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1 Cyrus's Laboratory on Sun Feb 19, 2017 9:25 am

Kincaid

Revolutionary Captain
Revolutionary Captain

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Ballistic Weave:

Equipment Name: Ballistic Weave Mk. IV
Equipment Type: Armor/Gadget
Strength Req.: -
Equipment Description: The Ballistic Weave is a type of cloth that can be added to any other form of clothing that is not made of metal or seastone. When a Ballistic Weave is added into clothing, it heightens that clothing's defensive capabilities remarkably.  At four upgrade points Ballistic Weave is resilient enough to protect the wearer from titanium bullets/weapons and protect against 1 T4 skill or 2 T3 Skills or 5 T2 skills (unharmed by T1 skills). You must apply 1 set of Ballistic Weave to each article of clothing for it to be effective (IE 1 set of Ballistic Weave covers 1 jacket not 1 jacket, 2 gloves and 2 boots).
Units per Slot: 3
Upgrade Points: 4

Equipment Name: Ballistic Weave Mk. V
Equipment Type: Armor/Gadget
Strength Req.: -
Equipment Description: The Ballistic Weave is a type of cloth that can be added to any other form of clothing that is not made of metal or seastone. When a Ballistic Weave is added into clothing, it heightens that clothing's defensive capabilities remarkably.  At five upgrade points Ballistic Weave is resilient enough to protect the wearer from titanium bullets/weapons and protect against 1 T5 skill or 2 T4 Skills or 5 T3 skills (unharmed by T2 and below skills). You must apply 1 set of Ballistic Weave to each article of clothing for it to be effective (IE 1 set of Ballistic Weave covers 1 jacket not 1 jacket, 2 gloves and 2 boots).
Units per Slot: 3
Upgrade Points: 5

Equipment Name: Ballistic Weave Mk. VI
Equipment Type: Armor/Gadget
Strength Req.: -
Equipment Description: The Ballistic Weave is a type of cloth that can be added to any other form of clothing that is not made of metal or seastone. When a Ballistic Weave is added into clothing, it heightens that clothing's defensive capabilities remarkably.  At six upgrade points Ballistic Weave is resilient enough to protect the wearer from seastone bullets/weapons and protect against 1 T6 skill or 2 T5 Skills or 5 T4 skills (unharmed by T3 and below skills). You must apply 1 set of Ballistic Weave to each article of clothing for it to be effective (IE 1 set of Ballistic Weave covers 1 jacket not 1 jacket, 2 gloves and 2 boots).
Units per Slot: 3
Upgrade Points: 6

Anti-HACK:

Equipment Name: Anti-HACK Mk. IV
Equipment Type: Gadget
Strength Req.: 0
Equipment Description: The Anti-HACK isn't so much a gadget as it is coding for Cyrus's gadgets. Cyrus is someone who specializes in creating AI, each AI created ranging from lowly Gruntbots to more powerful and intelligent cyborgs are coded with Anti-HACK coding. This coding, at 4 upgrade points, prevents the AI of any of Cyrus's gadgets/robots/cyborgs from being hacked by 4 upgrade points or lower hacking gadgets/codes. The code allows the AI to see the exact location of the person/device attempting to hack them so long as it is 4 upgrade points or lower.
Materials: N/A
Units per Slot: 1 with every robot/cyborg/gadget created
Upgrade Points: 4

Equipment Name: Anti-HACK Mk. V
Equipment Type: Gadget
Strength Req.: 0
Equipment Description: The Anti-HACK isn't so much a gadget as it is coding for Cyrus's gadgets. Cyrus is someone who specializes in creating AI, each AI created ranging from lowly Gruntbots to more powerful and intelligent cyborgs are coded with Anti-HACK coding. This coding, at 5 upgrade points, prevents the AI of any of Cyrus's gadgets/robots/cyborgs from being hacked by 5 upgrade points or lower hacking gadgets/codes. The code allows the AI to see the exact location of the person/device attempting to hack them so long as it is 5 upgrade points or lower.
Materials: N/A
Units per Slot: 1 with every robot/cyborg/gadget created
Upgrade Points: 5

Equipment Name: Anti-HACK Mk. VI
Equipment Type: Gadget
Strength Req.: 0
Equipment Description: The Anti-HACK isn't so much a gadget as it is coding for Cyrus's gadgets. Cyrus is someone who specializes in creating AI, each AI created ranging from lowly Gruntbots to more powerful and intelligent cyborgs are coded with Anti-HACK coding. This coding, at 6 upgrade points, prevents the AI of any of Cyrus's gadgets/robots/cyborgs from being hacked by 4 upgrade points or lower hacking gadgets/codes. The code allows the AI to see the exact location of the person/device attempting to hack them so long as it is 6 upgrade points or lower.
Materials: N/A
Units per Slot: 1 with every robot/cyborg/gadget created
Upgrade Points: 6

Gruntbot:

Equipment Name: Gruntbot Mk. IV
Equipment Type: Gadget
Strength Req.: -
Equipment Description:
Spoiler:
These are the grunts of Cyrus’s robotic army. They make up the bulk of his forces and are used for tasks ranging from combat to manufacturing to serving tea. Each Gruntbot stands at 7 feet tall even, just a little taller than the average human and weighs around 250lbs. As far as frames go, they resemble humans in just about every aspect with working fingers, toes and various other appendages. However, this resemblance ends at the head. In place of a human-esq face, Cyrus gave them a single circle of light. This circle of light is used as the Gruntbot’s eyes and mouth. Gruntbots have tiers equal to one tier less than the number of upgrade points they currently have (Ex: 4 upgrade points = T3 tiers)

Gruntbots have very linear AI in which they can be given voice commands to complete a specific task. For example they can be told to manufacture or told to engage in combat and told specific types of targets to attack. Their degree of thinking freely is severely limited to simply completing their assigned task. Once the task is over they must be verbally instructed in another task before they will do anything.

At four upgrade points the grunt bots have been equipped with steel blades that can flip out from their forearms to replace their hands. The blades are roughly a foot in length each and can freely switch between regular hand or blade form at will.
Materials: Steel
Units per Slot: 1
Upgrade Points: 4

Aurora:

Equipment Name: Aurora Mk. IV
Equipment Type: Gadget
Strength Req.: N/A
Equipment Description:
Spoiler:
Aurora is a powerful AI that was designed to reside within Cyrus’s Scientist Garage/Lab and can only be used when placed within an SP purchased Garage/Lab. She has no combat capabilities beyond being able to control the entire Garage/Lab and machinery found within. Aurora is capable of synching up with all of Cyrus’s gadgets, instructing them just as he would and only answers to Cyrus himself.

The true purpose of Aurora is to make the production line system as streamlined as possible. This means that any gadgets Cyrus has designed the schematics for can be created even when Cyrus is not in the Garage/Lab. At 4 upgrade points Aurora can produce a new gadget as if Cyrus himself produced it every 18 hours of real time. As she is upgraded more the time is lowered accordingly.
Materials: Titanium
Units per Slot: 1
Upgrade Points: 4

Equipment Name: Aurora Mk. V
Equipment Type: Gadget
Strength Req.: N/A
Equipment Description:
Spoiler:
Aurora is a powerful AI that was designed to reside within Cyrus’s Scientist Garage/Lab and can only be used when placed within an SP purchased Garage/Lab. She has no combat capabilities beyond being able to control the entire Garage/Lab and machinery found within. Aurora is capable of synching up with all of Cyrus’s gadgets, instructing them just as he would and only answers to Cyrus himself.

The true purpose of Aurora is to make the production line system as streamlined as possible. This means that any gadgets Cyrus has designed the schematics for can be created even when Cyrus is not in the Garage/Lab. At 5 upgrade points Aurora can produce a new gadget as if Cyrus himself produced it every 12 hours of real time. As she is upgraded more the time is lowered accordingly.
Materials: Titanium
Units per Slot: 1
Upgrade Points: 5

Equipment Name: Aurora Mk. VI
Equipment Type: Gadget
Strength Req.: N/A
Equipment Description:
Spoiler:
Aurora is a powerful AI that was designed to reside within Cyrus’s Scientist Garage/Lab and can only be used when placed within an SP purchased Garage/Lab. She has no combat capabilities beyond being able to control the entire Garage/Lab and machinery found within. Aurora is capable of synching up with all of Cyrus’s gadgets, instructing them just as he would and only answers to Cyrus himself.

The true purpose of Aurora is to make the production line system as streamlined as possible. This means that any gadgets Cyrus has designed the schematics for can be created even when Cyrus is not in the Garage/Lab. At 6 upgrade points Aurora can produce a new gadget as if Cyrus himself produced it every 6 hours of real time. As she is upgraded more the time is lowered accordingly.
Materials: Titanium
Units per Slot: 1
Upgrade Points: 6

Ore Refinery:

Equipment Name: Ore Refinery Mk. VI
Equipment Type: Gadget
Strength Req.: N/A
Equipment Description: The Ore Refinery is a massive machine that must be installed on an island with a piece of territory (IE Garage/Lab). Once installed the refinery drills into the island and harvests that island's natural resources, bringing the metal ore topside and sending it down a conveyor belt where it is refined and melted down into usable metal. At four upgrade points this can harvest 3 pieces of usable steel (or lower materials) or 1 piece of usable titanium every 6 hours IRL.
Materials: Steel
Units per Slot: 1
Upgrade Points: 4

Equipment Name: Ore Refinery Mk. V
Equipment Type: Gadget
Strength Req.: N/A
Equipment Description: The Ore Refinery is a massive machine that must be installed on an island with a piece of territory (IE Garage/Lab). Once installed the refinery drills into the island and harvests that island's natural resources, bringing the metal ore topside and sending it down a conveyor belt where it is refined and melted down into usable metal. At five upgrade points this can harvest 3 pieces of usable titanium (or lower materials) every 6 hours IRL.
Materials: Titanium
Units per Slot: 1
Upgrade Points: 5

Equipment Name: Ore Refinery Mk. VI
Equipment Type: Gadget
Strength Req.: N/A
Equipment Description: The Ore Refinery is a massive machine that must be installed on an island with a piece of territory (IE Garage/Lab). Once installed the refinery drills into the island and harvests that island's natural resources, bringing the metal ore topside and sending it down a conveyor belt where it is refined and melted down into usable metal. At six upgrade points this can harvest 5 pieces of usable titanium (or lower materials) or 1 piece of usable seastone every 6 hours IRL.
Materials: Titanium
Units per Slot: 1
Upgrade Points: 6



Last edited by Kincaid on Sun May 21, 2017 2:44 pm; edited 1 time in total

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2 Re: Cyrus's Laboratory on Sun Feb 19, 2017 9:28 am

Kincaid

Revolutionary Captain
Revolutionary Captain

avatar
I won 3000 words from the V-day event.

I have a lab + the scientist upgraded Occupation so every invention starts at 4 upgrade points.
1000 words --> Upgrading Aurora Mk. IV to Mk. VI
1000 words --> Upgrading Refinery Mk. IV to Mk. VI
500 words --> Build 1x Aurora Mk. VI
500 words --> Build 1x Refinery Mk. VI

Have used all 3000 words. Thank you.

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3 Re: Cyrus's Laboratory on Fri Mar 10, 2017 5:24 pm

neverastain

Admirals
Admirals

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words snatched, have fun


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4 Re: Cyrus's Laboratory on Tue Mar 14, 2017 11:30 am

Kincaid

Revolutionary Captain
Revolutionary Captain

avatar
I upgraded my EMP Generator to 5 Upgrade points in this topic: http://op-piratenation.forumotion.com/t7083-cyrus-s-laboratory#52705

Also it has been 12 hours since I began production on Zanji's suit and integrating the blueprints he gave me for the air cannon into the exo-suit. He also requested an extra air cannon for his ship, so both products are finished thanks to Aurora Mk. VI (every 6 hours a gadget is created. 6 hours for the suit, 6 hours to make the air cannon for his ship).

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5 Re: Cyrus's Laboratory on Tue Mar 14, 2017 12:37 pm

k

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6 Re: Cyrus's Laboratory on Wed Mar 15, 2017 12:06 pm

Kincaid

Revolutionary Captain
Revolutionary Captain

avatar
Sorry, I know I've been doing a lot of this lately but it's just to prep for Baltigo. Won't be nearly as active in the lab area once I head there.

It's been 24 hours since last claim. Every 6 hours Aurora makes a new invention.

Claiming:
3x EMP Generators Mk. V
1x Ballistic Weave (added to Cyrus's long coat)

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