Fred
Retired Staff
I've gathered a few things about the things a nekovalkyrja could do in combat, but there's still a lot I'd like cleared up and I finally decided to tackle that question. (I'm addressing more recent NH-17 nekos to NH-27s as I understand them - I expect to be corrected)
- Skin-based, holographic optic camouflage (NH-17S, NH-22M, NH-27) : Neko have the capability to produce holograms in close proximity to their skins; this however, only allows the nekos to hide their bodies (any garment actually worn still remains visible) by holographically showing the image on the opposite facing of the body - effectively turning transparent.
Seeing that clothing does impede the camouflage capability, a good number of nekos resort to being naked and using their holographic skin to cover themselves with illusory clothing. Fixed holography like clothing seems easier to maintain than transparency and can be maintained indefenitely as long as the neko remains conscious and clear headed. The 'transparency' feature is harder to maintain and the neko can't keep it up along with any strenous activities other than focusing on remaining unseen (nekos can't effectively fight while invisible).
- Light sensitive tactile sensors "See Through Skin" (NH-17R, NH-17T, NH-17S, NH-22M, NH-27) : Another advantage nekos have is the capability to feel light on their skin - actually allowing them to 'see' without the use of eyes (though actual defenition and clarity compared to eyes could be in question).
- Body Hemo-synthesis (NH-17R, NH-17T, NH-17S, NH-22M, NH-27) : Nekos have their bloodstream laced with nanomachines, which give them an extremely strong metabolism, extremely resistant to disease and some form of toxins (though not Mishhuvurthyar-injected enzymes). However, the most recognized capability hemo-synthetis provides is rapid regeneration of wounds, helping in recovering from various hurts and even restoring lost limbs under a short span of time, provided the wound wasn't cauterized (energy weapons are sort of effective) or that the neko has a sufficently high blood supply (lack of blood will hinder regeneration).
- Customizable hemo-synthetic eyes (NH-17R, NH-17T, NH-17S, NH-22M, NH-27) : Nekos, through the use of hemosynthetics can alter their eye composition under short notice to perceive different visual spectrums : this would include visual light (standard), infrared, ultra-violet, black-and-white night vision and so on... though it shouldn't be possible to access stuff like magnetic resonance since that's not based on optics at all.
- Combat Tentacles ports (NH-17R, NH-27) : Some nekos have severaly control ports openings on the surface of their skin designed to expel blood on purpose to create 'battle tentacles' to help them in manipulations or close-quarter combat. The tentacle length can go up to around 5 feet. They are relatively short lived though and dissolve to limphatic sludge when no longer supported by the neko ( additionally, dead nekos also happen to dissolve in much the same way >_> ).
- Encrypted telepathy (NH-17R, NH-17T, NH-17S, NH-22M, NH-27) : Nekos can share information, from thought transfers to heavier amounts of data such as image/audio feeds. They can transmit such information feeds over a considerable distance and make them undecipherable from any other Esper-potential creature through computer encryption, thanks to their unique mind composition. Some can use quantum-encryption - which is more reliable.
- Psionic attacks (NH-17T, NH-22M) : Some nekos are designed with telepathic warfare and have telepathic capabilities is excess of others... most likely being able to do mind blast or a sort of 'mind shriek/scream'. Actual details on the extent of those capabilies seem sketchy.
- Gravity manipulation (NH-17R, NH-17T, NH-17S, NH-22M, NH-27) : Nekovalkyrjas can use their inbuilt capability of altering gravity to allow them to hover around, making it possible for them to float and even mae them capable sheer 'flight' in low gravity environment. Additonally, this capacity to alter gravity can be used to spin their center of gravity, allowing them to move on walls and ceilings. Combat-wise, the nekos can resort to fine-tuing their body mass at select moment to inflict more punishment and better 'roll with punches'.
* * *
Okay, I covered some stuff above, but there's still a lot that seems sketchy to me and I'd like clarifications if possible - angled toward combat, obviously, seeing the title of the thread.
Some other things I was wondering about :
* Extent of the ability the NH-27 has to manipulate and absorb metal, any relation with the neko's ability to manipulate their electro-static, magnetic fields?
* Speaking of electro-static and magnetic fields, anything can be done with that? Can it be used to deflect projectiles, blunt some forms of energy attacks and perhaps even cause skin-contact 'tazer' bursts?
* actual boundaries for the use of a nekos holographic capabilities.
* forms of harm that can be delivered to greater effect to nekos (I don't have the feeling they can be stabbed to death, short of putting a knife to the hilt in their foreheads... and then again, they might just pull it out after a few minutes x_x ).
...I'll think about more questions later on once this thread gets active. I do want feedback as the actual extent of a nekovalkyrja's capabilities are sort of left in the air and they are termed as 'powerful'. M'okay... but having a character in a evil universe of tentacled horrors and other sort of space monsters (including scary black-dressed nekos and nekos whom have Ursula the Sea Witch for a cousin) makes me want to know how much I can push the envelope ~_^
- Skin-based, holographic optic camouflage (NH-17S, NH-22M, NH-27) : Neko have the capability to produce holograms in close proximity to their skins; this however, only allows the nekos to hide their bodies (any garment actually worn still remains visible) by holographically showing the image on the opposite facing of the body - effectively turning transparent.
Seeing that clothing does impede the camouflage capability, a good number of nekos resort to being naked and using their holographic skin to cover themselves with illusory clothing. Fixed holography like clothing seems easier to maintain than transparency and can be maintained indefenitely as long as the neko remains conscious and clear headed. The 'transparency' feature is harder to maintain and the neko can't keep it up along with any strenous activities other than focusing on remaining unseen (nekos can't effectively fight while invisible).
- Light sensitive tactile sensors "See Through Skin" (NH-17R, NH-17T, NH-17S, NH-22M, NH-27) : Another advantage nekos have is the capability to feel light on their skin - actually allowing them to 'see' without the use of eyes (though actual defenition and clarity compared to eyes could be in question).
- Body Hemo-synthesis (NH-17R, NH-17T, NH-17S, NH-22M, NH-27) : Nekos have their bloodstream laced with nanomachines, which give them an extremely strong metabolism, extremely resistant to disease and some form of toxins (though not Mishhuvurthyar-injected enzymes). However, the most recognized capability hemo-synthetis provides is rapid regeneration of wounds, helping in recovering from various hurts and even restoring lost limbs under a short span of time, provided the wound wasn't cauterized (energy weapons are sort of effective) or that the neko has a sufficently high blood supply (lack of blood will hinder regeneration).
- Customizable hemo-synthetic eyes (NH-17R, NH-17T, NH-17S, NH-22M, NH-27) : Nekos, through the use of hemosynthetics can alter their eye composition under short notice to perceive different visual spectrums : this would include visual light (standard), infrared, ultra-violet, black-and-white night vision and so on... though it shouldn't be possible to access stuff like magnetic resonance since that's not based on optics at all.
- Combat Tentacles ports (NH-17R, NH-27) : Some nekos have severaly control ports openings on the surface of their skin designed to expel blood on purpose to create 'battle tentacles' to help them in manipulations or close-quarter combat. The tentacle length can go up to around 5 feet. They are relatively short lived though and dissolve to limphatic sludge when no longer supported by the neko ( additionally, dead nekos also happen to dissolve in much the same way >_> ).
- Encrypted telepathy (NH-17R, NH-17T, NH-17S, NH-22M, NH-27) : Nekos can share information, from thought transfers to heavier amounts of data such as image/audio feeds. They can transmit such information feeds over a considerable distance and make them undecipherable from any other Esper-potential creature through computer encryption, thanks to their unique mind composition. Some can use quantum-encryption - which is more reliable.
- Psionic attacks (NH-17T, NH-22M) : Some nekos are designed with telepathic warfare and have telepathic capabilities is excess of others... most likely being able to do mind blast or a sort of 'mind shriek/scream'. Actual details on the extent of those capabilies seem sketchy.
- Gravity manipulation (NH-17R, NH-17T, NH-17S, NH-22M, NH-27) : Nekovalkyrjas can use their inbuilt capability of altering gravity to allow them to hover around, making it possible for them to float and even mae them capable sheer 'flight' in low gravity environment. Additonally, this capacity to alter gravity can be used to spin their center of gravity, allowing them to move on walls and ceilings. Combat-wise, the nekos can resort to fine-tuing their body mass at select moment to inflict more punishment and better 'roll with punches'.
* * *
Okay, I covered some stuff above, but there's still a lot that seems sketchy to me and I'd like clarifications if possible - angled toward combat, obviously, seeing the title of the thread.
Some other things I was wondering about :
* Extent of the ability the NH-27 has to manipulate and absorb metal, any relation with the neko's ability to manipulate their electro-static, magnetic fields?
* Speaking of electro-static and magnetic fields, anything can be done with that? Can it be used to deflect projectiles, blunt some forms of energy attacks and perhaps even cause skin-contact 'tazer' bursts?
* actual boundaries for the use of a nekos holographic capabilities.
* forms of harm that can be delivered to greater effect to nekos (I don't have the feeling they can be stabbed to death, short of putting a knife to the hilt in their foreheads... and then again, they might just pull it out after a few minutes x_x ).
...I'll think about more questions later on once this thread gets active. I do want feedback as the actual extent of a nekovalkyrja's capabilities are sort of left in the air and they are termed as 'powerful'. M'okay... but having a character in a evil universe of tentacled horrors and other sort of space monsters (including scary black-dressed nekos and nekos whom have Ursula the Sea Witch for a cousin) makes me want to know how much I can push the envelope ~_^