses:
- The enemy has to already be restrained before they can be in a position to be handcuffed. Very difficult to use in combat, but not impossible.
- Research and Development hasn't yet found a way to make a key for the handcuffs that can work without disrupting the mechanisms they have. Seems a stupid simple thing to be lacking. But oh well, that's what prototypes are for.
This means anyone can release the captive. The only think keeping them bound is the Justice Field which keeps them from freeing themselves.
- The Right to Remain Silent needs to be created specifically to an individual. The officer who uses the handcuffs needs time after designating a target. After two posts, the handcuffs are now created special to the individual to be captured. The officer is free during this time as the creation is an automatic process once initiated with a faint direction of magical energy as if pointing at the target.
Abilities:
- REMAIN SILENT: The wearer of these handcuffs cannot cast/use magic, passive or otherwise.
- ACTIVE DENIAL: The wearer of these handcuffs are influenced by a justice field. Any illegal or offensive action they attempt to do to anyone else, gets enacted upon them. If they hit someone, the victim would take no harm and the wearer of the cuffs would instead take the effect. This can never kill, but can render unconscious. This also makes it impossible for them to take off the handcuffs themselves, or go against the word of law enforcement.
This same justice field protects the individual who wears it. While wearing the handcuffs, the justice field serves as a sort of life support system. It will do a small part to absorb the shock of blows and take a bit of the edge of sharp attacks, but mostly it will make sure their heart keeps beating and lungs keep breathing. It's protection is mostly focused around critical organs and arteries. This both prevents against police brutality- which is not justice- but also helps avoid mishaps, as well as make the criminal feel more secure about their predicament knowing the fuzz can't just bash their head in, neither can the justice field allow them issue orders that would result in self-harm. The Rune Knight can order the wearer to shut up, but cannot order him to cut himself for example.