Special Equipment

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These are the special devices PARADIGM agents have gotten on missions or have access to on a permanent basis.

Devil Arms

These weapons were created from Hymns gathered from the Host, and Rodin made weapons out of the Devils that came for them.

Inspector Stansfield

Inspector Standsfield

Appearance: Inspector Stansfield is a very stylized pure white Mateba Revolver, with a 6 bullet chamber barrel and engravings on the sides and on the grip. It looks very unwieldy and is surprisingly effective for someone who knows how to shoot.
Type: Long range high powered handgun.
Powers: As with all devil weapons, it has unlimited ammo, but needs a bit of cooldown after firing six times, which is probably good because it kicks back like a mule. The Inspector Stansfield is a little moody, and can backfire relatively frequently. However, it's advantages outweigh the possible drawbacks. Every time it's fired, roll a D6, with one of the following effects happening.

  • Roll of 1: The user is berserked, and will keep shooting (with no magical effects) into his targets even after they're dead, over and over, ranting about a slight, real or imagined, until talked down, which can only happen during the 'cooldown' after the sixth shot.
  • Roll of 2: All six bullets are fired and hit the target in a single shot, immediately entering cooldown but hitting with the force of a truck and causing immense damage to the enemy.
  • Roll of 3: Bullet explodes into the target, causing extra damage and usually stunning them. Will regularily bypass armor.
  • Roll of 4: Boom, Head shot. The bullet, no matter what it was aimed at, will hit square between the eyes of the target, or the closest equivalent to, with everything that implies.
  • Roll of 5: Bullets become empowered, each firing from one of the classic elements, going through the cycle of Earth, Fire, Wind, Water, Thunder and Void, in that order. Obviously if 'cooldown' is hit before the 6 shots are fired, the gun returns to normal.
  • Roll of 6: Dead Man's Click. Gun is empty. Enters 'cooldown' immediately.

Tristan and Isolde

Tristan & Isolde (on top)

Appearance: A pair of fans.. actual fans, not tessen, which can be linked together by a chain into makeshift nunchaku, or can be used separately as twin weapons or throwing weapons.
Type: All-range melee weapons.
Powers: Tristan is the agressive male fan, and can be used to attack the enemy, with powerful wind gusts and blade-like vaccuum strikes. Isolde is the more passive female fan, whose attacks do almost no damage, mostly distracting, until the user is done and then snaps the fan shut, immediately hitting with a delayed reaction with phenomenal impact. However, to use the secondary ability of Isolde she must be separate from Tristan's attacks. Both can be used as throwing weapons which will return to their owner's hand.

  • Tristan:
    • Sword of Purity: Moving Tristan incredibly fast in a direction then snapping it shut, letting a powerful vaccuum blade fly out. Can be done in rapid succession.
  • Isolde:
    • Guardian of the Hearth: Staying perfectly defensive, Isolde can catch physical enemy attacks. However, even trying to counterattack or dodge causes it to revert back to it's more passive form and cancels out the pinpoint defense it has. The speed of the user is irrelevant, Isolde can block it.
  • Tristan and Isolde:
    • Doomed Romance: Bringing both fans together, literally touching them and opening them will join them by a mystical chain, and then it can be thrown at the enemy. If it ensnares the enemy, the fans wrap around them and choose death together, exploding with incredible force, directly on the enemy, usually killing them, before returning to the user, inert for a minute.


Special Gear

This gear is special equipment, which is generally unassigned and can be used for missions by agents who feel they need it. These come from various sources, and are usually very powerful or notable.

Selene's Light

Selene's Light.

Description: An ancient brace crafted by the Egyptian witch Cleopatra. When it's wearing is attacked, Witch Time will be instantly triggered, expending Magical Power. As leader of the Egyptian practitioners of magic, Cleopatra developed this guard to assist those who had trouble grasping the finer points of Witch Time.
Activation: Activated when struck by an enemy.
Effect: Whenever the user takes a hit, roll 1d6. On a roll of 6, an afterimage forms and takes the damage for the user, leaving them unharmed and not even slowed down. This said, this is only for instant attacks, not AOE or continuous hits.