Admiral Sciskiin

"Sinister, calculating, and powerful, Admiral Sciskiin is the 12th Admiral of the Neinocian Empire. Being a cybernetically enhanced scorpion has its perks, especially when it comes to destroying pests to your dominating goals!"

Biography
Admiral Sciskiin is a massive scorpion who was technologically enhanced as part of the Admittance Admiral Project. Before becoming an admiral, Sciskiin appeared as a grey scorpion that was roughly [length]. He had black eyes and all the abilities and traits of a regular scorpion, save for the fact that he understood basic human speech. His exact genus and species are unknown.

When he became an Admiral, his exoskeleton was enhanced with a biomechanical coating, turning him a dark shade of blue. His stinger now glows whenever using his Stinger Beam and his claws are capable of extending and retracting serraded edges. Admiral Sciskiin's eyes are now multiple colors, being red, green, [Trioculus]. After gaining the ability to shrink and grow sizes from Admiral Xynek, he became [size].

Admiral Sciskiin's personality is noted for being sarcastic and sadistic. His enhancement to let him talk and smile without his chelicerae getting in the way opens up new possibilities for intimidation. With his great hostility and coldness, he is also manipulative about it. He will get close to others who can be of use to him, then absorb them after they have been used. Even with all these traits, he is still honorable in orders taken and titles, always showing a face of loyalty to the empire and opting to call others by titles, even as he expects to be referred as an Admiral.

List of Known Powers, Abilities, and Upgrades
Admiral Sciskiin has a very impressive list of powers, especially when considering he can steal others' powers through his Knowledge Eye (explained more below). The following list will contain all known powers, abilities, and upgrades the Admiral possesses, and ones that were stolen will be flagged with an asterisk. Upgrades received do not attacks or techniques that should naturally be possible (such as the "upgrades" allowing him to preform the Wash Cycle or Spinout attacks). Only upgrades that significantly affect him will be listed.


 * Stinger Beam (A very powerful bolt from the stinger which can be charged to amplify its power. Just the base version was capable of destroying concrete walls, a fully charged one can even ignore energy fields)
 * Bouncer Beam (Also known as the Wall Bouncer, it is a weaker Stinger Beam that will reflect off solid objects to "bounce" until it either expires or hits a target)
 * Flash Claw
 * Photoclaw
 * Claw Driver
 * Burn Driver
 * Grapple Claw
 * Bolt Slam
 * Shock Slam
 * Echo Slam
 * Short Circuit
 * Phantostrike
 * Speech
 * Size Manipulation
 * Flight
 * Revelation Eye
 * Abiotic traits
 * Ailment immunity
 * Incredible resistance
 * Reflective armor/eyes
 * Teleportation
 * Cloning
 * Ice Magic

Eye Powers
Admiral Sciskiin was given five eyes from the Admittance Facility, replacing his natural ones. These new ones granted additional powers to him, and their effects will be listed here. For the backstory, consider the Lore tab instead.

Knowledge Eye
His rightward, red eye. This eye grants him the advanced cognitive abilities and the ability to steal the knowledge and powers of others by destroying their hearts. To those who do not have a heart, if they do not resist a blow from him, they will be absorbed (resisting is in the form of not giving up your existence to him, note that being unconscious in any form skips this step). Additionally, the eye can be used to transfer knowledge to others.

Blade Eye
His middle-right green eye is this one. It allows him to generate metallic objects within seemingly thin air and control them mentally. Despite the objects supposed to be having physical properties, it appears that metallic blades, saws, or anything do not react to oxidation, magnets, or even gravity, if Sciskiin does not will them to. Even telekinesis did not seem effective against created objects. The things generated can also be formed within his claws and released when needed, such as in the case of his missile launcher.

The eye has a secondary effect when combined with the Knowledge Eye. Instead of being green, the energy becomes blue and is then referred to as the Creation Eye. In this form, anything imaginable can be created and used. Despite this not having any known downsides, it is rarely used by the Admiral for reasons never explained.

Notable Creations
The following are the creations of either the Blade or Creation Eye. All of the following can be created using the Creation Eye, but ones that can be made with the Blade Eye alone will be flagged with an asterisk


 * Scorpbot 1.0, 1.5*
 * Scorpbot 2.0+ (The advanced Scorpbots, informally known as Admiral Scorpbots, require the Creation Eye to be built, but also have the added effect that they can use some of Admiral Sciskiin's powers, namely the ones given by the Knowledge Eye)
 * Buzzsaw*
 * Flamethrower (Flame-based weaponry require the Creation Eye to be made, except if missiles are made, for some reason)
 * Booster
 * Missile* (Despite containing more than just metal, he can create and store a barrage of missiles to launch without the need of the Creation Eye)
 * Flash Claw* (Flash Claw, despite being a power, has been stated to use the Blade Eye to work. This one is the most confusing, since it is a blast of energy. It is theorized that the flash seen is from iron turning to rust instantly)
 * Vortrem Beam (Stated to be a more powerful version of the Flash Claw, the Vortrem Beam is a white laser instead of just a flash)
 * Flak Artillery*

Trioculus
The Trioculus, or Trioptic Eye is a set of three eyes built into a revolving panel. It is located on the left side of Admiral Sciskiin's face and only the top eye on the panel is capable of using its power at a time, even if all of them are glowing. The panel can rotate clockwise or counterclockwise, meaning every eye is easily accessible at a given moment. Occasionally, the Trioculus will not have any visual indication of it activating other than the eye glowing (as seen below, each eye has a different effect, but in the comics and some scenes, there is no visual effect, yet it still activates).

Stasis
The [color] eye on the Trioculus is the Stasis Eye. It can fire quick, white beams that that will either slow an area down, leaving him unaffected or freeze a target in time with either a direct hit, or the full stasis effect enabled. If he wants, Admiral Sciskiin can slow down a massive area, without stasis getting involved. It has also been shown to work even without the beam, but this is much rarer of an occasion.

Shattering
Shattering is the [color] eye and fires a thick wave forward. The attack can cause insanity in the minds of whoever is affected by it or physically shatter those who are mentally unstable. It can also destroy anything classed as armor if it connects with any. The blast, while not fast, is persistent, leading to scenes, where others unknowingly move directly into it and become affected. When activated without the wave, instead of putting the target through insanity, it traps him or her within a mental zone.

Control
The final Trioculus eye is [color] and is the Control Eye. Those affected will become puppets to Admiral Sciskiin. It has a secondary effect of being able to teleport those who are affected by it. It starts off as a white flash, but those hit by the flash will be engulfed in a grey vortex. It is unknown if Admiral Sciskiin has to hit himself with it to teleport or not, but he has used it to warp before. Control seems to have no district range limit for activation.

Appearances
[Where is he found?]

Lore
Before starting, it should be noted that most of Admiral Sciskiin's past was never officially revealed in comics or animations. The main source of information about his past lies within the game, Sciskiin, as well as brief flashbacks. Due to the game being considered "canon" (at least in its True Ending) as well as flashbacks, a combination of the two will be used here. After becoming an Admiral, however, the story contains a lot less guesswork.

It is completely unknown where Sciskiin originated or who/what gave him his name. There is nothing about his backstory ever revealed regarding this. However, what is known is that he was somehow inducted into the Admittance Admiral Project. He began in the introductory testing chamber, so that the Announcer could determine if he was worth keeping. Sciskiin passed the test, surprisingly, indicating a higher level of intelligence than normal scorpions. The next test he passed was a block puzzle with fatal consequences if failed.

At some point during his time in the Admittance Admiral Project, he met Dr. Fineth A. Laurel, the leading scientist in charge of upgrading potential Admirals. Dr. Laurel upgraded Sciskiin by giving him the eyes he now possesses, as well as an assortment of other upgrades. The specifics of when upgrades were received is unknown, but it is assumed the Knowledge Eye was obtained first. With the Knowledge Eye gained, Sciskiin could perform more complex tasks and began learning about the world around him. Whether or not he obtained the eye before completing any future tasks is also never disclosed, so assume he obtained it at some point before becoming an Admiral.

Sciskiin's next puzzle was a maze. It was relatively simple, but timed, so that if he failed, he would die. Afterward was the first time he was ordered to fight. The A.A.P. believed in culling out the undesirables by setting up these fights to the death. The beginning ones did not require the winner to kill the loser, but later ones would be stricter. There is no knowing if Sciskiin ended the first combatant's life. Simple puzzles followed the first fight. The Announcer believed that he would give the potential Admirals a first taste at combat to desensitize them to death, and perhaps soon awakening a thrill towards it. Sciskiin did not seem to have any particular reactions to anything, not caring about much. There was a special occasion one day, where the Testing Chamber was closed, allowing the potential Admirals to meet the current ones. It is unknown who Sciskiin met that day, out of the seven Admirals, but afterwards, he went back to more puzzles and events. Another occasion was a "field trip" of sorts, where the surviving potential Admirals visited the Neinocian Empire, specifically in what appeared to be Reisocof (this is strange, as later events, if they occurred, do not line up with the continuity of the spiritual sequel series). [continue]...

After a few more deadly tests, the Announcer began having doubts about Sciskiin, calling him a failure and saying he would never become the, "perfect killing machine." This continued over the course of many events until the Announcer exclaimed that Sciskiin should try breaking into the Testing Chamber to complete more tasks because he was not a human and, "only good things come from people." This caused a shift in Sciskiin. He realized he never liked being bossed around and refused the Announcer's order.

The next day, the Announcer pushed a button while Sciskiin was in the Testing Chamber, sending Sciskiin into the garbage disposal. Before the incinerator activated, he managed to enter an opening in the disposal, leading to a basement location. One of the Admirals, Paire, helped him out and gave him a place to rest up for the time. [continue]...