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Essence of theOperator (Arknights)

byItmauve

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AI summary

Makes you a top-tier Arknights Operator wielding Arts on a chosen elemental theme, with combat skill, body and equipment honed to a keen edge that lets you fill multiple tactical niches — jumping forty metres backwards from a standing start while shooting accurately, covering a hundred metres in three seconds in armour, raising dust plumes with a fast blow, knocking down buildings with charged attacks and surviving being thrown across a parking lot by an explosion. You also have a less-refined alternate role in a different subclass, still powerful, and receive the equipment for both roles, which can never be permanently lost or destroyed, along with any summons or pets your kit involves. You gain the knowledge to maintain and repair that equipment and synthesise its materials, mastery of one instrument plus a copy of it and your own image song, optional knowledge of any Arknights civilian job or engineering field, optional ability to train others (most effective in roles like yours), and heavy resistance to Oriopathy and similar crystallisation diseases — not immunity, but greatly slowed progression unless you seriously overexert your Arts.

Generated précis — the sections below are the author's original text.

Description

This essence comes in a strangely labeled plexiglass bottle, and tastes like everything in a chemistry supply cabinet was thrown into it.

Effects

31
  • You gain the ability to use Arts, which uses the energy found in originium materials to perform magic. Your Arts follows a theme - Meteor has wind, Kjera has ice, Ifrit has fire, Amiya has her dark matter, and so on.

  • You gain enough combat skill and power to be considered a top operator. Your combat skills have been highly refined and your body and equipment has been honed to a keen edge. Your capabilities allow you to fulfill multiple tactical niches and shift between them easily.

    • (In game terms, you’re a 6*, E2L1 with M9. Pick any game subclass, and come up with a kit with a theme. Make your skills diverse and don’t have one overshadow another. As long as you aren’t more OP than Chen Alter, you’re fine. Modules are a part of your kit but you don’t have them right now.)

  • This means that you are capable of such impressive feats as:

    • Jumping backwards over 40 meters from a standing start, while firing with perfect accuracy.

    • Running and jumping about 100 meters in around three seconds, in armor.

    • Raising massive plumes of dust from a fast blow.

    • Charged attacks being capable of knocking down buildings.

    • Surviving getting tossed across a parking lot by an explosion, with the point that the explosive was touching being in pain but not having any impaired functionality.

  • On top of that, you also have an alternate role that you are less skilled in. While your skills are not as refined and your equipment is not as good, you are still a powerful operator in this role.

    • (In game terms, your alter is a 5*, E2L1, no masteries. Pick a different subclass for your alter.)

  • You gain the equipment needed for each of your roles. This cannot be permanently lost or destroyed.

  • If your roles and kit involve a summon or pet, like Skalter’s boop noodle or Deepcolor’s friends, then those are now available to you and will remain so in all situations.

  • Gain knowledge and exceptional skill in any one instrument, along with a copy of that instrument and your own personal image song.

  • Gain knowledge of how to maintain and repair your equipment and synthesize the materials needed to do so.

  • You may gain knowledge of any civilian jobs or engineering fields in the Arknights universe. (This is where your “base skills” are.)

  • Optionally, you may gain the ability to train others, helping them improve their combat skills. This will be most effective if their combat role is similar to yours.

  • You gain resistance to Oriopathy and other “crystallization”/”magic overload” diseases. While you are not immune to them, you are heavily resistant to getting them and progression is greatly reduced unless you are seriously exerting your Arts/magic. (Basically, unless you’re copying Amyia or Frostnova and really pulling on the extra power it gives you, it will progress so slowly that old age could beat it out to kill you.)

  • Optionally, you may have your body changed into that of any Terran race. You may chose which one as well as adjust the aspects of your new body within racial limits.

  • Optionally, a small team may be formed around you. This will consist of another 2-4 operators, who will all have good relationships with you and the others. You may choose their appearances, classes, and capabilities. However, their abilities are limited to below a top operator. (In game terms, they’re 5* operators.)

  • Optionally, you may select one of the three options below to happen:

  • First, you may be transmigrated to the world of Terra.

    • Optionally, you may receive a “background” as a cover story. This will also include common knowledge that would not be available via the game.

    • Optionally, you may have fate arrange for you to have a positive first meeting with one of the factions.

  • Second, you may be reborn in Arknights, well before the events of the plot kick off.

    • The other members of your team will be born around the same time, in the same area, and will be fated to become friends with you.

    • Optionally, you may have have fate arrange for you to have a positive relationship with one or a few of the characters before canon starts.

  • Third, you may add any Arknights factions you want to your current setting.

    • If the factions are historically integrated with your current setting and you are also historically integrated with the setting, then you may optionally have a positive relationship with one or a few of the characters in the faction before the story starts.

    • Otherwise, you may optionally have fate arrange for you to have a positive first meeting with the faction.

  • Notes: Remember that you aren’t stuck with game mechanics. You’re not stuck with one skill per fight, you can move around and dodge and block attacks and all that. No, I don’t know what DP actually means in the context of the real world.

Categories
magiccombatcraftingknowledgesocial
Traits
skill masteryimmunitysummoning
Keywords
combat skillart and musicelemental powersprobability manipulationdamageresistancewriting
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