Technology (Story Arc Revamp)

Technology (テクノロジー/Tekunorojī), or Jō Seisetsu (上正接) as it's properly called, is a Superior Element. Its color palette consists of various shades of green, black and white, with small bits of blue and red. Its medal depicts a power button.
Technology qualifies as a heavily damaging Element depending on the range it is used from, with massive damage output and good AoE's, but is best used at close range, where it is most effective.
This Element costs 1337 Diamonds. In order to unlock, the player must defeat the boss G.Y.R.U.S in the Central Virtual Zone in Book 6. They must then have 1250 or more player kills, kill 750 enemies in Survival Mode, and have at least 50 tournament wins. Additionally, they must find and enter the secret code into the supercomputer in the Hidden Lab, located in the Shattered Lands, which will grant them the information needed to learn the Element.
==Summary==
Technology is a unique, yet powerful element if used correctly, with quick firing spells and major reliance on AoE. It can cause serious damage up close or from mid range, but suffers at long range. Hyperang Mark E5 is the Element's best range, as it can travel a good distance, but just can't reach users of Elements like Storm and Chaos. Some spells take a while to activate, but can reward the caster upon successful hit. It is not superior when it comes to speed or defense, but remember that Technology is a close ranger; A very good one, too. The ultimate is especially deadly and can catch groups by surprise.
==Strengths==
====Elemental====
*Grass, Earth and Nature spells that come into contact with Technology spells will be bounced away and become mechanized, dealing Technology damage instead and even being able to damage the ones who casted them. These mechanized spells will then not damage the Technology user.
====Tactical====
*High damage spells.
*Can push enemies away with Dimensional Orbital Strike.
*User has options with most spells, especially Light Disc.
*Spells are very powerful in Survival Mode, or otherwise against large groups of enemies.
*Vortex Bomb-3000’s vortex can pull enemies through walls and other obstacles, bypassing their defenses.
*Some spells can catch rivals by surprise.
*Difficult to deal with up close.
*Not much aiming is required.
==Weaknesses==
====Elemental====
*Spells will be shortened out and deactivated upon contact with Water spells, or when used outdoors in rainy areas such as Never-Drought.
*Spells will turn red and explode without dealing damage upon contact with Chaos and Storm spells.
====Tactical====
*Long cooldowns.
*Poor supportive capability.
*Some spells have a large learning curve.
*High Mana consumption.
*If nobody is in range of the ultimate, the caster will be left vulnerable.
*Best used at close/mid-range.
*Vortex Bomb-3000 needs to be constructed before it can be used.
*Spells can be easily dodged by fast opponents.
==Lore==
Jō Seisetsu is a highly unusual Element, and as such is the only one generally assumed to have come from another dimension. Jō Seisetsu is, by definition, the purest form of energy used by the Tangent, a self-replicating alien pattern/program that seeks to implement itself into the very fabric of reality by mechanizing the land and all organic life, and as a result is highly organized and ordered. As such, this Element can summon Tangent Structures, such as code-energized hyperangs and discs of futuristic energy, or call Tangent superstructures in orbit around the realms to bombard the land with beams of energy. Since the Tangent’s defeat in its last attempt to mechanize reality, the only way to learn this Element is to come into contact with Tangent code or mechanization, then be able to control it without being taken over (Something that requires great skill and willpower, and the power of 1337 diamonds, which is the same number as the code on G.Y.R.U.S’ arm). Once the energy is controlled, it creates a Virtual Zone (Or VZ), a digital stronghold and the source of every non-Tangent controlled Jō Seisetsu user’s power, located in a microdimension where they’re all stored. As one masters the Element, their VZ will grow bigger and stronger, able to hold more energy, to the point when the user can summon a portal leading straight to their VZ, as well as bring others in with them. 
The most well-known users of this Element are G.Y.R.U.S, the Tangent Avatar and host to the Tangent’s “consciousness”, Tangent Constructs, living beings mechanized by the Tangent, and Axis Constructs, highly specialized and empowered constructs which act as commanders and generals within the Tangent’s network. Also, oddly enough, this Element is also used by the Cosines, the mysterious group of mercenaries dedicated to fighting and controlling the Tangent and its agents. However, the Cosines also seek to find a way to use Jō Konran instead, which they know to be highly debilitating to the Tangent and its powers owing to Konran’s unstable entropic nature. Gensei Nagare is one of the most effective Elements to use against it, as it shorts the Tangent pattern’s code signals and electrical pulses together, which damages and disables Tangent Structures and Constructs. Gensei Raimei is also quite effective, as it overloads the Tangent’s systems and causes them to explode.
==Spells==
<tabber>
|-|Normal=
Zone 	Response
Spell 1 	Hyperang Mark E5 (ハイペランマークE5/Haiperan Māku E5)
Spell Type 	Multi-Projectile
Spell Description	"A trio of Tangent powered boomerangs that you can throw one at a time, which stick to whatever they hit and explode after a delay. Charging a boomerang allows it to stun enemies"
Spell Info 	While selected, a green glowing boomerang will appear in the caster’s right hand while another appears on their back, and a third on the left side of their waist. When clicking, they will throw whichever boomerang they’re holding, which will fly through the air following their cursor. If colliding with something, it will stick to it and will then start to beep and flash red like a bomb for 1.5 seconds before exploding, dealing somewhere around 95 damage. After exploding, each boomerang takes about 5 seconds to regenerate, but ones that have been in the air for 3.5 seconds will zoom back to the caster and (As long as they don’t hit anything along the way) can be thrown again after 2 seconds. When returning to the caster, boomerangs will curve towards them and take a direct path to them. When the caster has two boomerangs in their inventory while the move is selected, the one on their waist will be absent, as will the one on their back be when they currently have only one boomerang, as to remind them how many they currently have ready. If the user holds their click to charge the move, the boomerang they’re holding will turn light blue and detonate instantly upon contact, creating a larger explosion that deals 150 damage and stuns enemies that are hit, rendering them helplessly frozen in time for 2 seconds. 
* Each boomerang costs 150 mana to use. Charged boomerangs cost 175 mana to use and take 8 seconds to recharge. Charging a boomerang also cannot be done for 8 seconds after being done once, regardless of whether or not the boomerang returned.
Spell 2 	Vortex Bomb-3000 (ボルテックスボム3000/Borutekkusubomu-3000)
Spell Type 	Projectile
Spell Description	"Construct a powerful bomb of energy that will suck in enemies near it before exploding after being thrown"
Spell Info 	The caster opens several small vortexes pointing at each other to form a bomb constructed from energy released from each vortex before it closes as long as the caster holds their click; They must charge the spell for a maximum of 2 seconds before the bomb becomes ready to use, telegraphed by a sparking effect that the caster gives off once the bomb is fully constructed. When clicking again afterward (The spell will not enter cooldown when the bomb is fully constructed), they will pull out and activate the bomb, then throw it towards where their cursor points. Upon impact with anything or after 1.5 seconds in the air, the bomb will create a vortex around itself which slowly draws in enemies nearby and traps those close enough. After the vortex has been active for 1.5 seconds, the bomb finally explodes, dealing 400 damage and knocking away anything that was hit by the explosion. If the caster releases their click while creating the bomb, they will keep the charge and can continue charging it later, but if they are knocked, stunned, pushed, pulled, grabbed or hit by a Water, Storm or Chaos spell while charging, or if the complete bomb isn’t used for 25 seconds after being finished, they will lose the charge and will have to charge it up again. When throwing the bomb, they may hold their click to hold the activated bomb for longer, allowing them to aim for where they want to throw. This won’t increase the power however, and the bomb will explode in the caster’s hand after 7.5 seconds of holding it. 
* It consumes a total of 325 Mana and has a 9-second cooldown after the bomb is thrown or if the charge is lost.
Spell 3 	Light Disc (ライトディスク/Raito disuku)
Spell Type 	Transportation
Spell Description	"Choose between three Tangent energy discs: 
Beta Discs: Click briefly and jump to bounce off the disc and equip an arm cannon to fire three energy bullets. Below you, the disc protects itself with five small razor discs
Assault Disc: Click briefly to surf on the disc at quick speeds, bouncing off of anything you bump into
D.O.O.M Disc: Hold your click to upgrade the disc to a large D.O.O.M Disc that will shred anything in its path"
Spell Info 	The caster has three choices as an energy disc forms underneath them:
Beta Discs: By jumping before the disc starts moving after clicking once, the caster springs off the disc high into the air as it fires five smaller discs outward around itself while spinning with saw blades. Once in the air, the caster gains an arm cannon and uses it to automatically shoot 3 energy bullets. Each ground disc deals 100 damage on contact, the main disc deals 150 damage, and the energy bullets each deal 70 damage. The main disc disappears after 5 seconds.
Assault Disc: By clicking once and doing nothing else, the caster rides on top of the disc as it shoots forward at high speeds in the direction they’re aiming, bouncing off anything it hits. It deals 100 damage to any enemies it hits, and creates a short range shockwave around itself when bouncing off something that deals 70 damage. The disc vanishes after 4 seconds.
D.O.O.M Disc: When holding their click, the same thing happens. However, a moment after the disc starts moving, it will grow in size with extra layers and large saw blades (Bigger than the ones in the Small Disc) will emerge. This disc gets stuck in walls rather than bouncing off them, but deals 425 damage to enemies that it touches and moves through entities, objects and obstacles.
* All disc types consume 225 Mana and share a 9-second cooldown.
Spell 4 	Dimensional Orbital Strike (ディメンションアルオービタルストライク/Dimenshon'aruōbitarusutoraiku)
Spell Type 	AoE
Spell Description	"Call upon up to three Tangent superstructures summoned in orbit between dimensions to fire large beams of energy that can pull enemies away"
Spell Info 	A set of glowing green crosshairs appears on the ground some distance from the caster the moment they cast, then follows their cursor (In a limited range) before it disappears 0.5 seconds later as a massive energy beam is fired there from a portal in the sky, which moves in a straight line in the direction their cursor is around the caster, regardless of where it started firing. After one beam is summoned, the caster can click again to call another one; Up to three energy beams can be fired. If the caster clicks again before the first beam fires, the cross hairs will vanish without summoning a beam, and two will reappear in its place, restarting the firing sequence; Clicking a third time will do the same thing, except there will be three crosshairs, resulting in all three beams being fired at the same time. Each beam can be charged to increase the distance it may travel, as well as its damage. When an enemy comes into contact with a beam, they will be pulled in and pulled with it. Each beam deals 40 damage upon firing, then 25 damage over time to enemies inside the beams, then 60 damage upon vanishing, dealing 125 damage overall for a total of 375 damage if all beams hit one target.
* Each shot consumes 125 Mana and has a 10-second cooldown.
Spell 5 	Virtual Zone (バーチャルゾーン/Bācharuzōn)
Spell Type 	Ultimate
Spell Description	"Build up your maximum power capacity and use it to teleport and pull all enemies around your destination into another realm, where the world unleashes a brutal attack before ejecting the victims"
Spell Info 	The caster opens a massive portal to their Virtual Zone where they click after teleporting into the air there. As it opens, all nearby enemies in a fairly short range will be pulled into the portal and the caster follows them in. Once there, the victims are held in place as several pillars of green, code-built pillars form around them and begin firing energy projectiles at them, each exploding on impact, as well as green code beams. After a while, the Tangent eye appears in the background and the enemies are struck by a gigantic energy beam before the screen whites out and the enemies are launched out of the portal before the caster emerges and closes it. The entire spell deals somewhere around 700 damage, and the caster is completely invulnerable the whole time. If nobody is in range when the portal opens, the caster will meditate in the air above the portal for 10 seconds before the portal closes and the spell enters cooldown. The move will activate for real when an enemy enters range during this.
* It consumes 1000 Mana and has a 100-second cooldown.
|-|Code=
Code (コード/Kōdo) is one of Technology's Subelements. Its color palette is similar to normal Technology's, but with only the shades of green and red. Its medal would depict a slash in between a greater-than and a less-than symbol, like the start of a code.
Zone 	Response
Spell 1 	Reinforcement 7 (リインフォースメントセブン/Riinfōsumentosebun)
Spell Type 	Transformation
Spell Description	"A magic Tangent code that majorly increases your strength temporarily"
Spell Info 	The green code: <codeImplant=”codeSpell:Reinforcement;”> flashes around the caster for a second as they hold their arms out and surround themselves in green code energy. Afterwards, they will become covered in a green glow, their damage will be increased by 40%, and their movement speed will be increased by 20%, all of which lasts for 10 seconds before the glow vanishes with the code: </codeImplant> flashing near them for a moment.
* It consumes 500 Mana and has a 20-second cooldown after being casted.
Spell 2 	Security Breach (セキュリティブリーチ/Sekyuritiburīchi)
Spell Type 	Contact
Spell Description	"A contagious Tangent code that weakens any enemy it's implanted onto for a limited time"
Spell Info 	The green code: <codeImplant=”codeSpell:Enervation;”> flashes around the caster’s arm as they unleash a short range punch. If an enemy was hit by this punch, they will become stuck to the caster’s fist, which emits green electricity and deals 35 damage 5 times before releasing the target, pushing them a short distance away. After the attack, the code disappears, and the target will be covered in a red glow, decreasing their defense by 35% and damage by 40% for 15 seconds, after which the code: </codeImplant> will flash near them and the glow will disappear.
* It consumes 350 Mana and has a 22-second cooldown after being casted.
Spell 3 	Return Signal (リターンシグナル/Ritānshigunaru)
Spell Type 	Counter
Spell Description	"A Tangent code capable of nullifying an attack and temporarily disabling the attacker"
Spell Info 	The caster locks themself in place and glitches around for a second with two green afterimages. If they are hit by an attack or spell in this state, the attacker will be blinded with a dark green screen, complete with the code: <codeImplant=”codeSpell:Return;”> (The same code then flashes around the caster for a moment), for 4 seconds while becoming immobile and helpless until their vision returns, regardless of how far they are away. The caster also takes no damage or status effects from the attack, and the rest of the attack is instantly cancelled out.
* It consumes 250 Mana and has a 10-second cooldown.
|-|Machine=
Machine (マシン/Mashin) is Technology's other Subelement. Its color palette is similar to Technology's, but with greater use of greys. Its medal would depict a pair of crosshairs with a swirl in the middle.
Zone 	Response
Spell 1 	Monster S.A.W (モンスターS.A.W/Monsutā S.A.W)
Spell Type 	Transportation
Spell Description	"Dash forward horizontally with a giant spinning saw blade, slicing everything it touches"
Spell Info 	The caster equips a mechanical glove on their right hand equipped with a spinning green saw blade. The blade then begins to quickly grow in size until it is 11 studs in diameter, with the rod suspending it extending. Then, the caster will quickly dash a moderate distance forward while swinging the spinning saw blade horizontally from left to right before it disappears. Any enemies hit by the blade will become caught and taken with the dash, dealt 80 damage a maximum of 5 times (Depending on when they were caught by the saw) before being knocked away with a 1.5 second trip.
* It consumes 290 Mana and has a 7-second cooldown.
Spell 2 	Tangent Turrets (タンジェントタレット/Tanjentotaretto)
Spell Type 	Summon
Spell Description	"Summon two large turrets to shoot lasers at your target for you"
Spell Info 	The caster creates two large portals in front of them, one on either side of each other, from which large Tangent Turrets appear. After appearing, the two turrets will each shoot three green, short range lasers at the caster’s cursor location that each deal 57 damage. After shooting three times, the turrets sink back into the portals and vanish. The entire spell can deal a total of 342 damage.
* It consumes 310 Mana and has an 8-second cooldown.
* Note: The turrets each have 300 health, and can be destroyed if damaged quick enough by enemies.
Spell 3 	Prototype 30K (プロトタイプ30K/Purototaipu 30K)
Spell Type 	Multi-Projectile
Spell Description	"Equip two Tangent-powered miniguns to fill enemies with alien bullets"
Spell Info 	The caster equips two minigun barrels on their arms, then takes a second to charge up before firing a maximum of 20 green energy bullets at a rapid rate. Each bullet deals 16 damage. The caster can charge the spell for 2.5 extra seconds to increase the number of bullets fired to a maximum of 30.
* It consumes 300 Mana (325 if fully charged) and has an 8-second cooldown.
</tabber>
==Trivia==
*All of Technology spells are pretty much the same as the original Elemental Battlegrounds, except with some noticeable tweaks and additions.
==Link to Original Doc.==
https://docs.google.com/document/d/16sH88aIjU6wleHL-oqNiUZTAFnxjT5kxg9chdMHgqbY/edit#heading=h.tew7kjqog8yn
__NOTOC__
Category:Story Arc
Category:ConnorLegendscribe
Category:Punisher
Category:Rushdown
Category:Hybrid
Category:Technology Revamps
Category:Superior Element
Category:Antagonist Element
Category:Stun
Category:Invincibility
Category:Book 6
Category:Blinding
Category:Self Buffing
Category:Debuffing
Category:Counterattack