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1 Cyrus's Laboratory on Sun Feb 19, 2017 7:25 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. 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 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

EMP Generator:

Equipment Name: EMP Generator Mk. V
Equipment Type: Gadget
Strength Req.: 2
Equipment Description:
Spoiler:
The EMP generator is a device roughly three feet tall and a foot wide at its widest part. It requires at least tier 2 strength to carry around and can be installed in ships (with the help of a shipwright) or mechs/robots. Once turned on, the panels flip up, generating a pulsating electrical orb in the center. The orb then unleashes an electromagnetic pulse that can disrupt and destroy any advanced form of gadgetry or robotics. The electromagnetic pulse is completely harmless to organic life, affecting only robotics and AI. At 5 upgrade points the EMP generator can unleash a pulse that covers an area equal to an entire town/city around the location of the EMP and is strong enough to completely destroy the AI of Tier 5 (5 upgrade points and below) robots. Cyborgs tier 5 and below will lose access to their weaponry/robotic components for 3 posts, but will live through the pulse thanks to the human component of their composition. Once a pulse has been unleashed, it takes another three posts for the EMP to fully charge and be able to unleash another pulse.
Materials: Titanium
Units per Slot: 1
Upgrade Points: 5

Corruption Cannon:

Equipment Name: Corruption Cannon Mk. VI
Equipment Type: Gadget
Strength Req.: 4 to lift; 0 to use
Equipment Description: Corruption Cannons can come in many different shapes and sizes, whether that be affixed to a ship, a Knightmare fram, or simply a ground unit used for island defense. The outer appearance of the Corruption Cannon isn’t as important as the inner workings of the gadget. Different models vary in size as the technology can be implanted into Knightmare Frames, ships, or simple land units on an island. The most common size, usually found on ships is roughly 5 meters in length, representing a common artillery cannon except for the three blue tubes coming from the back of the cannon up towards the middle body. On top of the cannon, towards the back is a glass dome where the particle accelerator is housed, which resembles a cube that spins rapidly, generating a pale red glow as it does so.

Cyrus has developed a way to turn a particle accelerator into a weapon, thus giving birth to the Corruption Cannon. Within the Corruption Cannon, particles are spun around at insane speeds, causing them to crash into one another and bounce around the unit housing them. Once charged, these particles are then fired in a beam-like fashion at the target. The beam is usually a reddish-purple in color and is about 10m wide. The particles impact matter on an atomic level, corrupting it and causing the target’s very atoms to begin to break down. As a result, targets struck by this beam are effectively erased from existence as the very atoms that compose them are shredded by the accelerated particles. This beam is not a drill however and instead spreads destruction across the surface. From the impact point, the destruction spreads in a 15m diameter across the target, shredding the atoms of whatever it touches. Multiple shots can be fired at a single location to break through multiple layers, but it must be done one at a time. Each cannon can fire 5 times before it must cool down for 5 posts (cool down begins after 5th shot). At 6 upgrade points the Corruption Cannon fires at Tier 6 speed for a max distance of 500m.
Materials: Titanium, Copper
Units per Slot: 1
Upgrade Points: 6

Blaze Luminous Defense System:

Equipment Name: Blaze Luminous Defense System Mk. IV
Equipment Type: Gadget
Strength Req.: N/A
Equipment Description: The Blaze Luminous Defense System is a system developed by Cyrus that can be equipped to his robots, Knightmare Frames, standard ships, or even entire islands if enough prongs are produced. After developing the science behind his Corruption Cannons, Cyrus realized that similar principles could be effective for defensive purposes. The system works off of prongs, with each prong generating a field of antimatter particles. When enough prongs are set up near each other and harmonized to the same frequency, a Blaze Luminous Defense System is put in place. Each prong is about 1m in height and half a meter in width.

Once in place, the antimatter particles generate a shield, usually colored in nature depending on the frequency the field is set to (color up to user). This shield prevents matter particles from passing through, instead having matter simply hit the shield and fall off or simply slide off the shield. However this is a double edged sword as just how matter is unable to enter the shield, it is also unable to exit it, trapping whoever is within the confines of the Blaze Luminous Defense System. At 4 upgrade points the Blaze Luminous Defense System can defend up to T4 skills/weapons. A single robot/cyborg up to 11 feet tall can be equipped with this field using a single prong; Knightmare Frames and Ships require 10; entire islands require 25. Note that the Blaze Luminous Defense System can be equipped to submarines to defend against attackers, but does not take the place of a bubble coating for getting to Fishman Island.
Materials: Steel
Units Per Batch: 5
Units per Slot: 5
Upgrade Points: 4



Last edited by Kincaid on Sat May 27, 2017 11:57 am; edited 2 times in total

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2 Re: Cyrus's Laboratory on Sun Feb 19, 2017 7:28 am

Kincaid

Revolutionary Captain
Revolutionary Captain

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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 3:24 pm

betiwontmiss

Admirals
Admirals

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words snatched, have fun


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4 Re: Cyrus's Laboratory on Tue Mar 14, 2017 9:30 am

Kincaid

Revolutionary Captain
Revolutionary Captain

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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 10:37 am

k

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6 Re: Cyrus's Laboratory on Wed Mar 15, 2017 10:06 am

Kincaid

Revolutionary Captain
Revolutionary Captain

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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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