|
|
|
|
|
|
|
|
|
Posted: Tue Jan 24, 2006 12:00 pm
Pilot Equipment and Organoid Enhancements
Do not post in this thread The shop is open. Important Things! (1) Your pilot's inventory is limited! The number of weapons and upgrades combined that you may have is 4. This includes what you already have. Thus, you can't get everything that looks pretty for one pilot or organoid. Also keep in mind your pilot's personality. Don't arm a peaceful kid with a high-powered machinegun. (2) Getting pilot gear DOES NOT mean your pilot will be redrawn. Absolutely not. No way. Don't even try. (3) You may replace equipment or get rid of it. To do this, you may sell weapons and upgrades back to the shop. Or, you can sell them to other pilots by going through a thread in THIS subforum. Sell-backs are taken at quarter-price. (4) You may not replace organoid abilities with new ones, unless they are specific enhancements for that adjustment. (5) Don't post in this thread. There is a suggestions thread, there is an ordering thread, and you may make your own thread to discuss various ideas. There is NO reason to post here. A young man sat idly behind the counter, reading a magazine with a pair of headphones on. His fingers drummed on the pages in rhythm with his song, and he paid no attention to you, aside from a mumbled:
"Hey. Feel free to look around."
The shop is different in this corner. It's smaller, more cozy. It looks like a camping store, more or less, with a whole lot of hand-held weapons locked behind the counter. And yet... Still... everything is so shiny... Shiny! Shiny! Go look!
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Sat Jan 28, 2006 2:33 pm
Pilot Gear Weapons WeaponsSix inch daggerPrice: $100 Description: Short dagger. Easy to hide, great on missions.Requirements: None. Twelve inch daggerPrice: $150 Description: Long dagger. Great on missions, though not quite as easy to hide. Usually held by those of the Helic RepublicRequirements: Personality trait Forty inch long bladePrice: $200 Description: Impossible to hide, and only for those specfically trained to use it. Usually only Imperial soldiers carry these.Requirements: Personality trait 9mm Hand gunPrice: $100 Description: Common hand gun.Requirements: None. RiflePrice: $200 Description: Bigger gun.Requirements: Personality trait Rifle-scopePrice: $10 Description: To be used with the rifle. Enhances general accuracy. Doesn't take up an inventory spot.Requirements: A rifle. Machine-gunPrice: $500 Description: Really big loud gun. Rapid-fire. Cannot be used with a silencer.Requirements: Personality trait, and strength. SilencerPrice: $50 Description: Muffles the gun-blast. Doesn't take up an inventory spot.Requirements: Any sort of gun. Archery SetPrice: $100 Description: Includes a basic wooden bow and arrows.Requirements: None, besides decent aim. Expert Archery SetPrice: $150 Description: Steel-modified bow and ridged arrows. Increased natural accuracy.Requirements: None, besides decent aim. Electromagnetic Whip Cost: $20,000 Effect: Renders an organoid or pilot temporarily immobile out of battle. If used pre-battle or right before organoid fuses to opponent's zoid, organoid is unable to fuse for four turns. EP Cost: None (This cannot be used while inside a Zoid cockpit) Description: This eight foot long whip is constructed of ultra-thin, tightly coiled metal alloy wire and uses an internal battery pack to generate a large burst charge of energy on impact. Typically they are used to subdue Organoids for capture because they are extremely susceptive to electrical discharges, it can also stun a human target rather handily. Caution should be exercised on the part of the attacker, as the whip can readily snap back and strike an inexperienced user and stun them instead of the intended target. Each use increases its accuracy. This weapon is RP-based. Initial accuracy if never used before is less than . For each use, or attempted use, the accuracy rises by %5. Accuracy can never be perfect, and contact is never assured. Legitimate use, however, maintains that owner of organoid is obligated to take in consideration of the consequences. The newer the organoid's bond to its pilot, the less chance of evasion. Requirements: Legitmate excuse to own one and make use of it such as a high-ranking military officer or other such member. Experience: 15 battles or more. Survival Equipment Pilot Survival EquipmentCamping GearPrice: $200 Description: Includes a tent, a mess kit, matches, backpack, information guides, flashlights, and other general gear for the wild outdoors.Requirements: None. Mission PackPrice: $250 Description: Includes a six-inch dagger, a rope, a flashlight, carabiners, and other various gear which would be common to see while mountain climbing.Requirements: Personality trait. Hover-boardPrice: $200 Description: Like a skateboard, minus the wheels. Its top speed reaches about 40 mph.Requirements: None. Hover-bikePrice: $200 Description: Like a bike, minus the wheels. Its top speed reaches about 45 mph.Requirements: None. Optical Eye PatchCost: $10,000 Description: The "patch" that Irvine wore over his eye was in fact an advanced optical enhancement system with additional features. Capable of recording a video feed as well as taking still images, the data can then be transmitted to a computer terminal or even played back directly through a rudimentary low-resolution 3D holographic projector. A rotating triple lens arrays allow for telescopic magnification at various ranges, switching with a simple press of a button. There is also a very small concealed compartment that can be used to hide very small items, such as a microchip. Irvine was known to store explosive 'pills' in his at times. Abilities: Long-distance and close-distance magnification. Small-item limited storage space. Limited time video recorder. Photographic capabilities with limited digital storage space. Requirements: None
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Sat Jan 28, 2006 2:49 pm
Organoid Upgrades Basic Skill Enhancements Basic Skill EnhancementsPower EnhancementPrice: $25,000 Description: Increases power (AM) by an additional 30%Requirements: Red, White, or Black type Armor EnhancementPrice: $25,000 Description: Increases armor (DF) by an additional 30%Requirements: Red, Blue, or White type HP EnhancementPrice: $25,000 Description: Increases hit points (HP) by an additional 30%Requirements: Blue, White, or Black type Weapon Power EnhancementPrice: $25,000 Description: Increases individual weapon power by an additional 30%Requirements: Red type Energy EnhancementPrice: $25,000 Description: Increases overall energy (EP) by an additional 30%Requirements: Blue or Black type Special Abilities Special AbilitiesInstinctual AccuracyPrice: $15,000 Description: Accuracy decreasing weapons/abilities are ignored. Organoid is capable of sensing out another zoid without optical needs.Requirements: None.
|
 |
 |
|
|
|
|
|
|
|
|
 |
|
|
|
|
|
|