Jaren/Rising
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| This article contains information from the Destiny: Rising universe, and is not a part of the established Destiny canon. |
| Jaren | |
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| Biographical information | |
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Other name(s): |
The Bounty Hunter |
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Species: |
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Gender: |
Male |
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Hair color: |
Brown |
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Eye color: |
Brown |
| Political and military information | |
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Class: |
Lightbearer ( |
- "A lone Lightbearer unaffiliated with any organizations. No matter how daunting the task, if Jaren takes the job, consider it done."
Jaren is a Lightbearer risen by Hartford. He is a playable character in Destiny: Rising, and first introduced in Season of the Moor.
Biography[edit]
This section is a stub. You can help Destinypedia by expanding it.
Gameplay[edit]
| Vows | |
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| Specifications | |
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Element: |
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Core mechanics: |
Damage Resistance[Key Word 1] |
Overview[edit]
- Traits
- Mythic
- Solar
- Offense
- Medium Range Combat
- Weapons
Relic Abilities[edit]
- Passive
- Stag Protection
Landing weapon hits grants 1 stack of Stag Totem (up to 1 stack can be gained every 0.2s via this method). Defeating combatants or dealing damage with Blazing Shot/High Noon Duel also grants 1 Stag Totem stack. Defeating Elites or stronger combatants, or hitting the same target with at least 50% of the pellets in a single Shotgun trigger pull grants an additional 1 Stag Totem stack.
Up to 48 Stag Totem stacks can be held at a time, and Jaren starts combat with 48 stacks.
Once Stag Totem reaches 48 stacks, it will restore 1 charge of Emergency Evasion. If Jaren casts either of his Signature Abilities at this time, he will consume all Stag Totem stacks to enter the Stag Protection[Key Word 4] state for 12s.
- Signatures
- Blazing Shot 18.0s
Jaren marks combatants' weak spots and rapidly fires Light-infused bullets at them with Vows, dealing Solar damage. Light-infused bullets that could not deal damage will refund ability energy.
Jaren draws Vows and marks the weak spots of up to 6 combatants within the reticle.
Releasing the ability button fires 6 Light-infused bullets at the marked combatants' weak spots in the order they were marked, dealing 402[Parameter 1] Solar damage per shot. If Light-infused bullets hit the same target consecutively, the damage dealt will gradually decrease to a minimum of 50%.
The number of marks and the order combatants were marked in determines the number of Light-infused bullets each combatant will be hit with upon firing. If a round cannot deal damage, it will refund 16% energy.
Only combatants within a 30-meter radius can be marked, and once they are more than 30m away or leave the screen's range, they will lose their mark. Light-infused bullets have a max range of 30m. If no combatants could be marked by the time Jaren stops aiming, the ability energy consumed will be refunded.
- Emergency Evasion 12.0s
Damage Resistance[Key Word 1] Blind[Key Word 2] Mobility[Key Word 3]
Jaren jumps and throws a shock grenade, dealing Solar damage to combatants and inflicting them with Blind.[Key Word 2] This also reloads both weapons with 100% of their magazine capacity and grants Jaren Acceleration and Damage Resistance.
Jaren jumps up to 12m in the direction he's moving in and gains Invisibility for a short period of time.
Jumping reloads both weapons with 100% of their magazine capacity while also granting Jaren 40% Acceleration and 20% Damage Resistance for 6s and 8s respectively.
A shock grenade will also be thrown up to 16m away in the reticle's direction, dealing 275[Parameter 2] Solar damage to combatants within an 8-meter radius and inflicting them with Blind[Key Word 2] for 3s.
This ability starts with 2 charges.
- Super
- High Noon Duel 120.0s
Jaren enters his Super state, infusing both his equipped Hand Cannon and Vows with Solar Light and firing them alternately. Jaren's shots automatically lock onto the weak spots of combatants within a 30-meter radius, dealing Solar damage. Entering the Super state also fully recharges Emergency Evasion.
Jaren draws both his equipped Hand Cannon and Vows, infusing them with Light and entering his Super state.
While his Super is active, each attack will alternate between firing his equipped Hand Cannon and Vows. While firing, Jaren will automatically lock onto the weak spots of targets within the reticle and within a 30-meter radius, dealing 675[Parameter 3] Solar damage.
Super-empowered shots deal full damage to targets within a 30-meter radius. Exceeding this range will cause the damage to gradually fall off until it reaches the minimum of 50% damage. Each round of shots fired consumes a varying number of bullets, with a total of 18 bullets per Super cast. If all bullets are used up, Jaren will exit his Super state early.
Entering the Super state fully restores Emergency Evasion charge. The Super state lasts for up to 20s, during which Jaren gains +20% movement speed and a certain level of damage resistance.
- Relic Traits
- Skill Rewarded: Dealing precision damage with weapons grants 1 stack of Skill Rewarded. Up to 1 stack can be accumulated every 0.2s. Whenever Skill Rewarded reaches 3 stacks, it will be converted into 2 stacks of Stag Totem.
- Light's Requite: Dealing damage with Jaren's abilities or Welling Light[Key Word 5] restores his total health equal to 15%[Parameter 4] of the base damage dealt, without the ability for overflow healing.
- Clash of Fates: If High Noon Duel deals damage to the same target consecutively within 5s, damage dealt will increase. Each consecutive hit increases damage by 10%, up to a 50% increase.
- Weapon Mastery
- Welling Light
- LV.1: While Stag Protection[Key Word 4] is active, overflowing Light enhances weapons, granting Jaren's Hand Cannon and Shotgun 4 stacks of Welling Light[Key Word 5] each.
- LV.2: Welling Light's[Key Word 5] additional Solar damage ratio is increased to 60%.
- LV.3: Welling Light's[Key Word 5] additional Solar damage ratio is increased to 90%.
- LV.4: When Welling Light[Key Word 5] consecutively hits the same target within 6s, it deals an additional 10% damage each hit, increasing up to 30%.
- LV.5: Welling Light's[Key Word 5] additional Solar damage ratio is increased to 120%.
Talent Tree[edit]
- Dead Shot: Blazing Shot's Light-infused bullets deal greater damage when fewer targets are marked, gaining up to 30% additional damage bonus.
- Against the Odds: After throwing Emergency Evasion's shock grenade, any damage Jaren deals for the next 3s will restore his total health equal to 5%[Parameter 4] of the base damage dealt, without the ability for overflow healing.
- Bitter Grudge: Increases High Noon Duel's damage by an additional 20%.
- Light's Eruption: Welling Light's[Key Word 5] additional damage ratio is further increased by 30%.
- Offense as Defense: The duration of Blind[Key Word 2] inflicted by Emergency Evasion is increased by an additional 1s.
- High Noon
When Jaren enters the Stag Protection[Key Word 4] state, Blazing Shot's max number of charges will temporarily increase by 1, and 1 charge will be instantly restored.
Additionally, while he's in the Stag Protection[Key Word 4] state, using the enhanced Blazing Shot to inflict Duel Mark increases the target's damage taken form Jaren by 9% + 1% x number of Duel Mark stacks. Stacks 6x and lasts 8s.
Files[edit]
Vows[edit]
- "Never break a vow. Never forget a promise."
Promises Broken[edit]
Vows was born of a despicable betrayal.
Once just a common hand cannon, its wielder, on the brink of death, infused it with an excess of Light… When Jaren found it in a charred ruin, the infused Light had broken its body beyond repair. But that damage was also what turned it into a Relic fueled by Light.
Jaren[edit]
- "A lone Lightbearer unaffiliated with any organizations. No matter how daunting the task, if Jaren takes the job, consider it done."
Name: Jaren
Race: Human
Revival Location: Western North America
Ghost: Hartford
Relic: Vows
Shortly after Harford revived him in a canyon surrounded by high plains, Jaren joined a mercenary group, where he learned to survive and fight under the tutelage of two other Lightbearers. They wandered the land, completing jobs to earn resources and leading carefree, unrestrained lives. Unfortunately, under the catalysis of cruel reality, this period of time ultimately became an old memory, locked deep away and untouchable.
Since then, he has become unwilling to forge deep bonds with anyone, instead passing through human settlements with only Hartford as his companion, completing bounty after bounty.
Hartford[edit]
A dependable Ghost who is often troubled by his inability to choose his own shell.
Diary[edit]
Answers[edit]
(Aesthetic, vintage, flourished lettering)
Jaren, you once asked me what I thought about our connection, and I didn't have a response.
Maybe now, I can give you an answer.
*P.S.: Read it yourself since I can't imagine telling you in person.
I didn't know how other Ghosts and Lightbearers bond, but through the numerous journeys we've accompanied each other on, I unwittingly came to think of you as a companion I can trust with all my heart.
You were extremely confused when you were first resurrected—reticent, alert, and indifferent to everything and everyone, including me. Well, I admit I wasn't a cheerful Ghost either. I still remember how in the beginning, so long as we didn't run into trouble, we'd go a whole week without speaking to each other. It's much better now, though. Apologies, I digress.
I'm exceptionally content to see you slowly become "gentle" as opposed to confused and ruthless. (I know you won't admit it, but why else would a "profit-oriented," "disadvantage-avoidant," "cold," "heartless" mercenary help mortals find their cats, save their dogs, and take care of their children?)
To tell the truth, I don't have a preference as to how Lightbearers use their power, but I'm delighted to see that this is how you've chosen to bear the responsibility that comes with wielding the Light.
I'm glad that I chose you, Jaren.
Gun Trial Records[edit]
Auto Rifle: Versatile, but its high rate of fire leads to decreased accuracy. It also makes the body feel cumbersome, putting it at odds with my usual combat style. Suitable as a daily firearm, but not worth spending too much time on modifications and adjustments.
Submachine Gun: Versatile with a fair rate of fire. Smaller than an auto rifle, but still a bit bulky. Its most critical problem is its bullet spread. The auto rifle's is tolerable, but not the submachine gun's. If I had to pick between a lighter weight or more accuracy, I'd pick accuracy.
Sidearm: More my style better, but not powerful enough to take out an enemy quickly. Perhaps modifications can give it a boost? How much it can be enhanced is extremely limited though, given its structure. The gun's size is perfect, but its firepower? Not so much.
Hand Cannon: Highly portable, powerful, and works very well with how I fight. Unfortunately, the hand cannon fires just one shot at a time. That single shot hits hard, though. The sidearm has a high rate of fire, but its power is lacking… It's unfortunate. Would be nice to build on all the hand cannon's current traits and adjust it to fire full auto.
As for pulse rifles, scout rifles, and light grenade launchers… Those pieces of scrap should have been discontinued, with the resources saved for designing more deadly hand cannons.
Calm[edit]
I came to the Red Sea Rift to draw an end to my path of vengeance.
The scenery here reminds me of when I first set off on this journey—same bright sun, same burning sand.
Hartford said that I was full of anger back then. Was I? I have no idea. Those days are hazy memories. It's as if I was locked in a prison built of remorse and resentment—cold, hard, and gray.
I should've known… Maln was a profiteer, after all. He and Marco were bound to have a clash of interests and ideals. I thought the worst that could happen was that he'd part ways with us, but I'd never imagined that he'd kill Marco's Ghost himself.
Nightmare[edit]
"Jaren," Marco said with a smile, "See you later."
Dreamed about that parting again.
I still didn't reply—just nodded and turned away.
I've had this dream a lot ever since Marco died, but it's only ever been that moment.
This time, though, I recalled more.
Maybe those distant memories that were swept away by time are becoming clear again as I get closer to avenging him.
It was Marco and Maln who picked me up when I was first revived. They introduced this strange world to the muddled, confused me. We traveled the wastes, completing odd jobs to get supplies, until one fateful request…
We were hired to protect a village from some Warlords. The pay was meager, but Marco accepted. It was for the common folk just struggling to survive, after all. That was fine by me, but as for Maln, the rival Warlords bought him off with some fine weapons.
Maln promised not to intervene in the battle between the village and the warlords, but his neutrality still tipped the scales. While I had no intention of getting into this mess, Marco insisted on protecting the village. "Weakness is no justification to stomp on them like ants," he said.
I didn't get it. It was a dog-eat-dog world, wasn't it?
"The world didn't gift them the privilege of choice." Marco looked down and fiddled with his gun. "But me? I've got power, and I want to use that power to give them their choice. Besides, I've already accepted the job, and I'm not one to break my vows."
That was his gun's name—"Vows." Though I still didn't quite understand it, I respected his decision.
"Don't worry. We Lightbearers don't die so easily."
He convinced me, and I left after we'd agreed on a future meeting place. But…
I can accept him giving his life for his ideals, but he shouldn't have died to one of his own. In the end, it was Maln—gunning for even more supplies and weapons—who took Marco out. Even shattered his Ghost with his own two hands.
I won't accept that as his ending.
That parting with Marco became a nightmare that plagued me, and the name Maln, the cure.
Soon enough, I'll be cured.
New Hand Cannon[edit]
Today, I had an auto hand cannon custom-made with the Radiancite I got from Bobak (I honestly didn't expect him to care so much about me saving his uncles). Had to supply most of the ore myself, though—that little bit he had didn't go very far.
I remember thinking he could be on good terms with both me and Maln initially. He couldn't have been more wrong. It's not his fault, though. I'd planned on Maln finding out anyway since he'd never show his face around me if he didn't think he was at an absolute advantage.
I didn't think this whole thing would put so much pressure on Bobak, though—especially after I save them.
And when he insisted I take the ore… Well, the way his face shriveled up as he cried was unexpectedly heartwarming, even if he got snot bubbles all over me… Never mind. I'll forgive him this time, seeing as he inspired the name of my new gun.
He said what I told him when I went to meet Maln was "pretty cool" and suggested I name my new gun after that.
"It's time to hear his last words."
Not a bad idea, I'll give him that. Here's hoping Tex Mechanica brings this hand cannon to life.
Memo: Request No.37[edit]
Request: Track the target and bring it to the client (Note: Non-injurious coercion may be used if the target resists)
Target's Age: 6 years old
Target's Personality: Curious, innocent, lively, wary of strangers (Note: Snacks and toys can be used to ease the target's vigilance)
Target's Characteristics: Pointed ears, round eyes, brown tiger spots, white chest, pink nose, three pink and one brown paw pads (Note: Mixed colors)
Target's Possible Locations: Children's gatherings, lush vegetation, places, places birds flock to (Note: Target is playful), places that smell of food (Note: Target is gluttonous)
Solution: Tie feathers to Harford to disguise his as a bird and lure the target to grab him. Alternatively, tie a few pieces of meat to Hartford to disguise him as food and lure the target to pounce. Harford refused to cooperate. Looks like we'll need to improvise. (Bring the disguises in case he changes his mind later? )
(Newer handwriting)
Harford is very stubborn and unlikely to budge on this.
Silence is Golden[edit]
I truly cannot fathom how some people can drone on and on. Personally, I'd rather spend ten times as long finishing those fights alone.
Hartford occasionally encourages me to make some friends, saying that it's not good for me to be too much of a loner (hah, not like he has many friends himself). But what's wrong with being alone? You don't have to take into account your companion's thoughts, you don't have to carry the burden of their emotions, you don't have to be responsible for their well-being, and you don't have to worry about their sudden betrayal, either.
Everyone has their price. A meal, a piece of clothing, a weapon, something that can be put on the other side of the scale—and you never know when you'll be your companion's price. In that case, it's better not to give them the opportunity to sneak you onto that scale.
Besides, I'm actually content with just having Harford as my partner. He's calm, cool, and I can appreciate his restrained sense of humor. Why should I go find myself a ticking time bomb when I've got him?
Speaking of Harford, I once heard a theory advocating complementarity—"opposites attract" and stay together longer, or something to that effect. If that were true and Harford or I… Well, I can't even imagine what a talkative Harford would be like. But if he were, I'd rather he leave me dead.
Although I get along well with Hartford, to my dismay, it seems like going forward I'll have no choice but to join other Lightbearers on certain missions.
I can only pray that they aren't chatterboxes.
A Tip[edit]
I accepted three more requests to deal with alien looters this week. If I don't get any new jobs tomorrow, I'll be able to get to work on them.
I still prefer these kinds of requests over escort missions or rescues—no need for careful, detailed plans, just aiming and firing for the most part. Talking with the client after completing their request is annoying. They're too grateful, as if I'm helping them out of the goodness of my heart. Have they forgotten that this is a mere trade? My actions aren't selfless. I wouldn't even bother with those alien looters if I wasn't getting paid.
Some time ago, I took care of a Cabal camp that was stationed near a town, as the pay was quite generous. When I headed back to tell them the deed was done, the townsfolk swarmed me. They looked so crazy, for a moment I thought they meant to kill me—turns out they just wanted to thank me.
Talk about a handsome payday.
It was just business.
But I couldn't say that in front of those kids that rushed over with them—not when they looked so happy. Hartford encouraged them to send me flowers as a token of their appreciation, and surprisingly, the kids complied.
I'll accept the flowers as a tip.
…Fine, I'll throw in some extra threat elimination services next time, free of charge.
Friendship Protection Agreement V2.03[edit]
(Aesthetic, vintage, flourished lettering)
I have received much negative feedback from other Ghosts regarding Jaren being too unforgiving when sparring with other Lightbearers, which has seriously affected the friendship between myself and my fellow Ghosts.
After several negotiations, Hartford the Ghost and Jaren the Lightbearer hereby certify the following Letter of Guarantee.
1. Jaren the Lightbearer may not kill any opponent while sparring.
1. Jaren the Lightbearer shall try not to kill any opponent while sparring.
1. Jaren the Lightbearer shall conclude sparring with other Lightbearers on friendly terms, without excess harm.
2. Jaren the Lightbearer shall ensure that he does not defeat the same Lightbearer twice or more while sparring.
2.Jaren the Lightbearer shall ensure that he does not unreservedly deal a fatal blow against other Lightbearers every time while sparring just because they can be resurrected by their Ghosts.
3. Jaren the Lightbearer shall avoid mocking a Lightbearer whom he has defeated while sparring—even if it was "meant to be playful"—unless said Lightbearer makes impertinent remarks first.
3.1. Clause 3 also applies to limb movements and hand gestures.
3.2. Clause 3 also applies to facial expressions and any onomatopoeia that does not have a specific meaning.
3.3. That includes whistling!
4. Jaren the Lightbearer shall try to maintain the friendship between Hartford the Ghost and other Ghosts (including, but not limited to, normal social situations such as sparring with other Lightbearers, chats, trades, non-principled arguments, et cetera).
* This Letter of Guarantee is effective indefinitely.
Guarantor:
(Newer writing)
Jaren, do not forget to sign the guarantee!
Combat Operation—Preparation on Plan[edit]
Environment: Confirm the terrain, landforms, and spatial characteristics of the target location. Prepare for possible traps, and check for hidden doors and passages in suspicious places.
Enemies: Observe their usual weapons and elemental attributes, and draw up a plan to counteract any unfavorable conditions.
Other: Confirm the relationship between nearby human settlements and the target location, and formulate a detailed response plan based on it (Friendly: Maintain distance, tempt with promise of gains. Hostile: Clarify the advantages and disadvantages of the operation and confirm recent combat plans of both parties to avoid chaos. Neutral: Mainly coercion, in case they plan to hijack the operation).
Personal Status: Check guns and ensure sufficient ammo supply. Make good use of the enemies reserves to avoid running out during combat (do not spare any enemy who may be carrying significant amounts of ammo).
Ghost's Status: Hartford must decide resurrection timing when up against strong enemies, ensuring that hostiles have let down their guard down or left the area. Ensure that there are no nearby means of attack that can be used against him. Creating distractions is an option if enemies insist on guarding my remains. If there is a hostile third party nearby, Hartford may lure them into the battle and complicate the situation, creating more favorable conditions for revival.
Key Point: Hartford's well-being is the highest priority (no parallels). Hartford may depart the battlefield first if a safe resurrection opportunity cannot be found in the short term, leaving the situation to change over a long period of time (a month, a year, or even longer) until revival is possible (this must be confirmed with Hartford prior to each battle).
Appearance[edit]
- Destiny: Rising: Season of the Moor (First appearance)
Key Words[edit]
- ^ a b [Damage Resistance]: Grants themselves damage resistance.
- ^ a b c d e [Blind]: Renders combatants unable to attack and makes them lose control of their movement.
- ^ a b [Mobility]: Can swiftly move across the battlefield.
- ^ a b c d [Stag Protection]: Grants Jaren Control Immunity for 6s and enhances his Signature Abilities. - The Light-infused rounds of Blazing Shot deal +30% damage, and their damage will no longer decrease if they consecutively hit the same combatant. Emergency Evasion's shock grenade deals +30% damage, and its damage resistance effect is increased by an additional 20%.
[Control Immunity]: Removes and grants immunity to debuffs such as Blind, Corruption, Suppression, Confinement, Silence, and Slowdown. - ^ a b c d e f g [Welling Light]: Firing weapons deals an additional instance of Solar damage equal to 40% of the weapon's damage. Welling Light stacks 8x, and each shot fired consumes 1 stack. Additionally, weapons gain the ability to lock onto combatants' weak spots within a small range while Welling Light is active. The lock-on is ineffective against other Lightbearers.
Parameters[edit]
- ^ This value is affected by [Skill Strength][Signature Boost][Solar Boost] - This damage scales with Blazing Shot's level.
- ^ This value is affected by [Skill Strength][Signature Boost][Solar Boost] - This damage scales with Emergency Evasion's level.
- ^ This value is affected by [Skill Strength][Super Boost][Solar Boost] - This damage scales with High Noon Duel's level.
- ^ a b This value is affected by [Healing Enhancement] - This effect scales with Emergency Evasion's level.
References[edit]
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