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1 Birdie's Traphouse on Sun Oct 16, 2016 5:04 pm

betiwontmiss

Free Agents
Free Agents

avatar
All of Birdie's inventions are marked with the following insignia to mark and verify his brand.

Name: Eye Scope
Description: The Eye Scope is a simple piece of technology that augments the vision of one of the user's eyes. It's basic function is to allow zooming in and out so the user can so crisp and clear for the total range of technology allows, but as it is upgraded other functions will be added.
Effects:

  • Allows the user to zoom in up to 500m further. Has no effect on Kenbunshoku Haki ranges.
  • Has a night vision toggle.
  • Has a thermal vision toggle.
  • Can wirelessly connect to Birdie's Hunter invention to grant the wearer vision through the eyes of the Hunter should the frequencies be adjusted to match. Cuts effective zoom range down to 300m maximum. Hunter must be within 500m to wirelessly connect.
  • Has built in microphone hardware allowing users on the same frequency to communicate with each other as long as they are within 1km of each other.

Range: 500m
Servings: 1
Units per Slot: 1
Upgrade Points: 5

Code:

[b]Name:[/b] Eye Scope
[b]Description:[/b] The Eye Scope is a simple piece of technology that augments the vision of one of the user's eyes. It's basic function is to allow zooming in and out so the user can so crisp and clear for the total range of technology allows, but as it is upgraded other functions will be added.
[b]Effects:[/b]
[list]
[*]Allows the user to zoom in up to 500m further. Has no effect on Kenbunshoku Haki ranges.
[*]Has a night vision toggle.
[*]Has a thermal vision toggle.
[*]Can wirelessly connect to Birdie's Hunter invention to grant the wearer vision through the eyes of the Hunter should the frequencies be adjusted to match. Cuts effective zoom range down to 300m maximum. Hunter must be within 500m to wirelessly connect.
[*]Has built in microphone hardware allowing users on the same frequency to communicate with each other as long as they are within 1km of each other.
[/list]
[b]Range:[/b] 500m
[b]Servings:[/b] 1
[b]Units per Slot:[/b] 1
[b]Upgrade Points:[/b] 5


Equipment Name: Track Star
Equipment Type: Gadget
Strength Req.: N/A
Equipment Description: The Track Star works in junction with Bugs created by Birdie, Bugs being things like the Trojan Horse. As long as these Bugs are still in the same Ocean (North Blue, Paradise, Calm Belt, New World, etc) the Track Star can lead the user of the device to a Bug in it's range. It's much like a Vivre Card, allowing a person to travel to Islands in the Grandline, despite them not having a Log Pose, but using this Track Star as a means to going towards a specific location.

Additionally the Track Star can has one additional small button on it's right side where three o'clock would be on a clock. Turning the knob at the twelve o'clock position adjusts the frequency of the Track Star. Bugs being tracked by the device are displayed on the screen as yellow circles, but when this frequency is adjusted and attuned to a Bug in the area their default yellow changes to red on the display. This represents the frequency has been attuned to the Bug's in range and pressing the button in the three o'clock position on the device will send out a radio wave to the Bug's in range causing them to do whatever their main effect is to whatever pieces of technology they are eligible to effect. Track Star must be at least 500m away from a Bug to cause it to activate, this range does not have to be sustained if the Bug has a lasting effect.
Materials: Iron
Units per Slot: 1
Experience: 0
Upgrade Points: 3

Code:

[img(350px,285px)]http://vignette4.wikia.nocookie.net/dragonball/images/4/46/Radar.png/revision/latest?cb=20090512021157[/img]
[b]Equipment Name:[/b] Track Star
[b]Equipment Type:[/b] Gadget
[b]Strength Req.:[/b] N/A
[b]Equipment Description:[/b] The Track Star works in junction with Bugs created by Birdie, Bugs being things like the Trojan Horse. As long as these Bugs are still in the same Ocean (North Blue, Paradise, Calm Belt, New World, etc) the Track Star can lead the user of the device to a Bug in it's range. It's much like a Vivre Card, allowing a person to travel to Islands in the Grandline, despite them not having a Log Pose, but using this Track Star as a means to going towards a specific location.

Additionally the Track Star can has one additional small button on it's right side where three o'clock would be on a clock. Turning the knob at the twelve o'clock position adjusts the frequency of the Track Star. Bugs being tracked by the device are displayed on the screen as yellow circles, but when this frequency is adjusted and attuned to a Bug in the area their default yellow changes to red on the display. This represents the frequency has been attuned to the Bug's in range and pressing the button in the three o'clock position on the device will send out a radio wave to the Bug's in range causing them to do whatever their main effect is to whatever pieces of technology they are eligible to effect. Track Star must be at least 500m away from a Bug to cause it to activate, this range does not have to be sustained if the Bug has a lasting effect.
[b]Materials:[/b] Iron
[b]Units per Slot:[/b] 1
[b]Experience:[/b] 0
[b]Upgrade Points:[/b] 3

Name: Fire Bomb
Description: The Fire Bomb is exactly what the name implies, it's an explosive that releases fire. The agent for this fire is a oil like liquid agent that is actually buoyant and can float on top of water and sticks to solid objects it touches. It comes in a canister that is looks like a traditional grenade and when it explodes, the oil is lit on fire from the flames of the explosion. The explosion is strong enough to partially destroy steel and effects a 7m diameter while the fire itself spread out to occupy a 25m diameter.
Effects: -
Range: 7m Explosion|25m Flames
Servings: 3
Units per Slot: 3
Upgrade Points: 3

Code:

[b]Name:[/b] Fire Bomb
[b]Description:[/b] The Fire Bomb is exactly what the name implies, it's an explosive that releases fire. The agent for this fire is a oil like liquid agent that is actually buoyant and can float on top of water and sticks to solid objects it touches. It comes in a canister that is looks like a traditional grenade and when it explodes, the oil is lit on fire from the flames of the explosion. The explosion is strong enough to partially destroy steel and effects a 7m diameter while the fire itself spread out to occupy a 25m diameter.
[b]Effects:[/b] -
[b]Range:[/b] 7m Explosion|25m Flames
[b]Servings:[/b] 3
[b]Units per Slot:[/b] 3
[b]Upgrade Points:[/b] 3


Equipment Name: Deadman's Tether
Equipment Type: Gadget
Strength Req.: -
Equipment Description:This particular model is a explosion collar for those consumers who can afford to replace unruly slaves after they make their first mistake. It activates through a switch which constantly relays a wireless signal to the collar. The switch's signal actually stops the collar from exploding on the wearer and the signal only reaches out 100m, obstacles that may weaken the connection like walls and things of that nature accounted for. The collar can also be activated by pressing a button on the switch which disables the connection to the designated collar usually killing the wearer. The explosion is powerful enough to destroy the steel collar itself, so those not more durable than steel will obviously die, but those more durable will receive 3rd degree burns all over from the heat of the explosion. One switch has two buttons as opposed to the Shock Collars three buttons. There is a code one can input in the collars for them to come unlocked thus freeing the captive, but only Birdie knows what this numerical code is, getting the code wrong causes the collar to explode. The explosion is concentrated and only occupies a 1m diameter around the wearer.
Materials: (Steel
Units per Slot: 3 + a Console
Experience: -
Upgrade Points: 3

Code:

[img]http://vignette1.wikia.nocookie.net/deadmanwonderland/images/9/90/Dead_4.PNG/revision/latest?cb=20130630165600[/img]
[b]Equipment Name:[/b] Deadman's Tether
[b]Equipment Type:[/b] Gadget
[b]Strength Req.:[/b] -
[b]Equipment Description:[/b]This particular model is a explosion collar for those consumers who can afford to replace unruly slaves after they make their first mistake. It activates through a switch which constantly relays a wireless signal to the collar. The switch's signal actually stops the collar from exploding on the wearer and the signal only reaches out 100m, obstacles that may weaken the connection like walls and things of that nature accounted for. The collar can also be activated by pressing a button on the switch which disables the connection to the designated collar usually killing the wearer. The explosion is powerful enough to destroy the steel collar itself, so those not more durable than steel will obviously die, but those more durable will receive 3rd degree burns all over from the heat of the explosion. One switch has two buttons as opposed to the Shock Collars three buttons. There is a code one can input in the collars for them to come unlocked thus freeing the captive, but only Birdie knows what this numerical code is, getting the code wrong causes the collar to explode. The explosion is concentrated and only occupies a 1m diameter around the wearer.
[b]Materials:[/b] (Steel
[b]Units per Slot:[/b] 3 + a Console
[b]Experience:[/b] -
[b]Upgrade Points:[/b] 3


Equipment Name: Proton Cannon Mk III
Equipment Type: Weapon
Strength Req.: 3
Equipment Description: The Proton Cannon is better dubbed a plasma cannon as the beams it fire are not actually light, but a form of plasma that closely resembles light. It works by ionizing a highly reactive gas compound with electrical charges. This requires a combination of electrodes, that are crafted of a highly conductive material, in this case copper. With a single electric arc that is supplied when Proton Cannon is turned on/activated, the electrodes continuously bounce this arc of electricity and sustain it, thus prepping the weapon for usage. The gas is then released in measured volumes similar to dosages. When the gas compound breaches this gate of electrodes that are sustaining the electrical arc, the gas is ionized. The process is very similar to how a blowtorch would work, but instead of a constant stream of gas over fire, it's controlled spurts of this gas compound through and electrical field. While the output of the gas compound can be tweaked for a greater output, it is not suggested as it can lead to major backfiring. It only has two conventional and recommended modes, piercing and explosive.

Upon firing off the Proton Cannon it releases a beam of plasma that resembles a beam of light from the Pika Pika no Mi. Being plasma and dealing most of it's damage through thermal transference (burning things), but each of the Modes the weapon offers has different effects. The Proton Cannon has a Point system tagged to it, that reflects how much of the gas compound is left. Each proton Cannon starts with 30 Gas Points.

The Piercing Mode can actually burn holes straight through bone. It has an effective range of 50m, before the bullet fizzles away. The bullet is about the size of a pea. Moves at Speed Tier 5 and can pierce Steel. Cost 2 Gas Points

With the Explosive Mode, the bullets detonate upon making contact with a solid or semi-solid surface. The explosion range is 15m diameter. Those within detonation area experience 3rd degree burns. This blast can blow through Steel. Moves at Speed Tier 4. Cost 5 Gas Points.

A refill most be obtained after the Tank is expended.

The Proton Cannon comes in many forms, it can be integrated into a Cyborgs body or be used as a traditional weapon that is shaped like a rifle, though it has a much stronger kickback, thus the high Strength Req.
Curse: N/A
Materials: Steel, Copper, Iron
Units per Slot: 1
Experience: 0
Upgrade Points: 3

Code:

[img]http://vignette2.wikia.nocookie.net/onepiece/images/1/18/Pacifista_Mouth_Beam.png/revision/latest/scale-to-width-down/250?cb=20110226005627[/img]
[b]Equipment Name:[/b] Proton Cannon Mk III
[b]Equipment Type:[/b] Weapon
[b]Strength Req.:[/b] 3
[b]Equipment Description:[/b] The Proton Cannon is better dubbed a plasma cannon as the beams it fire are not actually light, but a form of plasma that closely resembles light. It works by ionizing a highly reactive gas compound with electrical charges. This requires a combination of electrodes, that are crafted of a highly conductive material, in this case copper. With a single electric arc that is supplied when Proton Cannon is turned on/activated, the electrodes continuously bounce this arc of electricity and sustain it, thus prepping the weapon for usage. The gas is then released in measured volumes similar to dosages. When the gas compound breaches this gate of electrodes that are sustaining the electrical arc, the gas is ionized. The process is very similar to how a blowtorch would work, but instead of a constant stream of gas over fire, it's controlled spurts of this gas compound through and electrical field. While the output of the gas compound can be tweaked for a greater output, it is not suggested as it can lead to major backfiring. It only has two conventional and recommended modes, piercing and explosive.

Upon firing off the Proton Cannon it releases a beam of plasma that resembles a beam of light from the Pika Pika no Mi. Being plasma and dealing most of it's damage through thermal transference (burning things), but each of the Modes the weapon offers has different effects. The Proton Cannon has a Point system tagged to it, that reflects how much of the gas compound is left. Each proton Cannon starts with 30 Gas Points.

The Piercing Mode can actually burn holes straight through bone. It has an effective range of 50m, before the bullet fizzles away. The bullet is about the size of a pea. Moves at Speed Tier 5 and can pierce Steel. Cost 2 Gas Points

With the Explosive Mode, the bullets detonate upon making contact with a solid or semi-solid surface. The explosion range is 15m diameter. Those within detonation area experience 3rd degree burns. This blast can blow through Steel. Moves at Speed Tier 4. Cost 5 Gas Points.

A refill most be obtained after the Tank is expended.

The Proton Cannon comes in many forms, it can be integrated into a Cyborgs body or be used as a traditional weapon that is shaped like a rifle, though it has a much stronger kickback, thus the high Strength Req.
[b]Curse:[/b] N/A
[b]Materials:[/b] Steel, Copper, Iron
[b]Units per Slot:[/b] 1
[b]Experience:[/b] 0
[b]Upgrade Points:[/b] 3


Equipment Name: Gatling Gun Mk IV
Equipment Type: Weapon
Strength Req.: 2
Equipment Description: The Gatling Gun Mk IV is now an automatic weapon that fires as long as the trigger is held down. It operates with eight barrels revolving around a central shaft. Each barrel fires once per revolution at about the same position. Turning the crank rotates the barrels which causes a number of things to happen. One, while the barrels revolve they have a moment to cooldown, short, but still a necessary thing for the weapon to operate as best as it can. Two, when a barrel reaches the six o'clock position similar to chalking a pool stick, a stick of gunpowder preps the barrel for firing. Third, when the barrel reaches the ten o'clock position a bullet from the sleeve that comes with the gatling gun falls into the chamber and loads the weapon. Fourth, when the barrel reaches the twelve o'clock position a burning flame causes the gun powder to ignite in a controlled manner and fires the bullet. This in essence is the logistics behind the gatling gun. It has a bird carved into the handle to represent Birdie's brand.

This model is where we see the Gatling Gun becoming something like the best it can be, no longer a prototype. Accuracy can only be maintained for targets within 40m. It can be carried around with 1 Tier of Strength, but needs one additional Tier, 2 Tiers of Strength to actually be operated in a controlled manner. It can complete a rotation successfully in roughly two seconds, meaning four shots a second and it comes with 64 bullets that refresh each topic, so 8 full rotations. The shells are dense enough to pierce Steel and are fired at Tier 4 Speed.
Materials: Steel, Iron
Units per Slot: 1
Upgrade Points: 3

Code:
[img]http://crossplay.weebly.com/uploads/1/5/1/3/15130232/8017773_orig.jpg?1[/img]
[b]Equipment Name:[/b] Gatling Gun Mk IV
[b]Equipment Type:[/b] Weapon
[b]Strength Req.:[/b] 2
[b]Equipment Description:[/b] The Gatling Gun Mk IV is now an automatic weapon that fires as long as the trigger is held down. It operates with eight barrels revolving around a central shaft. Each barrel fires once per revolution at about the same position. Turning the crank rotates the barrels which causes a number of things to happen. One, while the barrels revolve they have a moment to cooldown, short, but still a necessary thing for the weapon to operate as best as it can. Two, when a barrel reaches the six o'clock position similar to chalking a pool stick, a stick of gunpowder preps the barrel for firing. Third, when the barrel reaches the ten o'clock position a bullet from the sleeve that comes with the gatling gun falls into the chamber and loads the weapon. Fourth, when the barrel reaches the twelve o'clock position a burning flame causes the gun powder to ignite in a controlled manner and fires the bullet. This in essence is the logistics behind the gatling gun. It has a bird carved into the handle to represent Birdie's brand.

This model is where we see the Gatling Gun becoming something like the best it can be, no longer a prototype. Accuracy can only be maintained for targets within 40m. It can be carried around with 1 Tier of Strength, but needs one additional Tier, 2 Tiers of Strength to actually be operated in a controlled manner. It can complete a rotation successfully in roughly two seconds, meaning four shots a second and it comes with 64 bullets that refresh each topic, so 8 full rotations. The shells are dense enough to pierce Steel and are fired at Tier 4 Speed.
[b]Materials:[/b] Steel, Iron
[b]Units per Slot:[/b] 1
[b]Upgrade Points:[/b] 3


Equipment Name: Hunter IV
Equipment Type: Gadget
Strength Req.: N/A
Equipment Description: Hunter IV is a robot created by Birdie that resembles a small bird. The picture above shows what it's mechanized body looks like, though it is customized to look like a real bird. It is mostly used for espionage as it can remotely link up to the Eye Scope invention to let those tapped into the frequency on the Eye Scope to see what the Hunter III sees. It has a successful linking range of up to 200m. It can record a topic's worth of footage, before the footage needs to be stored somewhere for safe keeping to free up space (will be made later).

Like a real bird, Hunter IV can fly and does so at Tier 4 Speeds max. It has artificial intelligence to the degree it can carry out simple task given to it by Birdie alone, such as following certain targets and setting itself in certain areas. Additionally it can chirp as a real bird does.

As Hunter IV it can now carry things that have a Strength Requirement of 1. It can function fully underwater and has a motorized beak (beak material varies) that always it to drill into materials of lesser durability for 1 post with a 1 post cooldown.

As it is upgraded you can expect to see it get weaponized, have a higher degree of intelligence, fly faster, and maybe a bit more.
Materials: Iron
Units per Slot: 1
Upgrade Points: 4

Code:

[img]https://s-media-cache-ak0.pinimg.com/236x/10/19/06/1019065ef557af6b8f5e948579b401fd.jpg[/img]
[b]Equipment Name:[/b] Hunter IV
[b]Equipment Type:[/b] Gadget
[b]Strength Req.:[/b] N/A
[b]Equipment Description:[/b] Hunter IV is a robot created by Birdie that resembles a small bird. The picture above shows what it's mechanized body looks like, though it is customized to look like a real bird. It is mostly used for espionage as it can remotely link up to the Eye Scope invention to let those tapped into the frequency on the Eye Scope to see what the Hunter III sees. It has a successful linking range of up to 200m. It can record a topic's worth of footage, before the footage needs to be stored somewhere for safe keeping to free up space (will be made later).

Like a real bird, Hunter IV can fly and does so at Tier 4 Speeds max. It has artificial intelligence to the degree it can carry out simple task given to it by Birdie alone, such as following certain targets and setting itself in certain areas. Additionally it can chirp as a real bird does.

As Hunter IV it can now carry things that have a Strength Requirement of 1. It can function fully underwater and has a motorized beak (beak material varies) that always it to drill into materials of lesser durability for 1 post with a 1 post cooldown.

As it is upgraded you can expect to see it get weaponized, have a higher degree of intelligence, fly faster, and maybe a bit more.
[b]Materials:[/b] Iron
[b]Units per Slot:[/b] 1
[b]Upgrade Points:[/b] 4

Code:

[b]Name:[/b] Trojan Horse
[b]Description:[/b] Trojan Horse is a Bug created by Birdie used against Cyborgs. It is manufactured as a chip that can be attached to other Tech based inventions or directly into a Cyborg.
[b]Effects:[/b]
[list]
[*]Are made trackable, so with the appropriate Invention Birdie can have a means of tracking things tapped with this bug.
[*]When activated with this yet to be made tracking device, the bug causes all cybernetics that are bugged to shut down and cease functioning for a single post.
[/list]
[b]Range:[/b] Tracking Range is within the same Ocean. South Blue, East Blue, Paradise, New World, etc. Activation range is within 100m.
[b]Servings:[/b] 3 chips
[b]Units per Slot:[/b] 3
[b]Upgrade Points:[/b] 3

Code:

[b]Name:[/b] Beelzebub
[b]Description:[/b] Beelzebub is a chemical compound in the form of a liquid that enhances the natural capabilities and attributes of humans and even animals. It administers large dosages of Taurine, Adrenaline, and enhances dopamine levels to create a sort of high while using it. This crafts a dependance for the substance for those who become regular users of the product (at least 5 uses). Effects do not stack, but duration does if multiple dosages are taken. The debuff duration also stacks is multiple doses are taken. Regardless of remaining Stamina when the effects wear off, if two or more doses are taken, the user's body forcibly shuts down causing a loss of consciousness afterwards.
[b]Effects:[/b] Increases all Attributes by 1. Drains 10% of remaining Stamina each post with a minimum of 25 Stamina being drained. If you reach 0 Stamina while the product's effects still persist, the product keeps you on your feet until the duration ends. Last 3 Post. After the effects wear off the user suffers a loss of 1 in all Attributes for 3 post. Should a grunt use this product, they succumb to death after usage.
[b]Servings:[/b] 3
[b]Units per Slot:[/b] 3
[b]Upgrade Points:[/b] 3


Equipment Name: Vendetta Mk I
Equipment Type: Sniper Rifle
Strength Req.: 2
Equipment Description: Vendetta is a bolt action Sniper rifle that has a magazine size of six, allowing the shooter to effectively let off six shots before needing to reload.
Range: 600m
Speed: 4
Power: Pierce Steel
Materials: Steel
Units per Slot: 1
Experience: 0
Upgrade Points: 1

Code:

[img(600px,200px)]https://s31.postimg.org/qt7znfqcr/Falcon_den.gif[/img]
[b]Equipment Name:[/b] Vendetta Mk I
[b]Equipment Type:[/b] Sniper Rifle
[b]Strength Req.:[/b] 2
[b]Equipment Description:[/b] Vendetta is a bolt action Sniper rifle that has a magazine size of six, allowing the shooter to effectively let off six shots before needing to reload.
[b]Range:[/b] 600m
[b]Speed:[/b] 4
[b]Power:[/b] Pierce Steel
[b]Materials:[/b] Steel
[b]Units per Slot:[/b] 1
[b]Experience:[/b] 0
[b]Upgrade Points:[/b] 1


Equipment Name: Time Bomb
Equipment Type: Explosive
Strength Req.: N/A
Equipment Description:  
Logistics:The Time Bomb is exactly what the name implies, an explosive with a specifically timed fuse. It works by sending a quick surge of electricity through the steel wire's length to the extremely short fuse it is connected to. This surge of electricity setting the fuse alight and given it's short length it detonates the explosives. The countdown is completely silent and only beeps on the last 3 seconds before detonation if the user set the bomb to do so. The explosives can be detonated early once armed if they are shot by a firearm or if the switch that the user has is activated. Flames will cause the bombs to detonate whether they are armed or not.

The timer follows a post timer, the maximum amount of post it can take to detonate is 7, while the minimum is during the post the explosives are deployed. Detonation occurs at the end of the selected post. There is a sticky glue that comes with the explosives allowing them to be attached to surfaces. The switch is in the shape of a baton and has a signal that can trigger the bombs from up to 100m away. It comes with a small metal top like a lighter so the button to the trigger the bomb can't be activated on accident. The switch has a dial like a suitcase safe that has four numbers on it. 0,1,2,3. The bombs coming in threes, each bomb has a designated number of they can all be detonated at once by pressing the button when the dial is on zero.

PowerThe explosives can destroy steel and the heat alone causes up to 3rd degree burns.

Ranges and Effects:The Blast radius is 25m in diameter, those within 7m of the explosion face being blown to pieces, those 8-20m away upon detonation suffer 3rd degree burns and bone breaks, those 21m-25m away suffer from 2nd degree burns and bruising. Steel within 12m is destroyed. Steel 13-25m away is moderately bent. Anything less durable than Steel within the blast range is destroyed.
Materials: Rubber, Copper, Steel
Units per Slot: 3 Bombs|1 Switch
Upgrade Points: 3

Code:

[img(400px,200px)]https://shadtherackster.files.wordpress.com/2015/04/time-bomb.png[/img]
[b]Equipment Name:[/b] Time Bomb
[b]Equipment Type:[/b] Explosive
[b]Strength Req.:[/b] N/A
[b]Equipment Description:[/b]  
[b]Logistics:[/b]The Time Bomb is exactly what the name implies, an explosive with a specifically timed fuse. It works by sending a quick surge of electricity through the steel wire's length to the extremely short fuse it is connected to. This surge of electricity setting the fuse alight and given it's short length it detonates the explosives. The countdown is completely silent and only beeps on the last 3 seconds before detonation if the user set the bomb to do so. The explosives can be detonated early once armed if they are shot by a firearm or if the switch that the user has is activated. Flames will cause the bombs to detonate whether they are armed or not.

The timer follows a post timer, the maximum amount of post it can take to detonate is 7, while the minimum is during the post the explosives are deployed. Detonation occurs at the end of the selected post. There is a sticky glue that comes with the explosives allowing them to be attached to surfaces. The switch is in the shape of a baton and has a signal that can trigger the bombs from up to 100m away. It comes with a small metal top like a lighter so the button to the trigger the bomb can't be activated on accident. The switch has a dial like a suitcase safe that has four numbers on it. 0,1,2,3. The bombs coming in threes, each bomb has a designated number of they can all be detonated at once by pressing the button when the dial is on zero.

[b]Power[/b]The explosives can destroy steel and the heat alone causes up to 3rd degree burns.

[b]Ranges and Effects:[/b]The Blast radius is 25m in diameter, those within 7m of the explosion face being blown to pieces, those 8-20m away upon detonation suffer 3rd degree burns and bone breaks, those 21m-25m away suffer from 2nd degree burns and bruising. Steel within 12m is destroyed. Steel 13-25m away is moderately bent. Anything less durable than Steel within the blast range is destroyed.
[b]Materials:[/b] Rubber, Copper, Steel
[b]Units per Slot:[/b] 3 Bombs|1 Switch
[b]Upgrade Points:[/b] 3




Equipment Name: Helios
Equipment Type: Firearm
Strength Req.: 3
Equipment Description: The Helios fires a rocket with an explosive warhead attached to it. It works by shooting the shell which contains the explosive that is barely held in place. Upon the shell making contact with a hard surface that actually considerably diminishes its momentum or can cause this structure that holds the warhead to drop it, the timer to detonate begins. The timer can be set from anywhere from 0-6 seconds, so instant detonation or timed, this allows for it to pierce into structures like ships and blow up inside as opposed to on the surface. Things like colliding with a piece of paper or wooden wall don't tamper enough with the explosive to set the timer off, but a stone wall or anything similar or more durable will start the timer. The warhead is propelled at T3 Speed, can pierce Iron and Dent Steel, can continue to propel underwater, and has an accurate range of 75m. The explosion itself can destroy Steel should it be damaged already from the initial impact from the shell or another attack. It engulfs a 10m diameter that causes 3rd degree burns and bone breaks to those 2-10m in the explosion. Those 0-1m are at risk of being dismembered from the blast.
Materials: Steel
Units per Slot: 3 Shells that refresh each topic
Upgrade Points: 0

Code:

[img(480px,268px)]https://hum3d.com/wp-content/uploads/2014/04/14/RPG-Rocket-Launcher-competition.jpg[/img]

[img(300px,300px)]http://www.seaforces.org/wpnsys/SURFACE/Mk-46-torpedo_DAT/Mk-46-torpedo-012.jpg[/img]
[b]Equipment Name:[/b] Helios
[b]Equipment Type:[/b] Firearm
[b]Strength Req.:[/b] 3
[b]Equipment Description:[/b] The Helios fires a rocket with an explosive warhead attached to it. It works by shooting the shell which contains the explosive that is barely held in place. Upon the shell making contact with a hard surface that actually considerably diminishes its momentum or can cause this structure that holds the warhead to drop it, the timer to detonate begins. The timer can be set from anywhere from 0-6 seconds, so instant detonation or timed, this allows for it to pierce into structures like ships and blow up inside as opposed to on the surface. Things like colliding with a piece of paper or wooden wall don't tamper enough with the explosive to set the timer off, but a stone wall or anything similar or more durable will start the timer. The warhead is propelled at T3 Speed, can pierce Iron and Dent Steel, can continue to propel underwater, and has an accurate range of 75m. The explosion itself can destroy Steel should it be damaged already from the initial impact from the shell or another attack. It engulfs a 10m diameter that causes 3rd degree burns and bone breaks to those 2-10m in the explosion. Those 0-1m are at risk of being dismembered from the blast.
[b]Materials:[/b] Steel
[b]Units per Slot:[/b] 3 Shells that refresh each topic
[b]Upgrade Points:[/b] 0

Code:

[img(400px,240px)]https://s-media-cache-ak0.pinimg.com/originals/29/2b/6c/292b6c69426b8fcb30fe71324ae710ce.png[/img]
[b]Equipment Name:[/b] A.M.P.
[b]Equipment Type:[/b] Gadget
[b]Strength Req.:[/b] N/A
[b]Equipment Description:[/b] A.M.P. stands for Arm of Mass Production. It's a technological gadget that can be coded with blueprints to produce any Invention that Birdie himself knows how to make in the Scientist Occupation and it's specializations. It must be installed on a Ship or a Territory with a Scientist related crafting station (Garage or Laboratory). A.M.P. can craft 3 Servings worth of items in 24 hours before going on a 1 Week Cooldown. This cost no words.
[b]Materials:[/b] Steel
[b]Units per Slot:[/b] 1
[b]Experience:[/b] N/A
[b]Upgrade Points:[/b] 3


Equipment Name: Fusion Time Bomb
Equipment Type: Explosive
Strength Req.: 2
Equipment Description: The fusion bomb is a large 3m black sphere with a bird's body carved into it representing Birdie's brand.. Having much more power than the simple Time Bomb it's much heavier and actually requires some Strength. It can have a timer set for it to detonate anywhere from 1-10 post. However it must be set and allowed to charge for 3 post prior to detonation. During this charge time the bomb must be completely stable, should it be tampered with during this charge time its explosive range is halved. When time for it to blow has come, a sheer second prior to detonation pieces fall off of the sphere and it reveals its core which was housing the reaction that births the explosion. It shines extremely bright, then blows. All of this happening in a measly second.

Logistics: This is a variant of the Time Bomb and is a single bomb as opposed to coming in a group of three. In turn this bomb packs a much stronger punch. It operates off the fusion principle, heating up hydrogen to an extreme temperature with an act of fission. Fission being a chain reaction of atoms ricocheting and practically bumper car-ing one another. This creates a build up of heat which allows the hydrogen to fuse into helium which amplifies the heat and power of the explosion many times over.

Power: A single bomb can level 50m of space, leaving melted steel and more durable materials behind. The shockwave expands out 20m beyond this blowing gale force winds outwards able to blow away your average wooden structure like a tavern or home.

Materials: Rubber, Copper, Steel
Units per Slot: 1 Bomb
Upgrade Points: 4

Code:
[img]https://pbs.twimg.com/profile_images/681716160811814913/3Kc7zbY_.jpg[/img]
[b]Equipment Name:[/b] Fusion Time Bomb
[b]Equipment Type:[/b] Explosive
[b]Strength Req.:[/b] 2
[b]Equipment Description:[/b] The fusion bomb is a large 3m black sphere with a bird's body carved into it representing Birdie's brand.. Having much more power than the simple Time Bomb it's much heavier and actually requires some Strength. It can have a timer set for it to detonate anywhere from 1-10 post. However it must be set and allowed to charge for 3 post prior to detonation. During this charge time the bomb must be completely stable, should it be tampered with during this charge time its explosive range is halved. When time for it to blow has come, a sheer second prior to detonation pieces fall off of the sphere and it reveals its core which was housing the reaction that births the explosion. It shines extremely bright, then blows. All of this happening in a measly second.

[b]Logistics:[/b] This is a variant of the Time Bomb and is a single bomb as opposed to coming in a group of three. In turn this bomb packs a much stronger punch. It operates off the fusion principle, heating up hydrogen to an extreme temperature with an act of fission. Fission being a chain reaction of atoms ricocheting and practically bumper car-ing one another. This creates a build up of heat which allows the hydrogen to fuse into helium which amplifies the heat and power of the explosion many times over.

[b]Power:[/b] A single bomb can level 50m of space, leaving melted steel and more durable materials behind. The shockwave expands out 20m beyond this blowing gale force winds outwards able to blow away your average wooden structure like a tavern or home.

[b]Materials:[/b] Rubber, Copper, Steel
[b]Units per Slot:[/b] 1 Bomb
[b]Upgrade Points:[/b] 4


Equipment Name: Centurion
Equipment Type: Gadget
Strength Req.: 4 to lift them
Equipment Description: Centurion is an artificial intelligence that works to serve Birdie. Simply put Centurion is a robot or pacifista. They are fully mechanized and can be armed with Birdie's inventions. Like the Hunter invention, the Eye Scope can link to a Centurion and grant the user its field of vision if on the correct frequency. They can be crafted from any metallic materials, so their durability varies, but their other stats are static less they should be modified with additional hard or software. Centurions can only be made in Garages or Laboratories. Their height ranges from 6`0 to 8`6. Each of them has a bird shape carved into their chest to represent Birdie's brand.
Strength: 3
Durability: Dependent on base material
Speed: 2
Perception: 3

Materials: Varies
Units per Slot: 1
Upgrade Points: 3

Code:
[img]http://www.therpf.com/attachments/f24/alphonse-elric-armor-fma-my-first-pep-build-char-alphonse.jpg-91715d1335110914[/img]
[b]Equipment Name:[/b] Centurion
[b]Equipment Type:[/b] Gadget
[b]Strength Req.:[/b] 4 to lift them
[b]Equipment Description:[/b] Centurion is an artificial intelligence that works to serve Birdie. Simply put Centurion is a robot or pacifista. They are fully mechanized and can be armed with Birdie's inventions. Like the Hunter invention, the Eye Scope can link to a Centurion and grant the user its field of vision if on the correct frequency. They can be crafted from any metallic materials, so their durability varies, but their other stats are static less they should be modified with additional hard or software. Centurions can only be made in Garages or Laboratories. Their height ranges from 6`0 to 8`6. Each of them has a bird shape carved into their chest to represent Birdie's brand.
[b]Strength:[/b] 3
[b]Durability:[/b] Dependent on base material
[b]Speed:[/b] 2
[b]Perception:[/b] 3

[b]Materials:[/b] Varies
[b]Units per Slot:[/b] 1
[b]Upgrade Points:[/b] 3

Code:
[img]https://i58.servimg.com/u/f58/19/21/38/42/sword10.png[/img]
[b]Equipment Name:[/b] Apollo
[b]Equipment Type:[/b] Sword
[b]Strength Req.:[/b] 2
[b]Equipment Description:[/b] Apollo is a straight double edged sword with a blade length of 26 inches and a handle length of 7 inches. While it doesn't look like much the weapon is actually extremely valuable and dangerous. Modified by Birdie the weapon operates similarly to his signature Proton Canon. Within the blade's body resides the science behind the weapon's wonder and at the tip of the edge is a small pea sized hole. It has a bird carved into the the flat side of the blade close to the guard to represent Birdie's brand.

Integration of Birdie's technology has allowed for this normal sword to fire off beams of plasma that resembles rays of concentrated light. It works by ionizing a highly reactive gas compound with electrical charges. This requires a combination of electrodes, that are crafted of a highly conductive material, in this case copper. With a single electric arc that is supplied when Apollo is turned on/activated, the electrodes continuously bounce this arc of electricity and sustain it, thus prepping the weapon for usage. These electrodes and this arcing taking place in the sword's guard. The gas is then released in measured volumes similar to dosages. When the gas compound breaches this gate of electrodes that are sustaining the electrical arc, the gas is ionized. The gas is stored in a cartridge in the handle of the sword. The process is very similar to how a blowtorch would work, but instead of a constant stream of gas over fire, it's controlled spurts of this gas compound through and electrical field. While the output of the gas compound can be tweaked for a greater output, it is not suggested as it can lead to major backfiring. It only has two conventional and recommended modes, piercing and explosive.

Upon firing off Apollo it releases a beam of plasma that resembles a beam of light from the Pika Pika no Mi. Being plasma and dealing most of it's damage through thermal transference (burning things), but each of the Modes the weapon offers has different effects. The Proton Cannon has a Point system tagged to it, that reflects how much of the gas compound is left. Apollo has 30 Gas Points which do not refill unless, meaning more gas must be purchased from the dealer.

[b]Piercing Mode[/b] can actually burn holes straight through bone. It has an effective range of 15m, before the bullet fizzles away. The bullet is about the size of a pea. Moves at Speed Tier 3 and can pierce Steel. Cost 2 Gas Points per shot.

[b]Explosive Mode [/b]bullets detonate upon making contact with a solid or semi-solid surface. The explosion size is 5m in diameter. Those within detonation area experience 3rd degree burns. This blast can blow through Steel. Moves at Speed Tier 3 and can reach up to 15m away. Cost 5 Gas Points.

A refill most be obtained after the Tank is expended.
[b]Materials:[/b] Titanium, Copper, Iron
[b]Units per Slot:[/b] 1
[b]Experience:[/b] 0
[b]Upgrade Points:[/b] 3


Equipment Name: Star Shooter
Equipment Type: Pistol
Strength Req.: 1
Equipment Description: Star Shooter is an 8 shot revolver. Not much else to be said about it.
Range: 50m
Speed: T4
Power: Pierces Iron|Tier 2 Damage
Materials: Iron|Stock Wood
Units per Slot: 1
Upgrade Points: 0

Code:
[img(180px,365px)]http://vignette2.wikia.nocookie.net/onepiece/images/c/cb/Flintlock_.44_Caliber_6_Shot_Revolver_Infobox.png/revision/latest?cb=20130122185243[/img]
[b]Equipment Name:[/b] Star Shooter
[b]Equipment Type:[/b] Pistol
[b]Strength Req.:[/b] 1
[b]Equipment Description:[/b] Star Shooter is an 8 shot revolver. Not much else to be said about it.
[b]Range:[/b] 50m
[b]Speed:[/b] T4
[b]Power:[/b] Pierces Iron|Tier 2 Damage
[b]Materials:[/b] Iron|Stock Wood
[b]Units per Slot:[/b] 1
[b]Upgrade Points:[/b] 0


Equipment Name: Thrusters
Equipment Type: Gadget
Strength Req.: N/A
Equipment Description: The Thrusters aren't a stand alone type invention like a jet pack and they must be integrated into something like a Cyborg. They don't only allow the cyborg a limited term of flight, but also grant them increased speed should they will it. It works based on a vacuum mechanism that sucks in air to the ventricle system. There the air is compressed and cooled, before being filtered through the combustion chamber. Here the air is exposed to extreme temperatures that disturbs the molecules and causes combustion, thus converting the air, primarily the oxygen, into the flames out the exhaust. This flame isn't to be used in an offensive manner and is just like the flame you'd see on a fighter jet's thrusters. This can grant the equipped cyborg a 3 post term of flight, needing a 2 post cooldown. It can be used a total of three times per topic and allows the Cyborg to instantly reach Tier 3 Speeds and sustain that speed. Can fly up to 300m high.
Materials: Steel, Copper, Iron
Units per Slot: 1
Upgrade Points: 4

Code:

[img(320px,180px)]http://i.imgur.com/nVpboyQ.png[/img]
[b]Equipment Name:[/b] Thrusters
[b]Equipment Type:[/b] Gadget
[b]Strength Req.:[/b] N/A
[b]Equipment Description:[/b] The Thrusters aren't a stand alone type invention like a jet pack and they must be integrated into something like a Cyborg. They don't only allow the cyborg a limited term of flight, but also grant them increased speed should they will it. It works based on a vacuum mechanism that sucks in air to the ventricle system. There the air is compressed and cooled, before being filtered through the combustion chamber. Here the air is exposed to extreme temperatures that disturbs the molecules and causes combustion, thus converting the air, primarily the oxygen, into the flames out the exhaust. This flame isn't to be used in an offensive manner and is just like the flame you'd see on a fighter jet's thrusters. This can grant the equipped cyborg a 3 post term of flight, needing a 2 post cooldown. It can be used a total of three times per topic and allows the Cyborg to instantly reach Tier 3 Speeds and sustain that speed. Can fly up to 300m high.
[b]Materials:[/b] Steel, Copper, Iron
[b]Units per Slot:[/b] 1
[b]Upgrade Points:[/b] 4


Equipment Name: Oxy Mask
Equipment Type: Gadget
Strength Req.: N/A
Equipment Description: The Oxy Mask is nothing short of scuba gear. By equipping the mask, one can breathe underwater thanks to the tank of oxygen the mask is connected to. The tank holds enough Oxygen for being underwater for 5 post. The pipe feeding the mask oxygen can be cut however, effectively stopping the oxygen flow. This mask doubles as a gas mask and prevents the wearer from inhaling toxins whilst allowing them to breathe oxygen from the tank.
Materials: Plastic(Mask)|Iron(Tank
Units per Slot: 1
Upgrade Points: 3

Code:
[img]http://rs1199.pbsrc.com/albums/aa461/HellbladeSoldier/Power%20Armor%20and%20Gas%20Mask%20Soldiers/94_zpsa5250b71.jpg~c200[/img]
[b]Equipment Name:[/b] Oxy Mask
[b]Equipment Type:[/b] Gadget
[b]Strength Req.:[/b] N/A
[b]Equipment Description:[/b] The Oxy Mask is nothing short of scuba gear. By equipping the mask, one can breathe underwater thanks to the tank of oxygen the mask is connected to. The tank holds enough Oxygen for being underwater for 5 post. The pipe feeding the mask oxygen can be cut however, effectively stopping the oxygen flow. This mask doubles as a gas mask and prevents the wearer from inhaling toxins whilst allowing them to breathe oxygen from the tank.
[b]Materials:[/b] Plastic(Mask)|Iron(Tank
[b]Units per Slot:[/b] 1
[b]Upgrade Points:[/b] 3

Code:
[img]http://vignette3.wikia.nocookie.net/naruto/images/2/26/Kiri_Jacket_2.png/revision/latest?cb=20120713063016[/img]
[b]Equipment Name:[/b] Flak Jacket
[b]Equipment Type:[/b] Armor
[b]Strength Req.:[/b] 1
[b]Equipment Description:[/b] The Flak Jacket is an anti-incendiary piece of armor that shield's ones chest from high heat as well as blunt force trauma caused by the concussive force of explosions. This means its flame retardant as well as resistant to blunt force attacks. This causes fire/heat based and blunt attacks on the protected area to be treated as -1 tier of efficiency.
[b]Materials:[/b] Ballistic Nylon|Iron Plating
[b]Units per Slot:[/b] 1
[b]Upgrade Points:[/b] 0



Last edited by outforlunch on Mon Feb 27, 2017 2:11 pm; edited 10 times in total


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2 Re: Birdie's Traphouse on Wed Oct 26, 2016 11:01 pm

betiwontmiss

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I got 5k free words.
http://op-piratenation.forumotion.com/t6192-birdie-s-hustle#45172
http://op-piratenation.forumotion.com/t6313-birdie-s-hustle-ii#46901 links to char's skills
http://op-piratenation.forumotion.com/t6309-verde-s-hustle#46903 link to NPC Skills

2x Proton Canons| (Verde)Craft fram 250 words|(Birdie) Craft Advanced Weaponry 750 words|(Verde and Birdie) 2x Muscle Memory 250/2=125 750/2=325 (500 words)| 1,500 Words Total

Hunter III|Make Gadget 500 Words
Eye Scope|Production Line 500 Words
Fire Bomb|Make Explosive 750 Words|1,750 Words

3,250 Words Spent|1,750 Words Remaining



Last edited by Birdie on Thu Oct 27, 2016 12:24 pm; edited 1 time in total


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3 Re: Birdie's Traphouse on Thu Oct 27, 2016 10:40 am

Devil

Pirates
Pirates

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Order:

~1 Deadman's Tether{3 per slot^.^}
~2 Eye Scope
~1 Fire Bombs{3 Serving^.^}
5Million is my total

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4 Re: Birdie's Traphouse on Thu Oct 27, 2016 11:14 pm

betiwontmiss

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buuuuum p


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5 Re: Birdie's Traphouse on Thu Oct 27, 2016 11:46 pm

Sabo.

Pappa Smexy
Pappa Smexy

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Approve d


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6 Re: Birdie's Traphouse on Fri Oct 28, 2016 9:31 am

betiwontmiss

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http://op-piratenation.forumotion.com/t6395-shop-til-ya-drop#47164
Make Gadget|500 Words|Deadman's Tether
Gunsmith|500 Words|Gatling Gun
Craft Bug|750 Words|Trojan Horse


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7 Re: Birdie's Traphouse on Sun Nov 06, 2016 6:59 am

betiwontmiss

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Birdie
Craft Gadget|Deadman's Tether|500 Words
Production Line-Craft Gadget|Eye Scope|500 Words
Upgrade|Eye Scope|500 Words
Muscle Memory|Eye Scope|250 Words

Verde
Upgrade|Gatling Gun|500 Words
Craft Weapon|Trident|500 Words
Gunsmith|Cerberus|500 Words
Bulk Smith|10 Grunt Grade Weapons|500 Words
Production Line-Bulk Smith|10 Grunt Grade Weapons|500 Words

4,250 Words used out of 8,250 leaving 4k words


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8 Re: Birdie's Traphouse on Sun Nov 06, 2016 8:10 am

Blake Bean

Supernova
Supernova

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Approved

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9 Re: Birdie's Traphouse on Wed Nov 16, 2016 11:20 am

BIRRRRDDDDD

How much for the gatling gun Mk II?


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10 Re: Birdie's Traphouse on Thu Nov 17, 2016 3:13 pm

betiwontmiss

Free Agents
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Overview
3x Time Bombs|Make Explosive x Muscle Memory x Production Line(Birdie) 1,625 Words - 3x Steel 1x Rubber
Helios|Gunsmith(Verde) 500 Words - 1x Steel
Vendetta|Production Line(Verde-Gunsmith) 500 Words- 1x Steel
Hunter IV|Make Gadget(Birdie) 750 Words - 1x Iron 1x Seastone
Gatling Gun Mk III|Upgrade(Verde) 500 Words - 1x Steel
Proton Cannon|Craft fram(Verde)|Craft Advanced Weaponry(Birdie) 1,000 Words 1x Steel
Bulk Smith|Grunt Rifles(Verde) 500 Words 1x Iron

Total Word Count: 5,375 - 5% Journeyman World Position 5100 Words (Roughly) Leaves me with 6,150 Free Words

Material Cost:
7x Steel (5,252,000 Beli) 2x Iron (900,000 Beli) 1x Rubber (100,000 Beli) 1x Seastone (1,000,000) =7,252,000 Beli

Leaves me at 7,981,650 Beli


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11 Re: Birdie's Traphouse on Thu Nov 17, 2016 3:18 pm

Kincaid

Revolutionary Leader
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Math checks out, edit your stuff

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12 Re: Birdie's Traphouse on Sun Jan 15, 2017 3:56 pm

betiwontmiss

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Overview
Invent|A.M.P.|0 Words
Craft Gadget|A.M.P.|750 Words|Steel|750,000 Beli
A.M.P. Craft Beelzebub|0 Words
Make Explosive|Time Bomb|750 Words|Steel Rubber|850,000
Muscle Memory|Time Bomb|375 Words|Steel Rubber|850,000
Production Line|Fire Bomb|500 Words

Total Word Count: 2,375 Words

Material Cost: 1,700,000


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13 Re: Birdie's Traphouse on Sun Jan 15, 2017 4:08 pm

Geno

Pirates
Pirates

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You Gucci


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14 Re: Birdie's Traphouse on Thu Feb 23, 2017 7:25 am

Order:

1 Eye Scope
1 Hunter bird  
1 Sniper Rifle
1 Bazooka

How much this gonna be

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15 Re: Birdie's Traphouse on Thu Feb 23, 2017 3:52 pm

betiwontmiss

Free Agents
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Skills and things used

AMP:


Equipment Name: A.M.P.
Equipment Type: Gadget
Strength Req.: N/A
Equipment Description: A.M.P. stands for Arm of Mass Production. It's a technological gadget that can be coded with blueprints to produce any Invention that Birdie himself knows how to make in the Scientist Occupation and it's specializations. It must be installed on a Ship or a Territory with a Scientist related crafting station (Garage or Laboratory). A.M.P. can craft 3 Servings worth of items in 24 hours before going on a 1 Week Cooldown. This cost no words.
Materials: Steel
Units per Slot: 1
Experience: N/A
Upgrade Points: 3

Skills Used:

Skill Name: Make Gadget
Skill Type: Crafting
Skill Cooldown: 24 Hours
Skill Description: Birdie makes one of his registered Gadgets.
Word Count: 500

Skill Name: Craft Advanced Weaponry
Skill Type: Crafting
Skill Cooldown: 2 Days
Skill Description: In collaboration with Verde, Birdie integrates advanced technology into the weapon fram that Verde supplies him with. This allows him to create forms of advanced weaponry. Blacksmith for the fram, Scientist for the Tech.
Word Count: 750 Words.

Skill Name: Craft fram
Skill Type: Crafting
Skill Cooldown: 1 Day
Skill Description: In collaboration with Birdie, Verde creates the fram or a hollow version of a weapon, so Birdie can apply his tech to it.
Word Count: 250

Skill Name: Production Line
Skill Type: Supplementary
Skill Cooldown: 3 Days
Skill Description: Having at least 5 Grunts, the user orders them to work on a project. In turn the grunts use one of the user's Crafting Skills and completes the work in 24 hours of real time. This ignores cooldowns in effect, but resets them afterwards.
Word Count: 500

Skill Name: Integrate
Skill Type: Crafting
Skill Cooldown: 12 Hours
Skill Description: Birdie integrates a piece of Technology, Gadget, Bug, etc of his into a cyborg.
Word Count: 750 Words

Skill Name: Gunsmith
Skill Type: Crafting
Skill Cooldown: 1 Day
Skill Description: The user can create more advanced types of firearms that aren't found in your typical Equipment Shop.
Word Count: 500 Words.

Skill Name: Muscle Memory
Skill Type: Supplementary
Skill Cooldown: 3 Days
Skill Description: After crafting an item, the user can immediately make the same item again for half the word count.
Word Count: N/A


links to char's skills
link to NPC Skills
Link to Lab

A.M.P.|3 Fusion Bombs|0 Words|3x Steel 2.25M|3x Rubber 300k|3x Copper 300k???
Make Gadget|Centurion|500 250 Words (Done At Cyrus Kincaid's Drum Island Lab)|Titanium 1M Using Cyrus Kincaid's Ore Refinery|Leather 150k
Muscle Memory->Make Gadget|Centurion|250 125 Words|Titanium 1M Using Cyrus Kincaid's Ore Refinery|Leather 150k
Craft Advanced Weaponry+Craft fram|Apollo|750 Words+250 Words|Titanium 1M|Copper 100k???|Iron 450k
Production Line|Gatling Gun Mk IV|500 Words|Steel 750K|Iron 450k
Integrate->Gatling Gun Mk IV->Centurion|750 Words
Gunsmith|Star Shooter|500 Words|Iron 450k|Stock Wood 100k
Muscle Memory->Gunsmith|Star Shooter|250 Words|Iron 450k|Stock Wood 100k

Total Overhaul: 3 Fusion Bombs, 1 Centurion with Gatling Gun Mk IV integrated, 1 Standard Centurion, 1 Apollo, 2 Star Shooters

Total Word Count Cost: 3,375
Free Word Count Remaining: 6,340

Total Beli Cost: 7M
Beli Remaining: 45,981,650

Extra: Cyrus Kincaid Gains schematics for Centurion and Thrusters(once approved)


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16 Re: Birdie's Traphouse on Thu Feb 23, 2017 4:01 pm

Kincaid

Revolutionary Leader
Revolutionary Leader

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Okay...so...after checking your math...and then checking my math again after that. I'm pretty sure this checks out.

AMP is on your ship so that's fine.
I have more than enough Titanium reserves for this to work out and that stuff to be free.
And the rest of the material prices/words seem to work.

I'ma slap an approval on this bad boy.

EDIT: Forgot to say, subtract your own Beli

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17 Re: Birdie's Traphouse on Mon Feb 27, 2017 2:50 pm

betiwontmiss

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Birdie's Crafting:


http://op-piratenation.forumotion.com/t6192-birdie-s-hustle#45172

Spoiler:

Skill Name: Make Gadget
Skill Type: Crafting
Skill Cooldown: 24 Hours
Skill Description: Birdie makes one of his registered Gadgets.
Word Count: 500

Skill Name: Muscle Memory
Skill Type: Supplementary
Skill Cooldown: 3 Days
Skill Description: After crafting an item, the user can immediately make the same item again for half the word count.
Word Count: N/A

Skill Name: Production Line
Skill Type: Supplementary
Skill Cooldown: 3 Days
Skill Description: Having at least 5 Grunts, the user orders them to work on a project. In turn the grunts use one of the user's Crafting Skills and completes the work in 24 hours of real time. This ignores cooldowns in effect, but resets them afterwards.
Word Count: 500

Make Gadget (500 Words)|Oxy Mask|Plastic (100k)|Iron (450k)
Muscle Memory -> Make Gadget (250 Words)|Oxy Mask|Plastic (100k)|Iron (450k)
Production Line -> Make Gadget (500 Words)|Oxy Mask|Plastic (100k)|Iron (450k)

Overhaul: 3x Oxy Mask

Wordcount Cost: 1,250 Words
Beli Cost: 1.65M

Verde's Crafting:


http://op-piratenation.forumotion.com/t6309-verde-s-hustle#46903

Skills Used:

Skill Name: Gunsmith
Skill Type: Crafting
Skill Cooldown: 1 Day
Skill Description: The user can create more advanced types of firearms that aren't found in your typical Equipment Shop.
Word Count: 500 Words.

Skill Name: Muscle Memory
Skill Type: Supplementary
Skill Cooldown: 3 Days
Skill Description: After crafting an item, the user can immediately make the same item again for half the word count.
Word Count: N/A

Skill Name: Production Line
Skill Type: Supplementary
Skill Cooldown: 3 Days
Skill Description: Having at least 5 Grunts, the user orders them to work on a project. In turn the grunts use one of the user's Crafting Skills and completes the work in 24 hours of real time. This ignores cooldowns in effect, but resets them afterwards.
Word Count: 500 Words

Gunsmith(500 Words)|Vendetta Mk I|Steel (750k)
Muscle Memory -> Gunsmith(250 Words)|Vendetta Mk I|Steel (750k)
Production Line -> Gunsmith(500 Words)|Helios|Steel (750k)

Overhaul: 2x Vendetta Mk I|1x Helios

Wordcount Cost: 1,250 Words
Beli Cost: 2.25M

Total Overhaul2x Vendetta Mk I|1x Helios|3x Oxy Mask

Total Wordcount Cost: 1,250 Words + 1,250 Words = 2,500 Words
Word Count Remaining: 3,840

Total Beli Cost: 2.25M + 1.65M = 3.9M
Beli Remaining:42,081,650


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18 Re: Birdie's Traphouse on Mon Feb 27, 2017 3:02 pm

Looks all good to me

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19 Re: Birdie's Traphouse on Wed Mar 01, 2017 7:40 pm

betiwontmiss

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Verde's Crafting:

http://op-piratenation.forumotion.com/t6309-verde-s-hustle

Spoiler:

Skill Name: Craft Armor
Skill Type: Crafting
Skill Cooldown: 1 Day
Skill Description: Allows the user to craft armors
Word Count: 500 Words

Skill Name: Gunsmith
Skill Type: Crafting
Skill Cooldown: 1 Day
Skill Description: The user can create more advanced types of firearms that aren't found in your typical Equipment Shop.
Word Count: 500 Words.


Equipment Name: Coogi
Equipment Type: Armor
Strength Tier Req. 3
Equipment Description: Coogi is a trench coat crafted from Titanium filings that's held together by a chain mail suit of titanium that was magnetized by Dante's devil fruit. This causes the filings to stick to the chain mail suit, but smothers it as to not attract any other metals.

The filings are so fine it makes the jacket look like feathers or flowing black flames, though the smell of metal isn't something one won't pick up on when they are close to the jacket. It's bulky enough to be worn as pictured above or to cover the wearers whole body like a cloak. It makes a nice defense for melee fighters as it causes multi-inch lacerations if one makes contact with it while doing something like throwing a punch or kick and the chain mail mech allows it to block slashing weapons, while simultaneously dulling the weapon. The wearer is safe inside and not able to be cut by the sharp metal filings even when pressure is applied to the jacket's outside to press against the wearer. It lowers the wearers speed by one Tier when worn. Length stops right above Dante's ankles. The sleeves aren't usually worn conventionally as the jacket usually rest on Dante's shoulders, but they drape to a normal length to where Dante's wrist are when worn and a bit beyond his waist when just draping down. With his Devil Fruit ability, Dante can use any of his Manipulate (Specific Skill) skills to control up to 15m of the titanium filings as a tendril or multiple tendrils. The amount of tendrils that can be extended is 10 max, of course each of their lengths not equating to more than 15m of length. The tendrils are about as thick as the thickest part of a baseball bat.
Curse: N/A
Materials: 2x Titanium
Units per Slot: 1
Upgrade Points: 0

Craft Armor->Coogi->500 Words->2x Titanium (2M)
Gunsmith->Vendetta Mk I->500 Words->Steel (750k)
Muscle Memory->Gunsmith->Vendetta Mk I->250 Words->Steel (750k)

Overhaul: Coogi|2x Vendetta Mk I

Word Count Cost: 1,250 Words

Beli Cost: 3.5M

Birdie's Crafting:

http://op-piratenation.forumotion.com/t6192-birdie-s-hustle#45172

Spoiler:
Skill Name: Make Gadget
Skill Type: Crafting
Skill Cooldown: 24 Hours
Skill Description: Birdie makes one of his registered Gadgets.
Word Count: 500

AMP:


Equipment Name: A.M.P.
Equipment Type: Gadget
Strength Req.: N/A
Equipment Description: A.M.P. stands for Arm of Mass Production. It's a technological gadget that can be coded with blueprints to produce any Invention that Birdie himself knows how to make in the Scientist Occupation and it's specializations. It must be installed on a Ship or a Territory with a Scientist related crafting station (Garage or Laboratory). A.M.P. can craft 3 Servings worth of items in 24 hours before going on a 1 Week Cooldown. This cost no words.
Materials: Steel
Units per Slot: 1
Experience: N/A
Upgrade Points: 3

Make Gadget->500 Words->Oxy Mask|Plastic (100k)|Iron (450k)
A.M.P.->0 Words->3x Hunter IV->Steel (750k)->Titanium (2M)

Overhaul: Oxy Mask| Steel Hunter IV|2x Titanium Hunter IV

Word Count Cost: 500 Words

Beli Cost: 3.2M

Total Overhaul: Coogi|2x Vendetta Mk I|Oxy Mask| Steel Hunter IV|2x Titanium Hunter IV

Total Word Count Cost: 1,750 Words
Word Count Remaining: 7,090 Words

Total Beli Cost: 6.7M
Beli Remaining: 35,381,650


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20 Re: Birdie's Traphouse on Wed Mar 01, 2017 8:46 pm

Blake Bean

Supernova
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