Agent ZephyrAoi, cool named Gal/Guard she is, is rather annoyed at Dofley, and the others in general. She decides to undergo fierce training, to be faster, stronger, better.
Command sees her improving at rapid rate, and are creating new gear at a rapid pace to match.
GearThe Scientists design the
Wind Brush. It's essentially a paintbrush, with the handle being made of SSS infused Plastic, capable of blocking Krakenblades. It's brush is fed via a unique system of Ink Symphysis, connecting the brush to the feed not with tubes, but the ink directly connected via the SSS Shell acting as the ferrule for the brush itself.. This Brush can also act to Spray Paint along a line, traveling a short distance in a globlet form when the Wind Brush is swung and activated, via a vector of wind pushing it outward.
While this is quite expensive, our scientists believe a simpler Paintbrush can be created for normal unit use out of regular plastic and feed, acting as a close range weapon. This Wind Brush makes heavy use of SSS Shells though, for the best CR weapon we can make for melee/SR.
Another Design is a new Sub-weapon, the
West Field.(So named for true coolness)
Using novel principles, SSS is used to turn Ink, to Light. It's quite pretty, and creates a Hardlight Wall. Our Inklings have no trouble moving through it if they are aligned with the color of the wall, but if they aren't it really serves as a wall. It's transparent, and ink of that color travels through it without issue, and enemy ink slides right off, unable to penetrate. And we can swim along it too.
It may not last more than a minute, but for area denial and cover, it is useful for CR or support. And Agent Zephyr has shown to make good use of it to either approach from any angle, or use it to strike through said wall without penalty. Granted, her own speed and reaction times have been shown to be insane.
We have also designed a Special,
The Inkflight.
Ink energy is overcharged, granting enough ink for her weapons. It also allows her to fly.
...
Yeah, fly. It seems that tuning Ink Energy to produce a Wind-Typed effect allows for high speed movement. The SSS cost is prohibitive though, only useful in small amounts normally. We can use it in smaller designs later on. And most testers of the full system end up crashing. Agent Zephyr has shown to have the reaction times to make full use of the complete, and Very Expensive, System herself. A half minute of flight and speed if she's using her Weapons and Subweapon, the sub recharging enough to be used multiple times, rather than the usual limits. Without using them, this time extends to a minute of high speed flight, with no known current height limit.
ConclusionsAgent Zephyr is so named for that cool fax. But her speed and reactions, her ability to close the distance, and her CR skills, make her deadly. She can also use her Special on, in, and around Moray Towers with near impunity, being unbelievably quick to end enemies with a single well placed slash or three, in quick succession. She can also deal with the enemy Superweapon from the inside, or maybe pop the ballon that keeps it up. All in All, her training, both self and supervised, is a major threat to enemies. Dofley has some major competition. Truly, a good tailwind for us, and the headwind of any of her foes.
Weapon Data, Code Wind Brush
Shaft is crushed Super Sea Snail Shell mixed in with a lightweight, but strong plastic, creating a Polymer that actively resists enemy Ink Energy. This is meant to shut down and deflect the enemies Krakenblade, as well as be used to stop shots against it when necessary.
Ferule, the cap of the brush, is made of a similar polymer, though being smaller, we can up the crushed Super Sea Snail Shell in the mix. Ferule is connected to the tank via a Spacial Warp, allowing ink to flow into the brush as necessary.
Brush itself is made of Super Sea Snail Proteins, mixed with Plastic as necessary. This is so the ink will flow through and out of the brush. As well, experimental properties let it to send ink along the line it's swung through the air, blocking shots and painting turf.
Weapon Data, Code West Field
Experiments should be to turn Ink Energy to Hardened Light, in an area in front of the user, in the form of a wall. This should likely be done by reading the position of the user's weapon, in this case, Agent Zephyr. As a Paintbrush, this should let Agent Zephyr form it at near any angle. For base weapons, which direction the 'Front' of the weapon points should form it at a 90 degree angle to the weapon 3-7 feet away from the user. Note that this weapon, if mass produced, works best with Paintbrush users due to design issues.
Weapon Data, Code Inkflight
Experiments should prove promising, in turning Ink Energy to Wind. Supercharging it shows promise in some ways. With work we can upgrade a number of systems with the data gathered.
The Wind forms around the user, in an almost Aura like effect. Movement is done by the user's body and thoughts. Speed is shown to be promising, and initial tests are good. The only issue is reaction speed when moving in anything other than a straight line, or hovering. Agent Zephyr's Reaction Speeds should make this a non-issue.
Excess energy converts to Ink, refilling depleted reserves, and acting to recharge Sub-weapon systems.. It should be noted that the Wind Aura only acts to weaken incoming shots, and does not stop them. It is up to the user of the Inkfight to outmaneuver their opponents.
Training of Agent Zephyr, Access Level T, A, & Z only.
Agent Zephyr has made full use of our training programs, training in Camp Booyah and the Fireink Range, improving her reactions, speed, and skill, as well as working on improving her own attributes. Final training uses the new Gear against Inklings of every weapon type in 1 v 4 matches, in the Fireink Range and Camp Booyah. Here we hope she can bring her training to new heights as we prepare to push forward.
Zephyrus, Agent.. God Speed.
Agent Zephyr, Hero, Aoi, and Wind Based Equipment for her.: (1) TricMagic
reason for edit: Slight misspelling. No Changes to proposal.