• 娜仁图亚
  • ナラントゥヤ
  • 나란투야

Narantuya

Sniper — Loopshooter
Can only attack while holding a boomerang projectile (projectile takes time to return)
  • SG17
  • Ranged
  • DPS
/ 90
[Code Name] Narantuya
[Gender] Female
[Combat Experience] 12 Years
[Place of Birth] Sargon
[Date of Birth] May 26
[Race] Kuranta
[Height] 177cm
[Infection Status]
Medical tests have confirmed that no infection is present.
[Physical Strength] Excellent
[Mobility] Excellent
[Physical Resilience] Excellent
[Tactical Acumen] Standard
[Combat Skill] Standard
[Originium Arts Assimilation] Excellent
Narantuya, a former desert bandit who once traveled across most of Sargon's lands, now stationed long-term on Rhodes Island as a field operator. With her survival techniques and rich knowledge of the natural world, she happily takes part in missions out in the wilds.
Imaging tests reveal clear, normal outlines of internal organs, and no abnormal shadows have been detected. Originium granules have not been detected in the circulatory system and there is no sign of infection. At this time, this operator is believed to be uninfected.

[Cell-Originium Assimilation] 0%
Operator Narantuya shows no signs of Originium infection.

[Blood Originium-Crystal Density] 0.15u/L
Narantuya is out on field missions for long periods of time, and often comes into contact with all sorts of Originium products. The risk of infection is relatively high, and she will require careful monitoring.

Yes, the ancient traditions of nomadic peoples do contain early humanity's methods of forecasting and dealing with Catastrophes, a wisdom born from experience. But we do still need to give her a comprehensive explanation of ways to protect yourself from Oripathy... As well as ensure she stops 'transporting' illegal Originium products while with Rhodes Island.
Two Rhodes Island operators residing in Sargon were escorting a medical transport team when they ran into Narantuya. The oases of the desert have always been places for travelers to stop and exchange information and goods, or just have a chat. When this unfamiliar woman sat with the Rhodes Islanders like it was the most natural thing in the world and gave them tips on how to spice their roast meat, they turned a blind eye to her helping herself to some of their food. She was covered in grime and dust after all, a clear victim of Sargon's harsh environment, and the result of her days-long trek through the wastes led them to believe she was a refugee on the brink of death. After their rest, the transport team prepared to leave, which prompted her to swap from jovial chatter to a rather more serious tone. 'Looks like there's going to be a sandstorm to the southeast. If you insist on going that way, stay alert and don't stop until you reach town.'
Sure enough, the sandstorm struck as predicted, with bandits alongside it. Thankfully, the operators had taken measures earlier and beat back the attackers with ease. Several days later, the operators were wandering the streets after their mission when they ran into her once more. While thanking her profusely, they felt the need to pry into the source of her advice. She was surprisingly candid: 'It helps to be in the same line of work.'
'I was sounding you guys out when we first talked. If you were transporting gold and gems, I'd have come up with a plan on the spot. But you turned out to be shifting Oripathy meds. Nobody who needs those is rich, so it wouldn't be worth my time.'
One of the operators remembers thinking that not only did she conspire to rob people, she also discriminated against those with Oripathy. He considered giving her a piece of his mind, but she beat him to the punch: 'Wanting to help the poor and downtrodden's an admirable thing. I like you two. Need a guide? I can make sure those meds won't get snatched by people who don't need 'em.'
Since the mission was already complete, they didn't need a guide, but they still accepted her as a travel companion. After traveling for a while, she casually brought up wanting to see the landship. They were already aware of her outstanding talents, and could vouch for her sincerity in wanting to help. And so, the landship received a recommendation letter containing the details of all that happened, alongside the red-maned Kuranta holding it and looking to come aboard.

[Addendum]
Do note that Narantuya is a descendant of the Nightzmora, and follows their ancient traditions to some degree. She is currently undertaking her Khaganquest. This is the reason why she was covered in grime when she met us, and why she undergoes arduous treks.
Also, though she is sincere in wanting to help Rhodes Island, the reason she applied to be stationed on the landship is because she heard the ship's commander directed it all over Terra. On top of her curiosity, she also considers it a free ride.
If anyone's wondering whether a Nightzmora is allowed to ride a vehicle during their Khaganquest, please ask Narantuya herself. Stop asking me; I don't know either.
—HR Operator
Anyone who claims to know what the Nightzmora were likely imagines them as portrayed in fantasy novels or television dramas. They are still seen as the demonic, mysterious army of millennia ago, the image having stuck around like a curse, the sound of their horns still invading dreams generations later. Most in the modern age would never consider that there could still be Nightzmora living among them, and there is no way of knowing how much of this Elder lineage still lives on in the Kuranta tribes of Sargon. As such, it is no wonder that operators are curious when she openly states her Nightzmora heritage. On one hand, many would like to know more about the tribe she hails from, but on the other, it is clear she is rather far removed from the frightening countenances of legend.
According to her, her tribe believes themselves Nightzmora, and uphold their ancient nomadic practices. They regularly migrate from place to place according to seasonal changes in the weather, their belongings forever limited to whatever a few burdenbeasts can carry. From a young age, this custom has ingrained in her many techniques for both combat and survival. She knows how to tame wild leporibeasts, how to make clothes and wall hangings from fur pelts, and how to survive with her two curved blades and a handful of sand in a fight. The Nightzmora's reverence for plunder and their tradition of the Khaganquest upon adulthood both encourage the tribe's members to constantly be far from home, making the tribe has no fixed population, constantly losing and gaining members. This mixing of bloodlines means that both red-maned Nightzmora and ordinary Kuranta can easily be siblings, and the tribe asks all to follow their traditions without discrimination.
'I left home long before I came of age, though. By the time I was supposed to go on my Khaganquest, I couldn't just head home, but I wasn't going to abandon my lackeys just like that. So I thought we'd keep our plans flexible, delay the Khaganquest a few years, and have a bit of a casual trip first.' After finishing her lecture about her tribe's customs, Narantuya calmly justified her 'break from tradition.'
Though she does not act like a stereotypical Nightzmora, she still shows what many believe to be characteristics related to her heritage. For example, if something captures her interest, she will spend days focusing on it without sleep, then crash for several more days once she's done with it. Another example would be how her onboarding examination had to be forcibly stopped the first time around, thanks to her Originium Arts triggering a passing operator's PTSD. Later, when the medical team on duty and the operator in question were huddled together, sipping the cystymilk tea Narantuya had provided by way of apology, they all agreed that while she might not be much like a Nightzmora, it was better than being a true-blue Nightzmora.

[Weapon Evaluation]
The two swords Narantuya often uses in her daily training are made with ordinary modern-day techniques. Despite her inordinate fondness for them, to the point where she has adorned their scabbards with garish decorations, Engineering has determined that their strength and sharpness are hardly outstanding. There's no need to pity her if you see her using her 'fine blades' to cut beastmeat.
In combat, she uses two special curved blades. These paired blades can combine together into a wide fan blade via a mechanism, allowing her to easily use them as a thrown weapon. Engineering has not yet determined the composition of the metal these blades are made from, and she herself knows nothing about the history of these weapons or the etchings upon them. She only knows that they were what her parents intended to give her when she came of age, as well as the fact that when wielding them, she can cast her Arts with ease.
[Announcement 1]
Narantuya Kapudan, approximately twenty-five years of age, Kuranta, tall and sporting extremely bright red hair. Suspected of organizing illegal commercial activities, causing great damage to the local art market. If anyone has information on the suspect, inform the Alliance of Collectors at once.

'Oh, that one. We were offloading some art onto the black market, and I let one of my lackeys practice his business skills. It was only afterwards we found out he's terrible with numbers and that he sold the goods with a couple of zeros missing on the price tag. Anyway, why are those collectors even going to the trouble to find me? They'll find paintings in teahouses even prettier than the ones in their collections. Once they buy them, they'll calm down, yeah?'

[Announcement 2]
In the name of the lord of the city, we will comb all of Jawaher to find those tomb robbers who recently desecrated our many ancient tombs.
The lord ameer shall reward you handsomely for any suspects brought to us alive.
We have confirmed their identities:
First, Narantuya, age unclear, Kuranta, red of hair and sporting many curved blades.
...

'The announcement's just a pretense. It's way faster to use an arrest warrant to find someone than a recruitment pamphlet. That lord ameer thought we were rather professional, so he hired us to help him dig up a bunch of tombs, hoping to find treasure. We never meant to damage them, but the entire town's built on top of tombs, so digging a tunnel means you'll be digging out broken antiques all the time. Funnily enough, thanks to my lackeys shattering too many pots as we dug them out, we were stuck working for the guy the whole month, and didn't make any profit either.'

[Announcement 3]
The city's biggest smithy was recently robbed by knife-wielding maniacs, and three blacksmiths are currently missing. Their families are awaiting their safe return. If you have any information, please contact the blacksmith's guild.
Additionally, the guild is hoping to obtain information on the following people (feel free to smash their heads in with hammers):
Narantuya, a red-haired Kuranta, around twenty years of age, rather tall. Her shoes have iron soles, so her footsteps are very distinctive.
...

'Oh, that was a misunderstanding a real long time ago. We just wanted to get a prosthetic hand for one of our guys, so we looked for smiths in town. They thought we were there to rob them; frightened 'em so bad they just shoved their coins and rarest materials right into our hands. We needed some to come with us, but once they were done, I sent them back. They were fed and paid, so did we even do anything wrong? Is it so wrong to want the best smiths for the job?
'Seems like I'm always the first one people notice. My hair's hard to hide, not that I'm trying to hide in the first place. If I hid my identity or my deeds, how would I ever get my name known all across Sargon?'

...

The above are all the charges levied towards Narantuya that we found. It can be determined that admitting her as an operator would not negatively influence our operations in Sargon. At the very least, during her time as a bandit, Narantuya was still quite far from having 'her name known all across Sargon.'
Narantuya has promised Rhodes Island her bandit days are behind her. This is not because she is considering turning over a new leaf. To her, banditry is merely a job, not a crime. Like how a century or more ago, whenever a caravan would refuse to trade important necessities with a nomadic tribe, the tribe would have no choice but to rob them. When it comes to 'professional banditry,' the most important thing to have are companions, and Narantuya's much-mentioned lackeys have already left her and scattered to the four winds.
According to her, her infamy led many in desperate straits to seek shelter with her, including people who were essentially slaves for other bandit groups, forced to work and whipped for their trouble. As her posse grew, some rival gangs began to feel threatened, while others saw their leaders fly into a rage as their underlings defected. So they formed an alliance, agreeing to meet at a specific time and place to raze Narantuya's stronghold and slaughter its inhabitants.
But when the appointed hour came, none showed up, and her stronghold was already empty. Bloody slaughter was averted as, having heard the rumors, she decided to keep the peace, visiting each and every bandit chief with a vast amount of treasure in hand—or to be more precise, begging them for forgiveness.
'I'd been doing well for myself, so it's natural for others to get jealous. Knowing the consequences of your actions but doing nothing to prepare is like knowing the dry season's coming but not readying any supplies.
'I've always had the backup plan of breaking up our little gang for a while once we had too much heat, and I let my lackeys know as much. In the end, they envied me, not our money. If that was all they wanted, they wouldn't need any excuse to just kill us for it. There'd be no way to stop that except force. Jealousy, though? I can go bow my head a few times, apologize a bit, and everyone's happy.'
Narantuya may have gotten all her rivals to back off, but there was one thing she didn't consider: most of her lackeys lived very well on the coin they had split once they found places to settle down, and did not wish to return to their days of roaming the wilderness. For a time, she did think she had let them down, having taken most of the valuables to calm the other chiefs. Surely this made the others lose confidence in her, right? And so she sought to gather up another mountain of gold and bring her former fellows back into the fold. However, from how enthusiastically she invites other Rhodes Island operators to be her lackeys, she seems to have had a change of plans.

'Everyone wanted to get the details, but every time we asked, she'd only say a sentence or two about it. We all thought it was a sore spot for her or something. It wasn't until she did some cross-country training with Gavial that she spilled the beans on the entire story, all while running. Maybe that's how Nightzmora prefer to tell stories?'
At fourteen, Narantuya took the duty of caring for the injured members of her tribe. She knew they'd become Infected, and that there was no getting rid of the rocks growing from their wounds, but they might still recover from their injuries. Once recovered, they could go back to riding their burdenbeasts and waving their curved blades as they danced. She was quite confident in her ability to make healing ointments, so when the lord ameer's army arrived at the tribe's seasonal campsite, she was stirring together a big bowl of oils and herbs.
She never fully understood why the wounded under her care had to be dragged out of the tent. The adults were out hunting, and no one around would give her an explanation. Upon seeing one of her patients being forced to drag his one good leg as he crawled towards the prison cart, she burst out in anger at the cruel soldiers: 'Can't you see he's injured?! It's only going to get worse this way!'
'It's certainly not going to get any better.' Her fellow tribesman laughed bitterly as he tried to dissuade her. 'Come sunrise, we'll all be dead.'
The soldiers pushed her back, and the cart's bars slammed shut. Yet Narantuya refused to give up. Her patients had never died under her watch.
'If you will die when the sun rises, then I shall stop it from rising.'
On the morning of the next day, she took the two black, curved blades from her home. Ever since, her name and likeness have graced wanted posters all over the region. She never returned.
HP
2500
ATK
765
DEF
170
RES
0
Cost
16
ATK Interval
1 sec
Block
1
Redeploy
70 sec

Talents

  • 'I See, I Take'
    When deployed, each attack Steals 25 ATK (Caps at 250) and 20 DEF (Caps at 200) from the target
  • Graceful Shadow
    Gains 35% Physical and Arts Dodge and reduces the hit rate of Physical and Arts attacks from enemies in the surrounding 8 tiles by 20%

Skills

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  • Whirling Blade
    Auto RecoveryManual Activation
    SP Cost
    5
    Can switch between the default state and the following state:
    Attack range -1, boomerang projectiles deal 190% ATK as Physical damage, and repeatedly bounce between enemies (up to 3 bounces)
    attack@times
    3
    attack@atk_scale
    1.9
    ability_range_forward_extend
    -1
  • Nightmare
    Offensive RecoveryManual Activation
    Initial SP
    8
    SP Cost
    15
    Duration
    30 sec
    Deals 250% ATK as Physical damage per attack and Slows targets for 1 second. Projectiles will briefly pass through enemies after striking them, then return; all enemies hit during the return take 200% ATK as Physical damage
    attack@move_ahead_time
    0.5
    attack@projectile_range
    1
    attack@atk_scale
    2.5
    attack@atk_scale_comeback
    2
    attack@sluggish
    1
  • Sunswallower
    Auto RecoveryManual Activation
    Initial SP
    20
    SP Cost
    30
    Duration
    20 sec
    Throws 3 projectiles (each dealing 175% ATK as Physical damage) per attack; whenever all projectiles return, up to 3 enemies in the 8 tiles surrounding Narantuya take 160% ATK as Physical damage and are Slowed for 1 second
    attack@atk_scale
    1.75
    atk_scale_aoe
    1.6
    sluggish
    1
    attack@aoe.max_target
    3
    cnt
    3

Modules

  • ORIGINAL
    Narantuya's Badge
    Operator Narantuya has demonstrated a remarkable aptitude for repeatedly attacking approaching enemies with a boomerang projectile.
    The Field Operations Department has thus passed the following resolution:
    This operator shall be appointed a Sniper Operator during field operations to exercise Loopshooter responsibilities.
    In witness whereof,
    This is hereby conferred upon the above named.
  • LPS-X
    'Those Buried in Sand'
    StageStatsUpgrade Description
    1
    • ATK +25
    • DEF +25
    Loopshooter Trait
    Can only attack while holding a boomerang projectile (projectile takes time to return)
    Increases ATK to 110% when attacking enemies within the 8 surrounding tiles
    2
    • ATK +35
    • DEF +35
    'I See, I Take'
    When deployed, each attack Steals 25 ATK (Caps at 275) and 20 DEF (Caps at 220) from the target. Steal triggers 2 times when attacking enemies within 8 tiles around
    3
    • ATK +45
    • DEF +45
    'I See, I Take'
    When deployed, each attack Steals 25 ATK (Caps at 300) and 20 DEF (Caps at 240) from the target. Steal triggers 2 times when attacking enemies within 8 tiles around
    Narantuya wakes from the dream with a start. She feels as though she has a piece of smouldering charcoal in her throat, and all she can hear is the unbearable clanging of metal that filled her dream.
    She walks out of the tent. There is no moon in the sky, and the wind blows towards the depths of the desert like galloping cavalrymen.
    'Clank! Clank!' The sound of metal banging on metal keeps getting louder. Narantuya looks around her, trying to find the source of the sound, only to discover that the black scimitar on her belt is vibrating violently.
    She grabs the hilt, hoping to stop the movement, only for it to vibrate even harder, causing her arm to go numb and her eyes to see stars.
    'Stop!' She roars, clutching the blade even harder.
    The black scimitar drags her stumbling into the night.
    She sees a hammer the size of a mountain slamming upon a red-hot anvil. The metal screams along the distant drums of war, sending golden sparks flying like drops of sweat. The hammer scorns ordinary iron and turns the indestructible anvil into a scimitar!
    The war drums grow closer. She sees someone take the scimitar and walk at the front of an expedition, cutting through bones and tattered banners. Then at some point, the wielder dies, and the scimitar falls to the sand. Narantuya realizes that they are the same sands she now stands upon.
    '...No,' she says, 'That's not me!'
    No longer trying to stop the blade's restlessness, she throws it with all her might, as though trying to smash the mirage in the sandstorm.
    'I don't care who you are! I walk my own path! If you do not wish to accompany me, then so be it!'
    Narantuya is unsure if she actually said those words, because the very next instant she stumbles and falls to the sand.
    ...
    Narantuya awakens to find her drinking buddies fanning her, half-concerned, half-fearful.
    'Was I drunk?'
    The stall owner doesn't answer. He smiles and continues his work, mixing the booze with water.
    'Where's my sword?!' Narantuya reaches towards her belt and breaks out in a cold sweat.
    Her drinking buddies lead her to a great rock.
    'How the heck did you even do this, Narantuya?'
    She rubs her eyes. Yes, it is her black scimitar alright, buried inside the rock all the way to the hilt. She tries to pull it out, but neither sword nor rock budge in the slightest.
    'There was a bit of thunder last night. You came out of your tent, looking a little tipsy, and cussed out the clouds before drawing your sword and swinging it at the rock, just like that!' One of her drinking buddies says, 'You scared the living daylights out of me. I'll pay back the drinking money I owe you today...'
    'You were scary alright. I remember that you yelled—'
    'Yelled what?' The memory is coming back. She is pleasantly surprised that she managed to come up with a declaration so powerful, and would not mind hearing it again from someone else.
    'You yelled—'I'll trade you in for one made of gold if you don't stay put!''
    'What? Wait, shouldn't it be—'
    'Yeah, that was it. I heard it too. Definitely sounds like something you'd say, Narantuya.'
    '...'

RIIC Base Skills

  • Fearless Valor
    When this Operator is assigned to a Factory, capacity limit +10 and Morale consumed per hour -0.25
  • Union of Desert Bandits
    When this Operator is assigned to a Factory, Precious Metal productivity +1% for every level of each Dormitory