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A superhero roleplaying guild set in the world of Worm 

Tags: Superpowers, Worm, heroes, villains, Territories 

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Pandora Green

Aged Gaian

PostPosted: Sun Apr 16, 2017 7:03 am


Tinker Gear Applications


Tinker gear is something that has to go through an approval process to allow. It can just get too out there and be too world destroying to let run free. Please note the rules below and follow the code to submit your application.

Rules
Until a device is approved you may not use it in RP. Doing so will result in a warning, and then a suspension. A third offense will result in your tinker powers being revoked possibly along with other penalties. Once an invention is approved the device is obviously considered legal for play. This also translates into an IC vetting of the device if you are a member of the wards or the various hero factions.

Ward tinkers CANNOT make lethal devices. Nonlethal gear is required and is to be tested thoroughly to ensure that it is both nonlethal and that undue property damage will not be done or civilians put at further risk. This extends to most heros although lethality is less restricted for the wardens.


[b]Character name and profile link.[/b]
[b]Tinker type:[/b]
[b]Device Description:[/b]
[b]Device size and dimensions[/b]
[b]Device Cost[/b]

[b]Fluff lore[/b]
 
PostPosted: Sun Apr 30, 2017 9:04 am


Character name and profile link. Nightlight
Tinker type: Drone Tinker
Device Description: Teddy Sir Frederick is the teddybear that Nightlight was given by her father. He stands merely 2 feet tall and is your average furry brown teddybear. Course fur texture and has 5 fingers on each hand. The internal structure of the bear has been changed. Instead of cotton he is now filled with scrap metal and hydrolics, a safe fusion battery as a power source and an electronic brain. The bear is capable of lifting up to 50 pounds and is generally designed to be a help around her everyday tasks in a work shop. It can follow commands and even hold a conversation. Its eyes have been changed into camera's with a single high output led light molded into the shape of a bears nose.
Device size and dimensions 2 feet tall, 6 inches wide, 10 pounds
Device Cost scrap

Fluff loreTeddy Sir Frederick is the teddy bear that Nightlight was given by her father. When Nightlight found out that she had powers, he was one of the first things she worked on. She collected scrap from the sides of the road and the project became a labor of love. Eventually she was left with an teddy bear android butler thing that is bonded to her, safe and reliable. Hes one of her best friends.

Pandora Green

Aged Gaian


Pandora Green

Aged Gaian

PostPosted: Sun Apr 30, 2017 4:36 pm


Character name and profile link.Nightlight
Tinker type: Drone
Device Description: An all terrain drone designed with the thought of eventually having to defend her own territory. This drone moves on six spider like legs. The drone can move on any surface aside from water and glass. Shes still working on that part. Each drone has a single LED spotlight on the top of its main body hooked to a housing for a camera. The camera has night vision, and ir spectrum, though the latter two arent as sensitive as she would like them to be. On the side of the camera is a single shot ranged version of a taser. This device needs to be manually reloaded after every use. The bottom of the drone houses a speaker hooked up to a remote relay which connects to Nightlights wrist computer. This speaker can be used to remotely communicate with whoever is listening to the drone, but has about the same quality as a shitty phones speaker mode. The cameras can be used to live feed video. Finally the drones have a silent alarm system when the facial recognition software recognizes any masks of hostile capes to the undersiders. They relay the alarm through other drones in the area and will send a text to the cell phone help by nightlight, as well as an alert to her video screen.
Device size and dimensionsabout the size of a football.
Device Cost 600$ Each


Device Description: A drone built as a last line of defense, this drone moves on treads and has one thing in mind when it was built. It has motion detecting surveillance camera on a rotating turret. The turret has a six inch 8 gauge barrel extension from its bulk. This is exactly what it looks like. A simple shotgun housed inside the body of the heavy drone. It fires 8 gauge buckshot on command from Nightlight. The shells are housed deep inside the drone and the internal magazine can hold 30 shots. It will not however fire indiscriminately. The drone is heavily armored and can take gunfire without many issues to it. The entire purpose of this drone is a back line of defense that can take a hit. The camera is uplinked to the wireless network under Nightlight's control. Finally, the drone has a high intensity movie set spotlight attached to the side of the rotating turret.
Device size and dimensions3 feet high, 600 pounds
Device Cost 1000 each


Device Description:A very simplistic drone, this drone is basicly a flying camera. It is near silent, with 4 rotating fan wings. The drone has a small but powerful led light on the forward facing nose and has a powerful camera on a swivel mount. The camera has a high quality night vision filter and a decent quality thermal filter, as well as an emergency landing program in case signal is lost from nightlight. The drone can move up to 30 mph and has a maximum altitude of 300ft. The camera has an up-link directly to the screen of her wrist computer
Device size and dimensions 5 inches across
Device Cost200$ each


Device Description:Essentially a modified gas powered remote control car. These are programed to be go to points on google maps when nightlight pokes a spot on her phone. They have button cameras they can deploy on walls and they carry 3 military grade smoke grenades each that can be deployed at the press of a button. The camera is as usual connected to Nightlight network. And of course, the cars headlights work.
Device size and dimensions
Device Cost70$ each
PostPosted: Mon May 01, 2017 11:31 am


Character name and profile link: Makoto
Tinker type: Cybernetics
Device Description:

Upgraded Hard Points - Makoto's specially upgraded hard points extend the user's cybernetics from prosthesis to integrated technology. Fitted with diagnostic tools that can be fed into heads up displays and high tech ring circuits to support the device's "quick release" solution in place of permanent attachment. This is an upgrade to how the device interfaces with the flesh of the person who uses it, and as such requires a relatively expensive procedure to install. (Does come with upgrade to companion devices.)

Device size and dimensions: Variable based on technology
Device Cost $750 per limb / device

Fluff lore Unhappy with the fact that he default prosthetics cost so much money to be retrofitted, and were so thoroughly inflexible as tools in a fight, Makoto set about developing a special upgrade to the points at which they connect to her body, allowing her mechanical limbs to be both easily removed and worked on, discarded in the even of hampering damage, or swapped out in the middle of a fight. While the resulting connection is not as strong, early testing suggests only a 6% loss of resistance to sheering force and 8% loss of resistance to forceful decoupling, both well within her acceptable deviations and worth the added flexibility. While not required in order to use one of her prosthetics, Makoto highly encourages her customers to invest in upgraded hardpoints; even if only to keep her customers in house.

Device Description:

AL1H Cybernetic Set

The AL1H-SM (Arms Light 1 Hardpoint - Single Module) Cybernetic Set is a pair of minimalist replacement arms. These are considered entry level / light tactical equipment, meant for those who want more versatility and durability, but don't care about massive strength gains as long as their equipment can keep up in a fight, and not weigh them down. Considerably lighter, slightly more powerful, and moderately more durable than standard medical devices, these combat arms come with one on-board module per arm, and one exterior hardpoint onto which custom or off-the-shelf attachments can be mounted. User can expect to move faster, lift heavier objects, and perform longer than standard medical prosthesis and their human counterparts. Interior modules can be used to fundamentally alter the function of the arms in some way, such as dispensing a substance of some sort or firing a special weapon, and can be independent or paired. Items attached to hardpoints should function on their own independent of the arms, like a tactical light, or be low level info tech, like a toxin sensor. Such items must be procured separately.

Included sensors and controllers accessible by SNIP devices: Surface PSI, Heat, Critical Component Status [CCS], Hardpoint Reference Nodes [HRNs] (ports at hardpoints that can accept extra sensor data).

It is highly recommended (read: required) that everyone who is not Makoto - or does not control electricity - charge their cybernetics once a month, as well as after any strenuous training or combat, and log the most recent charge on their profile next to the entry.

Modules not included. Some cybernetic models may be subject to the installation of biometric kill switches at the discretion of Makoto.

Device size and dimensions: Proportional or to specifications of user.
Device Cost $650 ( $350 for single arm [custom/replacement] )

Fluff lore This set of arms is a more polished version of Makoto's first prototype. Like most of her cybernetics, they're best when paired with her upgraded hardpoints, and are meant primarily to be an upgrade over a basic medical device with some small level of added functionality.

Device Description:

SNIP - Spine Neural Interface Prosthesis

SNIP devices attach to the user's spine, transmitting signals over dermal circuitry that augments standard nerve response, allowing faster reaction times, and more detailed HUD information. Flat and flexible they're designed to be nearly unnoticeable by the wearer, and come in full and partial spine options, depending on the user's needs. SNIP devices are required for paired module communication across components. SNIP units tie into the diagnostic and self-calibration tools built into Makoto's upgraded prosthesis, allowing the user to unify adjustments to their cybernetics as well as diagnostic signals, tying all information directly into their brain for on-the-fly tweaks. It also balances output to avoid overload and damage to components. [ Field adjustments take a post to "lock in" and come into effect. Increasing strength moderately decreases the user's speed by a comparable amount and visa versa. ]

Device size and dimensions Made to fit.
Device Cost $600

Fluff lore: After receiving her prosthetics, Makoto noticed a tendency for her arms and legs to put out slightly inconsistent force when working in tandem. The result was less than efficient movement and the need for components to over work in compensation for a loss of calibration. SNIP devices successfully solve this problem, allowing Makoto's advanced cybernetics to be used to their full potential. It is recommended - but not required - that users of arm, leg, quad sets or those with multiple implants also use SNIP device to ease calibration and ensure consistent force, movement speed, and maximum interface accessibility across their multiple components.


Device Description:

LL2H-PM (Legs Light 2 Hardpoints - Paired Module)

The AL1H-SM (Arms Light 1 Hardpoint - Paired Module) Cybernetic Set is a pair of minimalist replacement legs. These are considered entry level / light tactical equipment, meant for those who want more versatility and durability, but don't care about massive strength gains as long as their equipment can keep up in a fight, and not weigh them down. Considerably lighter, slightly more powerful, and moderately more durable than standard medical devices, these combat legs come with one on-board module per leg (devices paired with each other), and two exterior hardpoints onto which custom or off-the-shelf attachments can be mounted. User can expect to move faster, jump higher, and perform longer than standard medical prosthesis and their human counterparts. Interior modules can be used to fundamentally alter the function of the legs in some way, such as dispensing a substance of some sort or storing energy (Makoto's store up to 4 built up charges worth of electricity at one time), and are highly suggested to be paired. Items attached to hardpoints should function on their own independent of the legs, like a tactical light, or be low level info tech, like a toxin sensor. Such items must be procured separately. All prosthetics come with replaceable rubber soles to protect prosthetics when worn without footwear.

Included sensors and controllers accessible by SNIP devices: Surface PSI, Heat, Critical Component Status [CCS], Hardpoint Reference Nodes [HRNs] (ports at hardpoints that can accept extra sensor data), Shock Management Systems (SMS).

It is highly recommended (read: required) that everyone who is not Makoto - or does not control electricity - charge their cybernetics once a month, as well as after any strenuous training or combat, and log the most recent charge on their profile next to the entry.

Modules not included. Some cybernetic models may be subject to the installation of biometric kill switches at the discretion of Makoto.

Device size and dimensions: Proportional or to specifications of user.
Device Cost $750 ( $400 for single arm [custom/replacement] )

Fluff lore This set of legs is a more polished version of Makoto's first prototype. Like most of her cybernetics, they're best when paired with her upgraded hardpoints, and are meant primarily to be an upgrade over a basic medical device with some small level of added functionality.

Holy Rinaku

Rocket Punches

Dapper Hunter

2,775 Points
  • Hygienic 200
  • Treasure Hunter 100
  • Launch Party 100

Pandora Green

Aged Gaian

PostPosted: Sun May 14, 2017 5:00 pm


Rocket Punches
Character name and profile link: Makoto
Tinker type: Cybernetics
Device Description:

Upgraded Hard Points - Makoto's specially upgraded hard points extend the user's cybernetics from prosthesis to integrated technology. Fitted with diagnostic tools that can be fed into heads up displays and high tech ring circuits to support the device's "quick release" solution in place of permanent attachment. This is an upgrade to how the device interfaces with the flesh of the person who uses it, and as such requires a relatively expensive procedure to install. (Does come with upgrade to companion devices.)

Device size and dimensions: Variable based on technology
Device Cost $750 per limb / device

Fluff lore Unhappy with the fact that he default prosthetics cost so much money to be retrofitted, and were so thoroughly inflexible as tools in a fight, Makoto set about developing a special upgrade to the points at which they connect to her body, allowing her mechanical limbs to be both easily removed and worked on, discarded in the even of hampering damage, or swapped out in the middle of a fight. While the resulting connection is not as strong, early testing suggests only a 6% loss of resistance to sheering force and 8% loss of resistance to forceful decoupling, both well within her acceptable deviations and worth the added flexibility. While not required in order to use one of her prosthetics, Makoto highly encourages her customers to invest in upgraded hardpoints; even if only to keep her customers in house.

Device Description:

AL1H Cybernetic Set

The AL1H-SM (Arms Light 1 Hardpoint - Single Module) Cybernetic Set is a pair of minimalist replacement arms. These are considered entry level / light tactical equipment, meant for those who want more versatility and durability, but don't care about massive strength gains as long as their equipment can keep up in a fight, and not weigh them down. Considerably lighter, slightly more powerful, and moderately more durable than standard medical devices, these combat arms come with one on-board module per arm, and one exterior hardpoint onto which custom or off-the-shelf attachments can be mounted. User can expect to move faster, lift heavier objects, and perform longer than standard medical prosthesis and their human counterparts. Interior modules can be used to fundamentally alter the function of the arms in some way, such as dispensing a substance of some sort or firing a special weapon, and can be independent or paired. Items attached to hardpoints should function on their own independent of the arms, like a tactical light, or be low level info tech, like a toxin sensor. Such items must be procured separately.

Included sensors and controllers accessible by SNIP devices: Surface PSI, Heat, Critical Component Status [CCS], Hardpoint Reference Nodes [HRNs] (ports at hardpoints that can accept extra sensor data).

It is highly recommended (read: required) that everyone who is not Makoto - or does not control electricity - charge their cybernetics once a month, as well as after any strenuous training or combat, and log the most recent charge on their profile next to the entry.

Modules not included. Some cybernetic models may be subject to the installation of biometric kill switches at the discretion of Makoto.

Device size and dimensions: Proportional or to specifications of user.
Device Cost $650 ( $350 for single arm [custom/replacement] )

Fluff lore This set of arms is a more polished version of Makoto's first prototype. Like most of her cybernetics, they're best when paired with her upgraded hardpoints, and are meant primarily to be an upgrade over a basic medical device with some small level of added functionality.

Device Description:

SNIP - Spine Neural Interface Prosthesis

SNIP devices attach to the user's spine, transmitting signals over dermal circuitry that augments standard nerve response, allowing faster reaction times, and more detailed HUD information. Flat and flexible they're designed to be nearly unnoticeable by the wearer, and come in full and partial spine options, depending on the user's needs. SNIP devices are required for paired module communication across components. SNIP units tie into the diagnostic and self-calibration tools built into Makoto's upgraded prosthesis, allowing the user to unify adjustments to their cybernetics as well as diagnostic signals, tying all information directly into their brain for on-the-fly tweaks. It also balances output to avoid overload and damage to components. [ Field adjustments take a post to "lock in" and come into effect. Increasing strength moderately decreases the user's speed by a comparable amount and visa versa. ]

Device size and dimensions Made to fit.
Device Cost $600

Fluff lore: After receiving her prosthetics, Makoto noticed a tendency for her arms and legs to put out slightly inconsistent force when working in tandem. The result was less than efficient movement and the need for components to over work in compensation for a loss of calibration. SNIP devices successfully solve this problem, allowing Makoto's advanced cybernetics to be used to their full potential. It is recommended - but not required - that users of arm, leg, quad sets or those with multiple implants also use SNIP device to ease calibration and ensure consistent force, movement speed, and maximum interface accessibility across their multiple components.


Device Description:

LL2H-PM (Legs Light 2 Hardpoints - Paired Module)

The AL1H-SM (Arms Light 1 Hardpoint - Paired Module) Cybernetic Set is a pair of minimalist replacement legs. These are considered entry level / light tactical equipment, meant for those who want more versatility and durability, but don't care about massive strength gains as long as their equipment can keep up in a fight, and not weigh them down. Considerably lighter, slightly more powerful, and moderately more durable than standard medical devices, these combat legs come with one on-board module per leg (devices paired with each other), and two exterior hardpoints onto which custom or off-the-shelf attachments can be mounted. User can expect to move faster, jump higher, and perform longer than standard medical prosthesis and their human counterparts. Interior modules can be used to fundamentally alter the function of the legs in some way, such as dispensing a substance of some sort or storing energy (Makoto's store up to 4 built up charges worth of electricity at one time), and are highly suggested to be paired. Items attached to hardpoints should function on their own independent of the legs, like a tactical light, or be low level info tech, like a toxin sensor. Such items must be procured separately. All prosthetics come with replaceable rubber soles to protect prosthetics when worn without footwear.

Included sensors and controllers accessible by SNIP devices: Surface PSI, Heat, Critical Component Status [CCS], Hardpoint Reference Nodes [HRNs] (ports at hardpoints that can accept extra sensor data), Shock Management Systems (SMS).

It is highly recommended (read: required) that everyone who is not Makoto - or does not control electricity - charge their cybernetics once a month, as well as after any strenuous training or combat, and log the most recent charge on their profile next to the entry.

Modules not included. Some cybernetic models may be subject to the installation of biometric kill switches at the discretion of Makoto.

Device size and dimensions: Proportional or to specifications of user.
Device Cost $750 ( $400 for single arm [custom/replacement] )

Fluff lore This set of legs is a more polished version of Makoto's first prototype. Like most of her cybernetics, they're best when paired with her upgraded hardpoints, and are meant primarily to be an upgrade over a basic medical device with some small level of added functionality.

Holy Rinaku
]

Ill approve these and keep an eye on their use in roleplay. Please keep in mind that because of the fact things arent stated into exactly how fast it boosts various speeds and reaction times that i will have to moderate things when it comes to their use.

Approved with supervision.
PostPosted: Sat May 20, 2017 5:18 pm


Character name and profile link. Wunderwaffe
Tinker type: Cybernetics
Device Description: Medical and Diagnostic system.

The Medical and Diagnostic system is an implant that serves a number of uses. First and foremost it constantly monitors its users general health, vital signs, blood composition and so on. When it detects a health issue (wounds sustained, body low on something it needs, user is poisoned, etc) it alerts the user and then takes any possible countermeasures to handle the issue at hand. These can be augmented using other implants the user has if they are available, but by default this will involve either nanotech or the administering of medication.

The implant is capable of synthesizing and administering medications so long as it is supplied with the relevant information on how and the needed supplies to do so. Usually via the user ingesting the required material.

The implant is also capable of quickly constructing large numbers of nanomachines for various tasks. These will be submitted as individual applications of their own. But by default the device makes medical nanomachines which are capable of healing damage to the body right down to the cellular level. This confers only a very mild increase to natural healing speed, but it increases efficiency to untold heights. In short? If the damage doesn't kill the user (medical intervention is able to make them survive it or it's not bad enough to outright kill you) they will, given time to heal properly, make a full recovery.
Device size and dimensions Tiny. The size of a small organ.
Device Cost $1000

Fluff lore Created as a means to allow her other tech to work, as well as an insurance policy in case s**t hit the fan particularly badly. Allows her to much more easily handle operations and implanting of tech without having to worry about unsightly scarring that would otherwise tip people off to her Cyborg nature.
-----------------------------------------------------------------------------------------------------------

Tinker type: Cybernetics
Device Description: Nanoscale construction bots are Nanomachines constructed via the Medical and Diagnostic system. They are outfitted for the purpose of constructing/growing implants and other hardware inside of the body of their target without the need for invasive and bloody surgery. They can be created either by Wunderwaffe directly and injected into the target or via the previously mentioned implant. All they need is to be programmed to build the desired hardware and then supplied with the material to do so. This process takes longer than doing things the old fashioned way but is cleaner and has less chance of going wrong. They can also be deployed to harmlessly deconstruct faulty or no longer needed implants as needed.
Device size and dimensions Nanoscale
Device Cost N/A. Consult the cost of whatever is being built.

Fluff lore These were designed with a mind to making the process of implantation easier and less time consuming in terms of man hours needed to put them in. As they can simply be set up and then left to do their thing. Perfect for when you'd rather have convenience and don't need it finished right this second.
-------------------------------------------------------------------------------------------------------

Tinker type: Cybernetics
Device Description: The Augmented Reality Display is an implant that is attached to the Visual Cortex of the brain and allows for the use of incredibly real Augmented Reality. This can bring up images, sound, video feeds, interactive heads up displays and other such things. It can also be connected directly to cameras and the like in order to see through them as if they were her own eyes. This can be tied into other implants and hardware in order to visually monitor their status and control them.
Device size and dimensions Size of a large pea.
Device Cost $700

Fluff lore Created as a way of managing her systems more directly and allowing for better usage of her various cameras and other tech.
---------------------------------------------------------------------------------------------------

Tinker type: Cybernetics
Device Description: Jack in points are small metallic ports similar in size and function to mundane headphone jacks. Only these are sported on various parts of the users body (back of the skull, spine, arms, legs, etc) and allow for the user to connect to various devices and Tinker tech directly through the nervous system. This provides a whole host of benefits. The easiest example would be power armor. This system would allow for much faster and smoother reactions by the suit to the users wishes, allow them to feel through the suit and "see" using its sensor systems and other things along these lines. It is also fitted with a safety system that causes it to automatically disengage in the event of a power surge or other situation that would result in damage to the users nervous system because of being jacked into this system.
Device size and dimensions Slightly larger than a headphone jack port.
Device Cost $500

Fluff lore Created to cater for greater integration and usage of her technology.
------------------------------------------------------------------------------------------

Tinker type: Cybernetics
Device Description: Wunderwaffe's helmet is a totally enclosed helmet. It sports a number of small but high quality cameras (regular visible light, IR, UV, Night vision, also contains a zooming function etc). It also contains a plug in the back to interface with a jack in point and the Augmented Reality Display so these cameras can effectively function as the users eyes. This includes the ability to overlay so information from one camera can selectively be shown while viewing another (a persons heat signature behind a wall could show up on the regular visible light camera without needing to switch wholesale for example.) In the event of the cameras being damaged or broken, the front screen can be removed. In which case there is a section of one-way glass beneath it so the user can see out but no one else can see in to the user. The helmet also contains an air filtration system to act as a gas mask and can be hooked up to air tanks if necessary and contains systems to make and digitize the users voice. This can be altered and increased/decreased as desired.
Device size and dimensions It's a helmet.
Device Cost $700

Fluff lore Pretty much what it says on the tin. It's a mask that hides the wearers identity while providing functionality.
---------------------------------------------------------------------------------------------------

Tinker type: Cybernetics
Device Description: The Cybernetic Powered Armor is a suit of power armor with electrically motivated fiber bundles within it that aid in movement and augment the users own physical prowess. This allows for a mild degree of superhuman physical capability. Faster, stronger, etc. A person wearing this armor could physically manhandle a regular unaugmented Human. But they could not for example lift a car over their head. It also sports several jack in nodes to connect to the users nervous system if they are sufficiently equipped for this which allows for faster and more fluid response times/movements out of the suit. As well as allowing them the option of turning on the sense of touch through sensors in the suit. It also sports a number of tiny and very well hidden cameras in various locations upon the suit. Allowing the wearer to be alerted to and see threats from various angles, including directly behind them via an automated system. This suit connects seamlessly to Wunderwaffe's helmet also.
Device size and dimensions Size changes depending on who it is made for.
Device Cost $1000

Fluff lore A suit of armor created for the purpose of protection as well as providing some more offensive capability.
-------------------------------------------------------------------------------------------------

Tinker type: Cybernetics
Device Description: More of a process than an actual device in and of itself. Freda uses her Tinker expertise to harden/shield her various Tinker equipment from EMP. It is similar to the conventionally known means, but it is more efficient and effective while at the same time not being as cumbersome to carry out. This process can be added to any equipment she makes upon creation, or after creation, for the extra added fee as listed below on top of the items regular cost.
Device size and dimensions Varies.
Device Cost $50

Fluff lore The process was developed out of necessity as the use of EMP weapons was on the rise.

Holy Rinaku

Mogaar
Crew

Dapper Genius


Koresephone
Crew

Winter Specter

22,900 Points
  • Rat Conqueror 500
  • Foolhardy Benefactor 500
  • Battery 500
PostPosted: Sat May 20, 2017 6:17 pm


Character name and profile link. Karleen Ouvere
Tinker type: Propulsion
Device Description: A hoverboard that has two propulsion systems; a magnetic levitation primary and a air propulsion as a secondary propulsion system and a steering mechanism. The riding surface of the board is coated with a rubber surface that is covered in a hydrophobic substance and increases friction between one's feet and the board. There is a thrust gauge on the nose of the board, allowing the user to guide themselves along metal deposits. Upon lost of thrust, the secondary propulsion system kicks in. The design of the hoverboard resembles one of a oval disk, allowing for the least amount of drag possible. This model of hoverboard can travel about the same speed of a car, if not slightly faster ( 120 mph ), though precautions must be taken for flying at such speeds. When running solely on air propulsion fans, the max speed of the hoverboard lowers to 80 mph. The hoverboard is decently heavy when not hovering, heavy enough to become a pain to carry long distances. The fuel of the board is purely solar power, and the board unfolds in to quadrants, maximizing the full amount of surface area it can have to absorb energy. These quadrants, when folded, are secured by a latch mechanism that must be undone on both sides of the board.
Device size and dimensions The hoverboard clocks in at about 4 feet and eight inches in length and two feet in width. The thickness of the board is eight inches when folded and four inches when unfolded.
Device Cost $1500

Fluff lore To be added?
PostPosted: Sun May 28, 2017 8:03 pm


Mogaar
Character name and profile link. Wunderwaffe
Tinker type: Cybernetics
Device Description: Medical and Diagnostic system.

The Medical and Diagnostic system is an implant that serves a number of uses. First and foremost it constantly monitors its users general health, vital signs, blood composition and so on. When it detects a health issue (wounds sustained, body low on something it needs, user is poisoned, etc) it alerts the user and then takes any possible countermeasures to handle the issue at hand. These can be augmented using other implants the user has if they are available, but by default this will involve either nanotech or the administering of medication.

The implant is capable of synthesizing and administering medications so long as it is supplied with the relevant information on how and the needed supplies to do so. Usually via the user ingesting the required material.

The implant is also capable of quickly constructing large numbers of nanomachines for various tasks. These will be submitted as individual applications of their own. But by default the device makes medical nanomachines which are capable of healing damage to the body right down to the cellular level. This confers only a very mild increase to natural healing speed, but it increases efficiency to untold heights. In short? If the damage doesn't kill the user (medical intervention is able to make them survive it or it's not bad enough to outright kill you) they will, given time to heal properly, make a full recovery.
Device size and dimensions Tiny. The size of a small organ.
Device Cost $1000

Fluff lore Created as a means to allow her other tech to work, as well as an insurance policy in case s**t hit the fan particularly badly. Allows her to much more easily handle operations and implanting of tech without having to worry about unsightly scarring that would otherwise tip people off to her Cyborg nature.
-----------------------------------------------------------------------------------------------------------

Tinker type: Cybernetics
Device Description: Nanoscale construction bots are Nanomachines constructed via the Medical and Diagnostic system. They are outfitted for the purpose of constructing/growing implants and other hardware inside of the body of their target without the need for invasive and bloody surgery. They can be created either by Wunderwaffe directly and injected into the target or via the previously mentioned implant. All they need is to be programmed to build the desired hardware and then supplied with the material to do so. This process takes longer than doing things the old fashioned way but is cleaner and has less chance of going wrong. They can also be deployed to harmlessly deconstruct faulty or no longer needed implants as needed.
Device size and dimensions Nanoscale
Device Cost N/A. Consult the cost of whatever is being built.

Fluff lore These were designed with a mind to making the process of implantation easier and less time consuming in terms of man hours needed to put them in. As they can simply be set up and then left to do their thing. Perfect for when you'd rather have convenience and don't need it finished right this second.
-------------------------------------------------------------------------------------------------------

Tinker type: Cybernetics
Device Description: The Augmented Reality Display is an implant that is attached to the Visual Cortex of the brain and allows for the use of incredibly real Augmented Reality. This can bring up images, sound, video feeds, interactive heads up displays and other such things. It can also be connected directly to cameras and the like in order to see through them as if they were her own eyes. This can be tied into other implants and hardware in order to visually monitor their status and control them.
Device size and dimensions Size of a large pea.
Device Cost $700

Fluff lore Created as a way of managing her systems more directly and allowing for better usage of her various cameras and other tech.
---------------------------------------------------------------------------------------------------

Tinker type: Cybernetics
Device Description: Jack in points are small metallic ports similar in size and function to mundane headphone jacks. Only these are sported on various parts of the users body (back of the skull, spine, arms, legs, etc) and allow for the user to connect to various devices and Tinker tech directly through the nervous system. This provides a whole host of benefits. The easiest example would be power armor. This system would allow for much faster and smoother reactions by the suit to the users wishes, allow them to feel through the suit and "see" using its sensor systems and other things along these lines. It is also fitted with a safety system that causes it to automatically disengage in the event of a power surge or other situation that would result in damage to the users nervous system because of being jacked into this system.
Device size and dimensions Slightly larger than a headphone jack port.
Device Cost $500

Fluff lore Created to cater for greater integration and usage of her technology.
------------------------------------------------------------------------------------------

Tinker type: Cybernetics
Device Description: Wunderwaffe's helmet is a totally enclosed helmet. It sports a number of small but high quality cameras (regular visible light, IR, UV, Night vision, also contains a zooming function etc). It also contains a plug in the back to interface with a jack in point and the Augmented Reality Display so these cameras can effectively function as the users eyes. This includes the ability to overlay so information from one camera can selectively be shown while viewing another (a persons heat signature behind a wall could show up on the regular visible light camera without needing to switch wholesale for example.) In the event of the cameras being damaged or broken, the front screen can be removed. In which case there is a section of one-way glass beneath it so the user can see out but no one else can see in to the user. The helmet also contains an air filtration system to act as a gas mask and can be hooked up to air tanks if necessary and contains systems to make and digitize the users voice. This can be altered and increased/decreased as desired.
Device size and dimensions It's a helmet.
Device Cost $700

Fluff lore Pretty much what it says on the tin. It's a mask that hides the wearers identity while providing functionality.
---------------------------------------------------------------------------------------------------

Tinker type: Cybernetics
Device Description: The Cybernetic Powered Armor is a suit of power armor with electrically motivated fiber bundles within it that aid in movement and augment the users own physical prowess. This allows for a mild degree of superhuman physical capability. Faster, stronger, etc. A person wearing this armor could physically manhandle a regular unaugmented Human. But they could not for example lift a car over their head. It also sports several jack in nodes to connect to the users nervous system if they are sufficiently equipped for this which allows for faster and more fluid response times/movements out of the suit. As well as allowing them the option of turning on the sense of touch through sensors in the suit. It also sports a number of tiny and very well hidden cameras in various locations upon the suit. Allowing the wearer to be alerted to and see threats from various angles, including directly behind them via an automated system. This suit connects seamlessly to Wunderwaffe's helmet also.
Device size and dimensions Size changes depending on who it is made for.
Device Cost $1000

Fluff lore A suit of armor created for the purpose of protection as well as providing some more offensive capability.
-------------------------------------------------------------------------------------------------

Tinker type: Cybernetics
Device Description: More of a process than an actual device in and of itself. Freda uses her Tinker expertise to harden/shield her various Tinker equipment from EMP. It is similar to the conventionally known means, but it is more efficient and effective while at the same time not being as cumbersome to carry out. This process can be added to any equipment she makes upon creation, or after creation, for the extra added fee as listed below on top of the items regular cost.
Device size and dimensions Varies.
Device Cost $50

Fluff lore The process was developed out of necessity as the use of EMP weapons was on the rise.

Holy Rinaku

Approved with discussed parameters

I Tortured Sleep I

Approved

Pandora Green

Aged Gaian


Ultima228

Loyal Friend

18,200 Points
  • Elocutionist 200
  • Profitable 100
  • Millionaire 200
PostPosted: Wed May 31, 2017 12:03 pm


Character name and profile link. Tanken Ikazuchi
Tinker type: Blacksmith
Device Description: Material List
Device size and dimensions Varies
Device Cost Varies

||| Material List - Tanken Ikazuchi |||
**NOTES**

- Prices:
All prices are considered to be in USD (United States Dollars) due to the fact that, well the shop is in America.

- Weight Class:
Everything has mass. The heavier the material used in the weapon, the heavier the weapon will be. Iron and Steel are considered "Base Weight" and would incur no form of difficulty to using.
Lower weights would be easier to use, but also easier to misjudge the feel of the weapon, which can lead to more force than needed being applied. This can lead to weapons breaking easier, so be careful.
Higher weights would obviously be more difficult to use but generally come from a much tougher and more durable material as well has having more impact and punch to them. The weight classes are as follows:
Base Weight 0 Weight Rating, the standard.
Weightless -3 Weight Rating from Base Weight (0.05x base weight)
Featherweight -2 Weight Rating from Base Weight (0.25x base weight)
Lightweight -1 Weight Rating from Base Weight (0.5x base weight)
Welterweight +1 Weight Rating from Base Weight (1.5x base weight)
Heavyweight +2 Weight Rating from Base Weight (3x base weight)
Heavyweight Champion +4 Weight Rating from Base Weight (6x base weight)

- Durability Rating:
Everything eventually breaks from over use, especially weapons. This rating determianes how tough the material is. The lower the rank, the less it will likely last. Higher ranked materials usually cost more.
E - Not Durable, easiest material to break by accident.
D - Slightly Durable, its tougher than some stuff, but still pretty easy to break if you arent careful
C - Moderately Durable, it can take a beating and still be good. Watch out for cracks in the weapon.
B - Durable, reliable and tough. Though it can still break its much more difficult than other types of materials.
A - Highly Durable, at this point youd almost have to be trying to break it. Its not going to be easy but its possible
S - Extremely Durable, 99% Indescrutible.

- Ability Slots:
Certain materials have unique properties to them, which due to Tanken's masterclass skill he can draw out to having a very unique effect on the weapon. By combining his smithing talents with a pressurized forcefield new and unique weapon properties come to light.
*NOTE*
All weapon properties requested MUST first meet Moderator Approval. No approval, no ability.

- Special Properties
Each material has something special about it. Unique traits listed below

Hunter - The weapon is more effective against creatures not of natural origin
Weapon Specialty - This type of material is usually best suited for a type of weapon. If its used to create that type of weapon, the weapon would gain an additional ability slot.
Ability Speciality - This material gains bonuses when being used for certain attribute based abilities. Each unqiue attribute ability will cost half as many slots as normal with this type of material. These will be listed in the individual weapons.

- Attributes
All materials have a unique "Attribute" which lends them to a specific type of ability. Same Type Attribute Bonus (STAB) grants 1 ability slot to use.
Basically if you pick an ability that matches that attribute, you get one free ability slot on the weapon for that ability.

- Attribute Tyes
Earth - specializes in stone, dirt and in a few rare cases metal
Nature - specializes in plantlife, trees and in a few rare cases poison
Ice - Specializes in cold and freezing
Fire - Specializes in heat and burning
Lightning - Specializes in shocks and paraylsis
Shadow - Specializes in hiding and ambushing
Light - Specializes in blinding and illusions
Energy - Specializes in draining and absorbing


- Rarity Levels: how readily available the material is in stock

[ E Rank ] Very Common
[ D Rank ] Common
[ C Rank ] Uncommon
[ B Rank ] Rare
[ A Rank ] Epic
[ S Rank ] Legendary



-_-_-_-_-Wood Gatherable
-_-_-Smiths are able to craft a wooden weapon upon request. It can be from any kind of tree and they generally try to make it as high quality as possible.
xxxxxxxxxxxRarity: Very Common
xxxxxxxxxxxAbility Slots: 0
xxxxxxxxxxxSpecial Properties: Not Durable, Weightless, Nature Attribute
xxxxxxxxxxxBase Selling Cost: $15


-_-_-_-_-Bronze Gatherable
-_-_-A metal that is slightly weaker than iron for decreased weight. A bronze weapon will weigh half of an iron or steel weapon
xxxxxxxxxxxRarity: Very Common
xxxxxxxxxxxAbility Slots: 1
xxxxxxxxxxxSpecial Properties: Slightly Durable, Lightweight, Earth Attribute
xxxxxxxxxxxBase Selling Cost: $45

-_-_-_-_-Iron Gatherable
-_-_-Standard Iron, this is the base metal of the early age.
xxxxxxxxxxxRarity: Common
xxxxxxxxxxxAbility Slots: 1
xxxxxxxxxxxSpecial Properties: Slightly Durable, Base Weight, Earth Attribute
xxxxxxxxxxxBase Selling Cost: $90

-_-_-_-_-Silver Gatherable
-_-_-A valuable material that is soft and malleable to create wonderful high quality weapons at the exchange for a slight durability loss. This metal is known for it's effectiveness against creatures such as Vampires or Werewolves. Silver is lighter than steel by a little bit but weighs more than bronze. (Take the base weight of steel and multiply it by 0.8 )
xxxxxxxxxxxRarity: Uncommon
xxxxxxxxxxxAbility Slots: 2
xxxxxxxxxxxSpecial Properties: Hunter, Lightweight, Slightly Durable, Lightning Attribute
xxxxxxxxxxxBase Selling Cost: $500

-_-_-_-_-Ironwood Gatherable
-_-_-Ironwood is a common name for a large number of woods that have a reputation for hardness. These tougher trees produce wood hard as iron.
xxxxxxxxxxxRarity: Uncommon
xxxxxxxxxxxAbility Slots: 2
xxxxxxxxxxxSpecial Properties: Slightly Durable, Lightweight, Pole Speciality, Nature Attribute
xxxxxxxxxxxBase Selling Cost: $70

-_-_-_-_-Steel Non-Gatherable
-_-_-Steel is a strong and heavy material that was used to replace iron in the medieval times.
xxxxxxxxxxxRarity: Uncommon
xxxxxxxxxxxAbility Slots: 2
xxxxxxxxxxxSpecial Properties: Moderately Durable, Base Weight, No Attribute
xxxxxxxxxxxBase Selling Cost: $180

-_-_-_-_-Red Steel Gatherable
-_-_-Red Steel is produced by a rarer kind of Iron that has deep red or crimson hues to it from over oxidation. Unlike normal iron which rusts when oxidized, this form of mutant iron adapted it, becoming harder and taking on a deep red hue. It is a tad bit heavier than normal steel or iron weapons.
xxxxxxxxxxxRarity: Uncommon
xxxxxxxxxxxAbility Slots: 2
xxxxxxxxxxxSpecial Properties: Crushing Specialty, Welterweight, Highly Durable, Earth and Fire Attributes
xxxxxxxxxxxBase Selling Cost: $250

-_-_-_-_-Gold Gatherable
-_-_-A precious metal that is soft and malleable enough to create beautiful and ornate weapons, at the cost of the weapon and durability, as well as the cost. Smiths can do some of the more finer things with this, in that he can create fine jewelry with precious gemstones in it.
xxxxxxxxxxxRarity: Rare
xxxxxxxxxxxAbility Slots: 3
xxxxxxxxxxxSpecial Properties: Welterweight, Crushing Specialty, Slightly Durable, Lightning Attribute
xxxxxxxxxxxBase Selling Cost: $54,000

-_-_-_-_-Cold Steel Non-Gatherable (MUST be forged)
-_-_-Normal Steel treated in extremely low temperatures binding the cold within the weapon itself. This material also has a similar effect to Silver against supernatural creatures. There is no difference in weight between this and traditional steel.
xxxxxxxxxxxRarity: Rare
xxxxxxxxxxxAbility Slots: 3
xxxxxxxxxxxSpecial Properties: Hunter, Basic Weight, Moderately Durable, Ice Attribute
xxxxxxxxxxxBase Selling Cost: $200

-_-_-_-_-Obsidian Gatherable
-_-_-Obsidian is a naturally occurring volcanic glass formed as an extrusive igneous rock. It is produced when felsic lava extruded from a volcano cools rapidly with minimum crystal growth. Obsidian is commonly found within the margins of rhyolitic lava flows known as obsidian flows, where the chemical composition (high silica content) induces a high viscosity and polymerization degree of the lava. The inhibition of atomic diffusion through this highly viscous and polymerized lava explains the lack of crystal growth. Obsidian is hard and brittle; it therefore fractures with very sharp edges, which were used in the past in cutting and piercing tools, and has been used experimentally as surgical scalpel blades.
xxxxxxxxxxxRarity: Rare
xxxxxxxxxxxAbility Slots: 3
xxxxxxxxxxxSpecial Properties: Blade Speciality, Featherweight, Moderately Durable, Fire and Shadow Attribute
xxxxxxxxxxxBase Selling Cost: $800 (due to the difficulties to obtain)

-_-_-_-_-Mythril Gatherable
-_-_-A rare material that sees molten iron and molten silver formed deep in the earth. This material can be man-made with Steel and Silver as well. This rare metal is light as a feather and thus is often favored for armor. While this material is light, it is also strong and durable while holding silvers innate properties against supernatural creatures. D
xxxxxxxxxxxRarity: Rare
xxxxxxxxxxxAbility Slots: 3
xxxxxxxxxxxSpecial Properties: Featherweight, Hunter, Durable, Lightning and Fire Attribute
xxxxxxxxxxxBase Selling Cost: $1,350

-_-_-_-_-Gem Steel Gatherable
-_-_-A rare mineral ore that forms with both precious gems and iron in the same deposit. It creates an extremely tough material that is difficult to fold but when folded properly shines with the gems and steel combined. This material is difficult to obtain due to creatures that feed off of it roaming the forge's near by valleys. It also amplifies light and splits it off in multiple directions. Gem Steel is very heavy, being 3 times the weight of steel. (Take the base weight of Steel and multiply it by 3)
xxxxxxxxxxxRarity: Rare
xxxxxxxxxxxAbility Slots: 3
xxxxxxxxxxxSpecial Properties: Heavyweight, Very Durable, Light Attribute
xxxxxxxxxxxBase Selling Cost: $36,000 (Due to the difficulty in working with and obtaining this material)

-_-_-_-_-Shining Mythril Gatherable
-_-_-What happens when molten gold is used instead of the molten silver in the process of creating Mythril. The weapon is much heavier than a Mythril weapon, but it keeps the same weight as steel, the lighter metal in the combination. These weapons are generally used to house powerful magical enchantment or "blessings". These weapons also reflect light back to the source and can create a source of light innately due to a deep magical sheen within the gold and steel combination. This extremely rare and valuble material can occur naturally and was one of Tankens personal discoveries when digging for ore. It can only be found in zones of intense pressure where both gold and iron are in the same vein. Tanken has since then learned to recreate the conditions needed by using his abilities.
xxxxxxxxxxxRarity: Epic
xxxxxxxxxxxAbility Slots: 4
xxxxxxxxxxxSpecial Properties: Lightweight, Hunter, Very Durable, Light and Lightning Attribute
xxxxxxxxxxxBase Selling Cost: $90,000 (due to its rarity)

-_-_-_-_-Gemythril Non-Gatherable (MUST be forged)
-_-_-Gemythril is the standard mythril crafting process, however it becomes a sort of Gemsteel weapon, when pieces of Gemsteel Ore, or precious but sturdy gems such as Diamonds or Sapphires, wind up in the mixture of molten ore. Because they are consumed and sink to the middle it is hard to spot them right away, however as the metal bubbles, the gems are brought to the surface slowly melting into the metal as it takes its shape and form, becoming malleable. This was an accidental discovery of ancient Ikazuchi Clan members Koudoshin and Bahamut when Bahamut was forging and Koudoshin was teasing her mate by dropping random things near the forge, some gems happened to wind up and in the mix and when the weapon was created, it still had all the same properties of Mythril, however it also had precious gems embedded into the blade. This gave the weapon even greater potential against dark foes and is generally seen as a "Holy" metal, due to the fact that it shines brightly whenever light is sent into or near it and it can reflect light back at the target, while still having the same base properties of Mythril, though it is the heaviest kind of Mythril at the same weight of Steel. This extremely difficult to produce material is an Ikazuchi Family Secret. Handed down from generation to generation when the Master believes that his Apprentice is ready to learn the process.
xxxxxxxxxxxRarity: Epic
xxxxxxxxxxxAbility Slots: 4
xxxxxxxxxxxSpecial Properties: Base weight, Light and Energy Attribute, Very Durable
xxxxxxxxxxxBase Selling Cost: $120,000

-_-_-_-_-Adamantine Gatherable
-_-_-An extremely tough and exceedingly rare ore that is found in a select few meteorites. This material has a dark green hue to it and is extremely durable as well as being heavier than steel. When worked into a weapon it can become a razor sharp blade or a heavy smashing hammer, as when super heated it becomes very malleable.
xxxxxxxxxxxRarity: Legendary
xxxxxxxxxxxAbility Slots: 5
xxxxxxxxxxxSpecial Properties: Heavyweight Champion, Extremly Durable, Crushing and Blade Speciality, Earth and Energy Attribute
xxxxxxxxxxxBase Selling Cost: $200,000

-_-_-_-_-Runite Non-Gatherable (MUST be forged)
-_-_-A very difficult alloy to create, it combines Gold, Silver, Steel and Bronze all in one package. Each of the three "most precious metals" and the base metal used for almost all materials as a standard in this time period, Runite is very durable, and extremely powerful. Creating it takes a long time however, at least 48 hours as smiths must melt down the Steel and Bronze together, then the Gold and Silver together. When the gold and silver mix together fluidly and it takes on a light teal hue to it from the different materials mixing and reacting on a chemical level. It is then set into a mold and cooled for a period of 24 hours before being heated once more and worked to the point where it is almost brittle again, when the Gold and Silver is almost ready to be broken again, it is set into a bin of cooled Steel and Bronze that are in a liquid state, much like Mythril does, the combination of metals flows and merges together within it as the blade needs to be folded and worked at this stage. Then, once the shape and form is set, it sits once more for a 24 hour period, this time in a deep freezer that creates Cold Steel weapons. Due to this, the weapon is naturally a Cold Steel weapon, and this is one of the single most expensive materials. The material is heavy however, with all of the different metals mixed together it is heavier than any of the individual ones. This alloy has an extremely high durability rating and cannot be broken very easily. The weight for this material would be about 4 times the weight of steel. (Take the base weight of Steel and multiply it by 4)
xxxxxxxxxxxRarity: Legendary
xxxxxxxxxxxAbility Slots: 5
xxxxxxxxxxxSpecial Properties: Blade Specialty, Heavyweight, Extremely Durable, Many Attributes (Light, Energy, Lightning)
xxxxxxxxxxxBase Selling Cost: $250,000


Holy Rinaku
 
PostPosted: Tue Jun 20, 2017 7:49 pm


Character name and profile link. Tanken Ikazuchi
Tinker type: Blacksmith
Device Description: Material List
Device size and dimensions Varies
Device Cost Varies

||| Material List - Tanken Ikazuchi |||
**NOTES**

- Prices:
All prices are considered to be in USD (United States Dollars) due to the fact that, well the shop is in America.

- Weight Class:
Everything has mass. The heavier the material used in the weapon, the heavier the weapon will be. Iron and Steel are considered "Base Weight" and would incur no form of difficulty to using.
Lower weights would be easier to use, but also easier to misjudge the feel of the weapon, which can lead to more force than needed being applied. This can lead to weapons breaking easier, so be careful.
Higher weights would obviously be more difficult to use but generally come from a much tougher and more durable material as well has having more impact and punch to them. The weight classes are as follows:
Base Weight 0 Weight Rating, the standard.
Weightless -3 Weight Rating from Base Weight (0.05x base weight)
Featherweight -2 Weight Rating from Base Weight (0.25x base weight)
Lightweight -1 Weight Rating from Base Weight (0.5x base weight)
Welterweight +1 Weight Rating from Base Weight (1.5x base weight)
Heavyweight +2 Weight Rating from Base Weight (3x base weight)
Heavyweight Champion +4 Weight Rating from Base Weight (6x base weight)

- Durability Rating:
Everything eventually breaks from over use, especially weapons. This rating determines how tough the material is. The lower the rank, the less it will likely last. Higher ranked materials usually cost more.
E - Not Durable, easiest material to break by accident.
D - Slightly Durable, its tougher than some stuff, but still pretty easy to break if you aren't careful
C - Moderately Durable, it can take a beating and still be good. Watch out for cracks in the weapon.
B - Durable, reliable and tough. Though it can still break its much more difficult than other types of materials.
A - Highly Durable, at this point you'd almost have to be trying to break it. Its not going to be easy but its possible
S - Extremely Durable, basically indestructible.

- Special Properties
Each material has something special about it. Unique traits listed below

Hunter - The weapon is more effective against creatures not of natural origin
Weapon Specialty - This type of material is usually best suited for a type of weapon. If its used to create that type of weapon, the weapon would gain an additional ability slot.
Core Specialty - This material gains bonuses when being used for certain attribute based abilities. Each unique attribute ability will cost half as many slots as normal with this type of material. These will be listed in the individual weapons.

- Attributes
All materials have an elemental type attribute to them, that allows them to work with different unique “cores” created by Tanken. These “cores” are small containers with certain aspects to them, usually placed in the hilt. Certain materials work better with different cores.

- Attribute Cores
Nature - specializes in poison and infections
Nature core is a small mechanical casing placed in the hilt just below the blade. Its rigged to a small button hidden in the pommel that, when pushed, sends a rush of certain poisons or venoms along the blade to further the lethality of the weapon

Ice - Specializes in cold and freezing
This core is a specialized insulated vial that is hidden in the pommel. Its rigged to a button on the crossguard that when pushed shatters the vial letting liquid nitrogen course down the blade, soaking it and allowing for ice cold strikes. These vials need to be replaced after each trigger

Fire - Specializes in heat and burning
Similar to the Ice Core, except the vial houses gasoline that soaks the blade which can be lit by a spark either from a button push on the opposite side of the crossguard or by a clash of steel meeting steel

Lightning - Specializes in shocks and paralysis
Golden wire is lined along the weapon, the trigger is a switch on the pommel that sends a signal to the core. The core is a fair sized battery that when signaled sends an electrical charge along the gold wiring, making each strike like a tazer shot.

Shadow - Specializes in hiding and ambushing
There is no external material used for this "Core" the blade is darkened, blackened to make it more difficult to spot when someone isn't looking for it, or if its not placed against a white background

Light - Specializes in blinding and illusions
Like Shadow, this is no external material used in this core. Rather the blade is polished to a bright sheen, allowing it to catch light when striking


- Rarity Levels: how readily available the material is in stock

[ E Rank ] Very Common
[ D Rank ] Common
[ C Rank ] Uncommon
[ B Rank ] Rare
[ A Rank ] Epic



-_-_-_-_-Wood Gatherable
-_-_-Smiths are able to craft a wooden weapon upon request. It can be from any kind of tree and they generally try to make it as high quality as possible.
xxxxxxxxxxxRarity: Very Common
xxxxxxxxxxxAbility Slots: 0
xxxxxxxxxxxSpecial Properties: Not Durable, Weightless, Nature Attribute
xxxxxxxxxxxBase Selling Cost: $30


-_-_-_-_-Bronze Gatherable
-_-_-A metal that is slightly weaker than iron for decreased weight. A bronze weapon will weigh half of an iron or steel weapon
xxxxxxxxxxxRarity: Very Common
xxxxxxxxxxxAbility Slots: 1
xxxxxxxxxxxSpecial Properties: Slightly Durable, Lightweight, Nature Attribute
xxxxxxxxxxxBase Selling Cost: $90

-_-_-_-_-Iron Gatherable
-_-_-Standard Iron, this is the base metal of the early age.
xxxxxxxxxxxRarity: Very Common
xxxxxxxxxxxAbility Slots: 1
xxxxxxxxxxxSpecial Properties: Slightly Durable, Base Weight, No specific Attribute
xxxxxxxxxxxBase Selling Cost: $180

-_-_-_-_-Silver Gatherable
-_-_-A valuable material that is soft and malleable to create wonderful high quality weapons at the exchange for a slight durability loss. This metal is known for it's effectiveness against creatures such as Vampires or Werewolves. Silver is lighter than steel by a little bit but weighs more than bronze. (Take the base weight of steel and multiply it by 0.8 )
xxxxxxxxxxxRarity: Common
xxxxxxxxxxxAbility Slots: 2
xxxxxxxxxxxSpecial Properties: Hunter, Lightweight, Slightly Durable, Lightning Attribute
xxxxxxxxxxxBase Selling Cost: $1000

-_-_-_-_-Ironwood Gatherable
-_-_-Ironwood is a common name for a large number of woods that have a reputation for hardness. These tougher trees produce wood hard as iron.
xxxxxxxxxxxRarity: Common
xxxxxxxxxxxAbility Slots: 2
xxxxxxxxxxxSpecial Properties: Slightly Durable, Lightweight, Pole Specialty, Nature Attribute
xxxxxxxxxxxBase Selling Cost: $140

-_-_-_-_-Steel Non-Gatherable
-_-_-Steel is a strong and heavy material that was used to replace iron in the medieval times.
xxxxxxxxxxxRarity: Common
xxxxxxxxxxxAbility Slots: 2
xxxxxxxxxxxSpecial Properties: Moderately Durable, Base Weight, No Attribute
xxxxxxxxxxxBase Selling Cost: $360

-_-_-_-_-Red Iron Gatherable
-_-_-Red Iron is a rarer kind of Iron found on Earth Zayin that has deep red or crimson hues to it from over oxidation. Unlike normal iron which rusts when oxidized, this form of mutant iron adapted it, becoming harder and taking on a deep red hue. It is a tad bit heavier than normal steel or iron weapons.
xxxxxxxxxxxRarity: Uncommon
xxxxxxxxxxxAbility Slots: 2
xxxxxxxxxxxSpecial Properties: Crushing Specialty, Welterweight, Highly Durable, Nature and Fire Attributes
xxxxxxxxxxxBase Selling Cost: $500

-_-_-_-_-Gold Gatherable
-_-_-A precious metal that is soft and malleable enough to create beautiful and ornate weapons, at the cost of the weapon and durability, as well as the cost. Smiths can do some of the more finer things with this, in that he can create fine jewelry with precious gemstones in it.
xxxxxxxxxxxRarity: Uncommon
xxxxxxxxxxxAbility Slots: 3
xxxxxxxxxxxSpecial Properties: Welterweight, Crushing Specialty, Slightly Durable, Lightning Attribute
xxxxxxxxxxxBase Selling Cost: $55,000

-_-_-_-_-Obsidian Gatherable
-_-_-Obsidian is a naturally occurring volcanic glass formed as an extrusive igneous rock. It is produced when felsic lava extruded from a volcano cools rapidly with minimum crystal growth. Obsidian is commonly found within the margins of rhyolitic lava flows known as obsidian flows, where the chemical composition (high silica content) induces a high viscosity and polymerization degree of the lava. The inhibition of atomic diffusion through this highly viscous and polymerized lava explains the lack of crystal growth. Obsidian is hard and brittle; it therefore fractures with very sharp edges, which were used in the past in cutting and piercing tools, and has been used experimentally as surgical scalpel blades.
xxxxxxxxxxxRarity: Uncommon
xxxxxxxxxxxAbility Slots: 3
xxxxxxxxxxxSpecial Properties: Blade Specialty, Featherweight, Moderately Durable, Fire and Shadow Attribute
xxxxxxxxxxxBase Selling Cost: $1,600 (due to the difficulties to obtain)

-_-_-_-_-Mythril Non-Gatherable (Must be Forged)
-_-_-A unique alloy, created by Tanken that is highly durable yet still lightweight. By using his Tinker abilities Tanken mixes steel and other metals together in an alloy that is standardly a dark blue hue. The resulting material is tougher than steel at half the weight. One of the most expensive materials due to its difficulty to create
xxxxxxxxxxxRarity: Rare
xxxxxxxxxxxAbility Slots: 3
xxxxxxxxxxxSpecial Properties: Featherweight, Hunter, Durable, Lightning and Fire Attribute
xxxxxxxxxxxBase Selling Cost: $75,000

-_-_-_-_-Gem Steel Non-Gatherable
-_-_-A rare alloy that Tanken created. He creates it using precious gems and heavy carbon steel by forging the steel until its molten before adding in the gemstones. It creates an extremely tough material that is difficult to fold but when folded properly shines with the gems and steel combined.
xxxxxxxxxxxRarity: Rare
xxxxxxxxxxxAbility Slots: 3
xxxxxxxxxxxSpecial Properties: Heavyweight, Very Durable, Light Attribute
xxxxxxxxxxxBase Selling Cost: $100,000 (Due to the difficulty in working with and obtaining this material)

-_-_-_-_-Adamantine Non-Gatherable
-_-_-An extremely tough and exceedingly rare ore that is found in a select few meteorites. This material has a dark green hue to it and is extremely durable as well as being heavier than steel. When worked into a weapon it can become a razor sharp blade or a heavy smashing hammer, as when super heated it becomes very malleable. This extremely rare material is kept in high security labs owned by the Toybox
xxxxxxxxxxxRarity: Epic
xxxxxxxxxxxAbility Slots: 5
xxxxxxxxxxxSpecial Properties: Heavyweight Champion, Extremely Durable, Crushing and Blade Specialty, Nature and Fire Attribute
xxxxxxxxxxxBase Selling Cost: $200,000


Holy Rinaku
 

Ultima228

Loyal Friend

18,200 Points
  • Elocutionist 200
  • Profitable 100
  • Millionaire 200

Pandora Green

Aged Gaian

PostPosted: Sat Jun 24, 2017 8:48 pm


Ultima228
Character name and profile link. Tanken Ikazuchi
Tinker type: Blacksmith
Device Description: Material List
Device size and dimensions Varies
Device Cost Varies

||| Material List - Tanken Ikazuchi |||
**NOTES**

- Prices:
All prices are considered to be in USD (United States Dollars) due to the fact that, well the shop is in America.

- Weight Class:
Everything has mass. The heavier the material used in the weapon, the heavier the weapon will be. Iron and Steel are considered "Base Weight" and would incur no form of difficulty to using.
Lower weights would be easier to use, but also easier to misjudge the feel of the weapon, which can lead to more force than needed being applied. This can lead to weapons breaking easier, so be careful.
Higher weights would obviously be more difficult to use but generally come from a much tougher and more durable material as well has having more impact and punch to them. The weight classes are as follows:
Base Weight 0 Weight Rating, the standard.
Weightless -3 Weight Rating from Base Weight (0.05x base weight)
Featherweight -2 Weight Rating from Base Weight (0.25x base weight)
Lightweight -1 Weight Rating from Base Weight (0.5x base weight)
Welterweight +1 Weight Rating from Base Weight (1.5x base weight)
Heavyweight +2 Weight Rating from Base Weight (3x base weight)
Heavyweight Champion +4 Weight Rating from Base Weight (6x base weight)

- Durability Rating:
Everything eventually breaks from over use, especially weapons. This rating determines how tough the material is. The lower the rank, the less it will likely last. Higher ranked materials usually cost more.
E - Not Durable, easiest material to break by accident.
D - Slightly Durable, its tougher than some stuff, but still pretty easy to break if you aren't careful
C - Moderately Durable, it can take a beating and still be good. Watch out for cracks in the weapon.
B - Durable, reliable and tough. Though it can still break its much more difficult than other types of materials.
A - Highly Durable, at this point you'd almost have to be trying to break it. Its not going to be easy but its possible
S - Extremely Durable, basically indestructible.

- Special Properties
Each material has something special about it. Unique traits listed below

Hunter - The weapon is more effective against creatures not of natural origin
Weapon Specialty - This type of material is usually best suited for a type of weapon. If its used to create that type of weapon, the weapon would gain an additional ability slot.
Core Specialty - This material gains bonuses when being used for certain attribute based abilities. Each unique attribute ability will cost half as many slots as normal with this type of material. These will be listed in the individual weapons.

- Attributes
All materials have an elemental type attribute to them, that allows them to work with different unique “cores” created by Tanken. These “cores” are small containers with certain aspects to them, usually placed in the hilt. Certain materials work better with different cores.

- Attribute Cores
Nature - specializes in poison and infections
Nature core is a small mechanical casing placed in the hilt just below the blade. Its rigged to a small button hidden in the pommel that, when pushed, sends a rush of certain poisons or venoms along the blade to further the lethality of the weapon

Ice - Specializes in cold and freezing
This core is a specialized insulated vial that is hidden in the pommel. Its rigged to a button on the crossguard that when pushed shatters the vial letting liquid nitrogen course down the blade, soaking it and allowing for ice cold strikes. These vials need to be replaced after each trigger

Fire - Specializes in heat and burning
Similar to the Ice Core, except the vial houses gasoline that soaks the blade which can be lit by a spark either from a button push on the opposite side of the crossguard or by a clash of steel meeting steel

Lightning - Specializes in shocks and paralysis
Golden wire is lined along the weapon, the trigger is a switch on the pommel that sends a signal to the core. The core is a fair sized battery that when signaled sends an electrical charge along the gold wiring, making each strike like a tazer shot.

Shadow - Specializes in hiding and ambushing
There is no external material used for this "Core" the blade is darkened, blackened to make it more difficult to spot when someone isn't looking for it, or if its not placed against a white background

Light - Specializes in blinding and illusions
Like Shadow, this is no external material used in this core. Rather the blade is polished to a bright sheen, allowing it to catch light when striking


- Rarity Levels: how readily available the material is in stock

[ E Rank ] Very Common
[ D Rank ] Common
[ C Rank ] Uncommon
[ B Rank ] Rare
[ A Rank ] Epic



-_-_-_-_-Wood Gatherable
-_-_-Smiths are able to craft a wooden weapon upon request. It can be from any kind of tree and they generally try to make it as high quality as possible.
xxxxxxxxxxxRarity: Very Common
xxxxxxxxxxxAbility Slots: 0
xxxxxxxxxxxSpecial Properties: Not Durable, Weightless, Nature Attribute
xxxxxxxxxxxBase Selling Cost: $30


-_-_-_-_-Bronze Gatherable
-_-_-A metal that is slightly weaker than iron for decreased weight. A bronze weapon will weigh half of an iron or steel weapon
xxxxxxxxxxxRarity: Very Common
xxxxxxxxxxxAbility Slots: 1
xxxxxxxxxxxSpecial Properties: Slightly Durable, Lightweight, Nature Attribute
xxxxxxxxxxxBase Selling Cost: $90

-_-_-_-_-Iron Gatherable
-_-_-Standard Iron, this is the base metal of the early age.
xxxxxxxxxxxRarity: Very Common
xxxxxxxxxxxAbility Slots: 1
xxxxxxxxxxxSpecial Properties: Slightly Durable, Base Weight, No specific Attribute
xxxxxxxxxxxBase Selling Cost: $180

-_-_-_-_-Silver Gatherable
-_-_-A valuable material that is soft and malleable to create wonderful high quality weapons at the exchange for a slight durability loss. This metal is known for it's effectiveness against creatures such as Vampires or Werewolves. Silver is lighter than steel by a little bit but weighs more than bronze. (Take the base weight of steel and multiply it by 0.8 )
xxxxxxxxxxxRarity: Common
xxxxxxxxxxxAbility Slots: 2
xxxxxxxxxxxSpecial Properties: Hunter, Lightweight, Slightly Durable, Lightning Attribute
xxxxxxxxxxxBase Selling Cost: $1000

-_-_-_-_-Ironwood Gatherable
-_-_-Ironwood is a common name for a large number of woods that have a reputation for hardness. These tougher trees produce wood hard as iron.
xxxxxxxxxxxRarity: Common
xxxxxxxxxxxAbility Slots: 2
xxxxxxxxxxxSpecial Properties: Slightly Durable, Lightweight, Pole Specialty, Nature Attribute
xxxxxxxxxxxBase Selling Cost: $140

-_-_-_-_-Steel Non-Gatherable
-_-_-Steel is a strong and heavy material that was used to replace iron in the medieval times.
xxxxxxxxxxxRarity: Common
xxxxxxxxxxxAbility Slots: 2
xxxxxxxxxxxSpecial Properties: Moderately Durable, Base Weight, No Attribute
xxxxxxxxxxxBase Selling Cost: $360

-_-_-_-_-Red Iron Gatherable
-_-_-Red Iron is a rarer kind of Iron found on Earth Zayin that has deep red or crimson hues to it from over oxidation. Unlike normal iron which rusts when oxidized, this form of mutant iron adapted it, becoming harder and taking on a deep red hue. It is a tad bit heavier than normal steel or iron weapons.
xxxxxxxxxxxRarity: Uncommon
xxxxxxxxxxxAbility Slots: 2
xxxxxxxxxxxSpecial Properties: Crushing Specialty, Welterweight, Highly Durable, Nature and Fire Attributes
xxxxxxxxxxxBase Selling Cost: $500

-_-_-_-_-Gold Gatherable
-_-_-A precious metal that is soft and malleable enough to create beautiful and ornate weapons, at the cost of the weapon and durability, as well as the cost. Smiths can do some of the more finer things with this, in that he can create fine jewelry with precious gemstones in it.
xxxxxxxxxxxRarity: Uncommon
xxxxxxxxxxxAbility Slots: 3
xxxxxxxxxxxSpecial Properties: Welterweight, Crushing Specialty, Slightly Durable, Lightning Attribute
xxxxxxxxxxxBase Selling Cost: $55,000

-_-_-_-_-Obsidian Gatherable
-_-_-Obsidian is a naturally occurring volcanic glass formed as an extrusive igneous rock. It is produced when felsic lava extruded from a volcano cools rapidly with minimum crystal growth. Obsidian is commonly found within the margins of rhyolitic lava flows known as obsidian flows, where the chemical composition (high silica content) induces a high viscosity and polymerization degree of the lava. The inhibition of atomic diffusion through this highly viscous and polymerized lava explains the lack of crystal growth. Obsidian is hard and brittle; it therefore fractures with very sharp edges, which were used in the past in cutting and piercing tools, and has been used experimentally as surgical scalpel blades.
xxxxxxxxxxxRarity: Uncommon
xxxxxxxxxxxAbility Slots: 3
xxxxxxxxxxxSpecial Properties: Blade Specialty, Featherweight, Moderately Durable, Fire and Shadow Attribute
xxxxxxxxxxxBase Selling Cost: $1,600 (due to the difficulties to obtain)

-_-_-_-_-Mythril Non-Gatherable (Must be Forged)
-_-_-A unique alloy, created by Tanken that is highly durable yet still lightweight. By using his Tinker abilities Tanken mixes steel and other metals together in an alloy that is standardly a dark blue hue. The resulting material is tougher than steel at half the weight. One of the most expensive materials due to its difficulty to create
xxxxxxxxxxxRarity: Rare
xxxxxxxxxxxAbility Slots: 3
xxxxxxxxxxxSpecial Properties: Featherweight, Hunter, Durable, Lightning and Fire Attribute
xxxxxxxxxxxBase Selling Cost: $75,000

-_-_-_-_-Gem Steel Non-Gatherable
-_-_-A rare alloy that Tanken created. He creates it using precious gems and heavy carbon steel by forging the steel until its molten before adding in the gemstones. It creates an extremely tough material that is difficult to fold but when folded properly shines with the gems and steel combined.
xxxxxxxxxxxRarity: Rare
xxxxxxxxxxxAbility Slots: 3
xxxxxxxxxxxSpecial Properties: Heavyweight, Very Durable, Light Attribute
xxxxxxxxxxxBase Selling Cost: $100,000 (Due to the difficulty in working with and obtaining this material)

-_-_-_-_-Adamantine Non-Gatherable
-_-_-An extremely tough and exceedingly rare ore that is found in a select few meteorites. This material has a dark green hue to it and is extremely durable as well as being heavier than steel. When worked into a weapon it can become a razor sharp blade or a heavy smashing hammer, as when super heated it becomes very malleable. This extremely rare material is kept in high security labs owned by the Toybox
xxxxxxxxxxxRarity: Epic
xxxxxxxxxxxAbility Slots: 5
xxxxxxxxxxxSpecial Properties: Heavyweight Champion, Extremely Durable, Crushing and Blade Specialty, Nature and Fire Attribute
xxxxxxxxxxxBase Selling Cost: $200,000


Holy Rinaku
[/quote[
Approved with the stipulation that a mod can tell you no in the future for a mat in this list.
PostPosted: Fri Jun 30, 2017 3:19 pm


Character name and profile link. MAkoto
Tinker type: Limb Replacement Cybernetics
Device Description: The device is a set of four, 8 foot long mettallic arms that are meant to be controlled via spinal cord neural interface prosthesis. They are strong enough to lift the body of the wearer (Kozi) and are fully under her control, though like her other creations, these need to be charged after extended or rigourous periods of use.
Device size and dimensions 4, 8 foot long metal arms that are more durable than normal human arms, and have four fingers at their edges.
Device Cost
Already paid for.
Fluff loreBought so Kozi could have more firepower oomph in a world where people can throw cars and stuff. Modeled after an old, famous comic book character.

___youwillknownihilism
Crew


Rocket Punches

Dapper Hunter

2,775 Points
  • Hygienic 200
  • Treasure Hunter 100
  • Launch Party 100
PostPosted: Mon Jul 03, 2017 4:21 pm


Kerron can't write neatly to save his life, but I encouraged him to submit the stuff I made for him in my place because I was sick.
Reply
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