The old Port - Remaining here for 'old purchases'
MifuneThe White Wizard
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Lineage : Malefic Illusions
Position : None
Posts : 1004
Guild : Guildless
Cosmic Coins : 0
Dungeon Tokens : 0
Mentor : Oykai
Experience : 500
Character Sheet
First Skill: Death Wish
Second Skill:
Third Skill:
I'll pay 50k for Kate Byte for her ship purchase.
King ZenshinThe judge
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Lineage : Aspect of Neptune
Position : None
Posts : 3222
Guild : N/A
Cosmic Coins : 25
Dungeon Tokens : 9
Age : 26
Experience : 263,160
Character Sheet
First Skill: Knight of Space
Second Skill: Paladin's Armaments
Third Skill:
Name: Bioshock
Type: Aerial & Submarine
Size
Airship
Length: 12 meters
Width: 5 meters
Height: 6 meters
Submarine
Length: 10 meters
Width: 6 meters
Height: 5 meters
Occupation Limit: 3 in both
Specialties/Weapons
Transformation
The ship and or submarine can magically transform into the other through a process of bright illumination and the changing of shape. It is very durable and can take significant damage if it transforms into a submarine from a high altitude. Needs 5 posts to recharge this ability.
Mouth Cannon
Only the submarine can use this. The 'whale' opens its mouth and reveals a large cannon that was placed inside of its mouth. It fires the projectile and creates a large 'boom' in the process, creating a massive pulse of bubbles around it. This 'cannon ball' fires at the same speed that one through the air would fire.
Magical Regeneration
Only the airship has this effect. Every posts the occupants stay 'on' the airship, their magical power is increased by 5%. Furthermore, as long as they are on the ship, anyone on it cannot run out of magical energy, they can only get as low as 5%.
Appearance
Airship
Type: Aerial & Submarine
Size
Airship
Length: 12 meters
Width: 5 meters
Height: 6 meters
Submarine
Length: 10 meters
Width: 6 meters
Height: 5 meters
Occupation Limit: 3 in both
Specialties/Weapons
Transformation
The ship and or submarine can magically transform into the other through a process of bright illumination and the changing of shape. It is very durable and can take significant damage if it transforms into a submarine from a high altitude. Needs 5 posts to recharge this ability.
Mouth Cannon
Only the submarine can use this. The 'whale' opens its mouth and reveals a large cannon that was placed inside of its mouth. It fires the projectile and creates a large 'boom' in the process, creating a massive pulse of bubbles around it. This 'cannon ball' fires at the same speed that one through the air would fire.
Magical Regeneration
Only the airship has this effect. Every posts the occupants stay 'on' the airship, their magical power is increased by 5%. Furthermore, as long as they are on the ship, anyone on it cannot run out of magical energy, they can only get as low as 5%.
Appearance
Airship
- Airship:
Click the image to see the full thing ; )
- Submarine:
Last edited by Zenshin on 16th November 2013, 7:15 pm; edited 1 time in total
Missions Completed
100 Year: 1
10 Year: 1
S-Ranked: 1
A-Ranked: 4
B-Ranked: 4
D-Ranked: 3
Event Experience: 57,562.5
Dungeon Experience: 2,325
Total Experience: 263,160
Character / Vincent Gauss
Primary Magic / Knight of Space
Secondary Magic / Paladin's Armaments
History & Notebook | Bank
Golden Lacrima | Expires 7/9/2019
ErisLich of hell
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Lineage : Devil's Conquest
Position : None
Posts : 1471
Guild : Grim Heresy [GM]
Cosmic Coins : 5
Dungeon Tokens : 0
Experience : 0
Character Sheet
First Skill: Sunset Eclipse - The Sandstorm GS
Second Skill: Titan Eclipse • Devil Pact
Third Skill:
Name:
Dominae caeli pelagique
The Saving Goddess.
Nicknamed: Red Wing by the crew.
Class: Battleship
Type: Aerial / Nautical: Very fast
Size: 222 meters long, 33meters wide, and about 80 meters high in the crows nest (tall)
Occupation Limit: Occupation limits are retarded...
Modern battleships carry huge crews, a standard Iowa class battleship crews up to 2,000.
I would say Red Wing an crew 800. With the ships construction implementing magical methods of engineering, it's been refined so that Red Wing has a minimalistic crew of 120.
ALL ships have large crews and it's stupid to limit players within >,..,> Even if it's a small speed boat, you can still pack a good ten on there.
But whatevers, 10 max players within a combat topic sound decent enough?
I intend to actually use this thing, and use it as a roleplaying tool where RP's are set. A small tavern can be packed with a dozen different players at once, why can't a ship ;w;
Description:
It's magazine holds 60 emergency rounds of cannonfire and an Iron Lacrima capable of creating new cannonballs out of thin air, with a powder lacrima that generates gunpowder pellets.
It's stockpile holds reserves for 2 weeks on it's own, with a summoning lacrima that can summon chickens, pigs, cows, or fish so long as they are near land in general. The summon conjures the animals up from wherever their natural habitats may be so long as they exist within 30 miles of the ship. The lacrima automatically summons animals when it needs to. In the summoning process the animal is slain and prepared, then stored away in room full if ice lacrimas that deep-freeze them to last. Similar summoning lacrimas in the kitchen take from this storage and in the process refresh them from their frozen state.
A nature lacrima that generates fruits and vegetables and distributes them throughout the proper storage areas on the ship, while a similar lacrima takes from the storage and gives to the kitchen.
A water lacrima that generates pure drink water by taking from the ocean and purifying it for storage while similar lacrimas around water-using stations around the ship take from the storage in kind, with small sub-lacrimas that can be access to make it generate other beverages.
This water lacrima automatically generates water towards the water stores whenever water is used, meanwhile any used water is drained from the ship as water vapor.
The ship is powered by fire and wind lacrimas, but has reserves of coal to be used instead when needed. This provides propulsion and heating. Spark lacrimas generate a sort of old fashion electricity power throughout the ship, which provides lighting and other conveniences.
The medical bay is equipped with purification lacrimas at the door that auto-cleanse those that pass that pass through it of toxins and infections, which means that wounds are already cleaned and ready to be taken care of.
It has a full stock of medicinal herbs and a small nature lacrima capable of actually growing more to replenish stocks, by summoning seeds from land and storing them away in a compressed state and revitalizing and instantly inducing growth when needed (this also means that fancy rare herbs will require actual travel to obtain before you have seeds for it. It has a fully equipped room for surgeries, and the best support equipment money can buy. Or steal, as the case may be. The Medical bay is capable of supporting 10 patients at once for long-term care. That is, there are 10 life support systems and arcane monitors with 10 accompanying beds. Not including the dedicated surgery table.
Red Wing has a dungeon quarters capable of holding sixty or so people, assuming you pack them into the large-ish cages. Otherwise there are six large cages. They are sanitary, but there is no privacy to be had here.
The crew bedchambers, of which there are six such rooms, hold many bunk beds set where they can fit. There are many more beds than usually used. There are five hundred small bunks in total. Most are folded out of the way, and the areas are opened for more space for the smaller crew.
The bedchambers are connected to a single larger room lined with showers. The dominance of women here mean that the showers are off limits for men from the hours of 6 AM to 8 AM, then the only time the showers are off limits to women is at 9 AM to 10 AM, and 5 AM to 6 AM.
The dinning hall connected to the large-ish kitchens can hold 50 at once, but most take their food to the top deck to eat.
Long cannon rooms line the sides of the ship where 15 cannons are lined up. Two cannons at the end of these halls (each) are raised higher than the others. These two rooms bend around the front and back of the ship, taking up the majority of the level but leaving the center open for other things. Feeding chutes send cannonballs and powder from the Magazine to the cannons. There are also two cannons on the front of the ship, and two cannons in the back of the ship.
It has a cargo bay for general storage and transported goods, with an additional space large enough for other things to be transported. It's a fairly big room, and can be accessed in two main ways, one in which the ship shifts in order to create a large tunnel from the cargo up to the top deck, walls folding and diverting, floors swinging, ect. The other is from the back of the ship where a large bay can drop open from behind. There are then several personal exits as well.
This cargo bay has a rotating dial on one wall near the main doors where you can insert a command to toggle the cargo bay into a Treasure Room, where the main treasure is stored (Captain only), or a Hangar. In the Hangar, any crew member who has a sufficiently sized Personal Craft can store it in here and take off through the rear or forward exits.
Specialties/Weapons:
Offense:
Defensive:
Utility/Movement:
Appearance:
Dominae caeli pelagique
The Saving Goddess.
Nicknamed: Red Wing by the crew.
Class: Battleship
Type: Aerial / Nautical: Very fast
Size: 222 meters long, 33meters wide, and about 80 meters high in the crows nest (tall)
Occupation Limit: Occupation limits are retarded...
Modern battleships carry huge crews, a standard Iowa class battleship crews up to 2,000.
I would say Red Wing an crew 800. With the ships construction implementing magical methods of engineering, it's been refined so that Red Wing has a minimalistic crew of 120.
ALL ships have large crews and it's stupid to limit players within >,..,> Even if it's a small speed boat, you can still pack a good ten on there.
But whatevers, 10 max players within a combat topic sound decent enough?
I intend to actually use this thing, and use it as a roleplaying tool where RP's are set. A small tavern can be packed with a dozen different players at once, why can't a ship ;w;
Description:
It's magazine holds 60 emergency rounds of cannonfire and an Iron Lacrima capable of creating new cannonballs out of thin air, with a powder lacrima that generates gunpowder pellets.
It's stockpile holds reserves for 2 weeks on it's own, with a summoning lacrima that can summon chickens, pigs, cows, or fish so long as they are near land in general. The summon conjures the animals up from wherever their natural habitats may be so long as they exist within 30 miles of the ship. The lacrima automatically summons animals when it needs to. In the summoning process the animal is slain and prepared, then stored away in room full if ice lacrimas that deep-freeze them to last. Similar summoning lacrimas in the kitchen take from this storage and in the process refresh them from their frozen state.
A nature lacrima that generates fruits and vegetables and distributes them throughout the proper storage areas on the ship, while a similar lacrima takes from the storage and gives to the kitchen.
A water lacrima that generates pure drink water by taking from the ocean and purifying it for storage while similar lacrimas around water-using stations around the ship take from the storage in kind, with small sub-lacrimas that can be access to make it generate other beverages.
This water lacrima automatically generates water towards the water stores whenever water is used, meanwhile any used water is drained from the ship as water vapor.
The ship is powered by fire and wind lacrimas, but has reserves of coal to be used instead when needed. This provides propulsion and heating. Spark lacrimas generate a sort of old fashion electricity power throughout the ship, which provides lighting and other conveniences.
The medical bay is equipped with purification lacrimas at the door that auto-cleanse those that pass that pass through it of toxins and infections, which means that wounds are already cleaned and ready to be taken care of.
It has a full stock of medicinal herbs and a small nature lacrima capable of actually growing more to replenish stocks, by summoning seeds from land and storing them away in a compressed state and revitalizing and instantly inducing growth when needed (this also means that fancy rare herbs will require actual travel to obtain before you have seeds for it. It has a fully equipped room for surgeries, and the best support equipment money can buy. Or steal, as the case may be. The Medical bay is capable of supporting 10 patients at once for long-term care. That is, there are 10 life support systems and arcane monitors with 10 accompanying beds. Not including the dedicated surgery table.
Red Wing has a dungeon quarters capable of holding sixty or so people, assuming you pack them into the large-ish cages. Otherwise there are six large cages. They are sanitary, but there is no privacy to be had here.
The crew bedchambers, of which there are six such rooms, hold many bunk beds set where they can fit. There are many more beds than usually used. There are five hundred small bunks in total. Most are folded out of the way, and the areas are opened for more space for the smaller crew.
The bedchambers are connected to a single larger room lined with showers. The dominance of women here mean that the showers are off limits for men from the hours of 6 AM to 8 AM, then the only time the showers are off limits to women is at 9 AM to 10 AM, and 5 AM to 6 AM.
The dinning hall connected to the large-ish kitchens can hold 50 at once, but most take their food to the top deck to eat.
Long cannon rooms line the sides of the ship where 15 cannons are lined up. Two cannons at the end of these halls (each) are raised higher than the others. These two rooms bend around the front and back of the ship, taking up the majority of the level but leaving the center open for other things. Feeding chutes send cannonballs and powder from the Magazine to the cannons. There are also two cannons on the front of the ship, and two cannons in the back of the ship.
It has a cargo bay for general storage and transported goods, with an additional space large enough for other things to be transported. It's a fairly big room, and can be accessed in two main ways, one in which the ship shifts in order to create a large tunnel from the cargo up to the top deck, walls folding and diverting, floors swinging, ect. The other is from the back of the ship where a large bay can drop open from behind. There are then several personal exits as well.
This cargo bay has a rotating dial on one wall near the main doors where you can insert a command to toggle the cargo bay into a Treasure Room, where the main treasure is stored (Captain only), or a Hangar. In the Hangar, any crew member who has a sufficiently sized Personal Craft can store it in here and take off through the rear or forward exits.
Specialties/Weapons:
Offense:
- Spoiler:
Default Cannon.
The default cannon as mentioned in the first post that all ships have.
The default cannon can be fired once every two posts and deals the captain's rank as damage. 300 meter range.
In the Saving Goddess's case, this is it's main cannon and it opens up from the front of the ship, underneath the two mundane cannons.
Broadside.
The ship is equipped with 15 standard/mundane cannons along it's port and starboard sides, with an additional 2 in the front and 2 in the back facing forwards and backwards, respectively.
These cannons are simple stereotypical cannons that fire normal cannonballs at a range of about 500 meters. However, they are projectiles and effected by gravity, there is no telling how far they may fall to the depths of the ocean (or down out of the sky ruining some guys day).
All these cannons can be extended outwards and aimed down, for a sort of aerial bombing. Without the bombs (as they're just basic cannon balls. I don't think I'd be able to get away with using Shells instead (Shells being hallowed cannon balls with explosives inside)).
The cannonballs fire at about 900 m/s, and can be reloaded in about 3 seconds.
A slot is opened in the base of the cannon where the cannonball is inserted, while a second slot below that is opened for the powder to be added. The slots are closed and a switch is flicked igniting a small spark lacrima.
In areas where lacrimas do not function, the reloading time is lowered to 5 seconds as it must be manually ignited, meanwhile other crewmembers will have to bring ammo and cannonballs from the magazine by hand which can leave the cannon without ammo for lengths of time when they run out.
One cannon is capable of destroying a 3ft thick brick wall with ease. It is a bludgeoning damage dealt by a heavy lead ball the size of your head slamming into you.
The cannons aren't static, meaning they aren't immobile and can be aimed rather fluidly.
The cannons can be used to fire explosive lacrima purchased from the shop, in which case the cannons have the power of a cannon ball + the explosion of the lacrima.
Great Harpoon.
The ship is equipped with a single large harpoon cannon capable of firing an anchored very large harpoon out at a speed of 1,200m/s dealing significant penetrating damage capable of penetrating 5 feet of steel plating, with it's barbed and very durable head remaining impaled allowing for a very secure line to keep connected.
This line can extend out three ship lengths away from itself, meaning at around 650 meters away.
The line is very tough, and it'd require an S-rank attack to break the cable. Otherwise, the Harpoon anchors the ship to it's target. From then on the ship moves at at least the same speed as the impaled target.
A new Great Harpoon can be regenerated when lost in time for the next topic.
Defensive:
- Spoiler:
Blackwood material:
The ship is made of a very durable form of wood that is created by exposing petrified wood to extreme heat and pressure mixed with ground fire lacrima. The result is a blackened wood substance that can't be burnt, doesn't get wet, and is incredibly light while being extraordinarily strong.
The wood is treated with in individual planks, and then assembled like a puzzle. The empty ship is then treated to a bath of firesalts- ground fire lacrima mixed with some bonding agents - to give the whole thing a scrub down where the solution bonds with the wood. In the process, the individual wood planks are bonded to one another sealing the deal.
The ship is considered to be the same rank as it's captain in terms of taking damage. But also is considered to be protected with Legendary+ armor, resisting B-rank damage (A-rank Fire damage, and damage Wood is strong against). But damage is factored in a case by case basis, not as a whole (Meaning blowing an engine isn't going to magically blow up the whole ship).
Distortion Field:
The ship has a distortion field around it that causes small projectiles the size of a beach ball or less to be thwarted at a 90 degree angle, causing the incoming projectiles to fly away.
The effect scatters flames, snow, sand, and water or similar sort of effects as well, but it only halves the effect and causes it to disperse over a wider area, for example an incoming jet of water will be turned into a wide mist that covers the deck.
Has no effect on large projectiles bigger than a beach ball, or larger projections such as a big ball of fire, a wave instead of a ball of water, ect. It only distorts for a second, like a sudden bubble of space, then disappears. One bubble is made per effect, and they only last so long. So a big beam will only have the first little bit distorted then the rest continues on normally.
PIRATE FIELD:
The ship has a series of raw summon lacrima that allow it to steal items from the surrounding area. It is capable of smartly locating and stealing things right from under people's noses by summoning the objects from the ground or other ships.
For this to work, the lacrima has to be able to scan the ship or building. To do so, the ship has to be within 1,000 meters (Ship to ship distances, yo) and it passively scans for valuables including food, water, and traditional values such as art, silks, jewelery, and coin.
Scanning a ship or building takes 5 in-combat (Encounter. Actual "combat" need not be present) posts, or about 5 minutes in social posts. Once scanning is complete, a command console by the captain's wheel details the available loot and she can decide what items to take. The taken items appear in the cargo bay.
The Pirate Field is capable of stealing people who don't have a strong attachment to their current location. Meaning slaves or servants who do NOT want to be on that ship can be taken.
Items in the direct possession of a person, mages in particular, can't easily be taken and it's prone to failure. (Player items can't be taken unless they agree to it, usually for plot reasons or as something to do in the topic).
If the captain already knows what is on the ship, she can attempt a "blind grab" from within range in which case she rolls attack dice to see if it is successful. Rules for direct possessions apply to blind grabs. If the target is a person, the person gets a roll to resist. Meanwhile if the person WANTS to be taken, they can choose to let themselves go, meeting the magic halfway and negating the need to roll.
Utility/Movement:
- Spoiler:
Most of these aren't actual abilities so much as me describing means of propulsion and what not.
Highjets.
Wind-lacrima powered jets that take in air from one side of the ship and fuel it to the other, stealing oxygen from it as it does so and propelling what's left out the other side at high velocities to boost speed by 100 mph.
Lowjets.
Fueled by the extracted oxygen, the Lowjets use fire lacrimas to ignite oxygen and use it as propulsion to add another 100mph.
Liftjets.
Fueled by the heat generated from the processes of the other jets as well as a series of furnaces, these Liftjets provide vertical movement at up to 100mph, which allows the ship to fly and hover with ease.
All jets can switch to a huge network of clockwork within the ship powered by coal and natural wind to instead become Propeller versions of what they do. The propeller versions are 1/4th as effective (100 = 25). Propeller versions are not magical in nature.
Propellers function in the air as well, but are usually used for when on the water where the jets don't function so well.
Full Stop.
The ship is capable of sudden reversals and stops, with sudden spikes of air resistance and flipping propulsions it's capable to immediately stop itself if needed and/or reverse it's direction.
This is primarily used in conjunction with the Great Harpoon to stop a target (Otherwise they'd just drag the ship with them in many cases).
Boarding Shot.
The ship is capable of shooting smaller harpoons from it's sides that are used by crew members to climb from ship to ship. They can easily be disconnected and regenerated over time for the next encounter, rather than trying to retrieve them.
A simple long plank of wood can be used instead on occasion.
Some crewmembers prefer to swing to the other ship from the sails.
Skysails.
These beautifully crafted sails take wind easily. They are crafted by wind-elementals to specially allow wind to pass through the sail with no effect from one direction, while collecting wind at the other (Even the wind that passed through the other side) to push against it. Skysails add the wind's mph to the ships mph. They can be switched to make both sides let air pass through it, so you never have to roll them up except when they're in danger.
All the sky sails are capable of snapping together in an emergency to become a singular great parachute. They can then snap back to place. This uses a system of magnets and thin cables, not magic.
Skyoars.
These beautifully crated oars function much the same as the skysails, but they collect air and wind as they are in the upwards arc of their row, and release it in the downwards arc.
There are three settings: Forced Speed: Adds 150mph to the ship. Steady Speed: Adds 60mph to the ship. and Casual speed: Adds 25mph to the ship. Then of course there is the resting setting in which the oars are withdrawn into the ship.
Droplines.
Highly resistant cables that can be attached to a harness and a crewmember can dive off the side of the ship with the cable functioning as a bungee cord without magic, or with magic simply lowering the speed intelligently in time with the ground to provide a very fast downward descent and an easy landing. From the harness it can be activated to snap the cable back with a similar mechanic to retrieve them.
Droplines can be fired down to the ground where they can make an attempt to grab a person, auto-harnessing them and carrying them away. Doing so is considered to be an attack against unwilling people and they can dodge or resist it just fine.
Droplines can be attached to hooks or nets instead for other sorts of retrievals.
Realmshreadders:
A system of pilers throughout the ship that form one large machine. The Realmshreadders rip at the walls of space in order to tear openings through dimensions and protects against inter-dimensional collapse. This allows Red Wing to safely travel between worlds.
It takes 10 posts to open the rift, with the ship traveling as fast as it can.
The rift closes immediately after it passes through, preventing any nasties from following (and preventing exploit).
Instead of traveling through dimensions, it can simply cut through to a different section of space allowing the ship to travel between places in Fiore. This is easier and only takes five posts, while moving within 1,000 meters (Relatively short for ship to ship interactions) can be done within a post, while moving only about two ships length can be done in a moment.
In either case, Realmshreadders create a lot of heat and use up a lot of energy. They have to go on cooldown for 3 posts (Ship's length) 6 posts (within 1,000), 12 posts (Fiore) or 20 posts (Realm). This cooldown persists throughout multiple topics, but on an individual basis (Each distance category).
Appearance:
- Spoiler:
https://i.imgur.com/3nloOpD.png
Link as well, since this forum itself is pretty retarded at handling large images.
The ship in the image is NOT to scale exactly. That's just how the ship looks, meanwhile it's actual scale is many times scaled up from that. It is in deed a full sized battleship.
Last edited by Sirenine on 7th December 2013, 12:42 pm; edited 4 times in total
TacticalFallacyThe Undefined Formula
- - - - - - - - -
Lineage : Spirit Warrior
Position : None
Posts : 1373
Guild : Guildless
Cosmic Coins : 0
Dungeon Tokens : 0
Age : 28
Mentor : Master Hades (Deceased)
Experience : 450
Character Sheet
First Skill: Amaterasu Mudra Formula
Second Skill:
Third Skill:
Sirenine wrote:Name:
Dominae caeli pelagique
The Saving Goddess.
Nicknamed: Red Wing by the crew.
Class: Battleship
Type: Aerial / Nautical: Very fast
Size: 222 meters long, 33meters wide, and about 80 meters high in the crows nest (tall)
Occupation Limit: Occupation limits are retarded...
Modern battleships carry huge crews, a standard Iowa class battleship crews up to 2,000.
I would say Red Wing an crew 800. With the ships construction implementing magical methods of engineering, it's been refined so that Red Wing has a minimalistic crew of 120.
ALL ships have large crews and it's stupid to limit players within >,..,> Even if it's a small speed boat, you can still pick a good ten on there.
But whatever, 10 max players sound decent enough? Yes, it's alright. I'm also perfectly alright with even 30 players partying so long as it's not some battle on the sea. Given what mages can do, 30 people fighting each other on one ship would make The Saving Goddess a pile of scrap in just one round. :P
I intend to actually use this thing, and use it as a roleplaying tool where RP's are set. A small tavern can be packed with a dozen different players at once, why can't a ship ;w;
(;_;)
Description:
It's magazine holds 60 emergency rounds of cannonfire and an Iron Lacrima capable of creating new cannonballs out of thin air, with a powder lacrima that generates gunpowder pellets.
It's stockpile holds reserves for 2 weeks on it's own, with a summoning lacrima that can summon chickens, pigs, cows, or fish. A nature lacrima that generates fruits and vegetables. Have these two lacrima be only effective when near land, minus the fish bit. Though frankly, the summoning almost gives me the feeling that this ship is just stealing food from everyone else around it. A water lacrima that generates pure drink water, with small sub-lacrimas that can be access to make it generate other beverages. This water lacrima automatically generates water towards the water stores whenever water is used, meanwhile used water is drained away from the ship.
The ship is powered by fire and wind lacrimas, but has reserves of coal to be used instead when needed. This provides propulsion and heating. Spark lacrimas generate a sort of old fashion electricity power throughout the ship, which provides lighting and other conveniences.
The medical bay is equipped with purification lacrimas at the door that auto-cleanse those that pass that pass through it of toxins and infections, which means that wounds are already cleaned and ready to be taken care of. It has a full stock of medicinal herbs and a small nature lacrima capable of growing more to replenish stocks. It has a fully equipped room for surgeries, and the best support equipment money can buy. Or steal, as the case may be. The Medical bay is capable of supporting 10 patients at once for long-term care. That is, there are 10 life support systems and arcane monitors with 10 accompanying beds. Not including the dedicated surgery table.
Red Wing has a dungeon quarters capable of holding sixty or so people, assuming you pack them into the large-ish cages. Otherwise there are six large cages. They are sanitary, but there is no privacy to be had here.
The crew bedchambers, of which there are six such rooms, hold many bunk beds set where they can fit. There are many more beds than usually used. There are five hundred small bunks in total. Most are folded out of the way, and the areas are opened for more space for the smaller crew.
The bedchambers are connected to a single larger room lined with showers. The dominance of women here mean that the showers are off limits for men from the hours of 6 AM to 8 AM, then the only time the showers are off limits to women is at 9 AM to 10 AM, and 5 AM to 6 AM.
The dinning hall connected to the large-ish kitchens can hold 50 at once, but most take their food to the top deck to eat.
Long cannon rooms line the sides of the ship where 15 cannons are lined up. Two cannons at the end of these halls (each) are raised higher than the others. These two rooms bend around the front and back of the ship, taking up the majority of the level but leaving the center open for other things. Feeding chutes send cannonballs and powder from the Magazine to the cannons. There are also two cannons on the front of the ship, and two cannons in the back of the ship.
It has a cargo bay for general storage and transported goods, with an additional space large enough for other things to be transported. It's a fairly big room, and can be accessed in two main ways, one in which the ship shifts in order to create a large tunnel from the cargo up to the top deck, walls folding and diverting, floors swinging, ect. The other is from the back of the ship where a large bay can drop open from behind. There are then several personal exits as well.
Specialties/Weapons:
Offense:
- Spoiler:
Default Cannon.
The default cannon as mentioned in the first post. (I'm sorry. Please clarify?)
The default cannon can be fired once every two posts and deals the captain's rank as damage. 300 meter range.
Broadside.
The ship is equipped with 15 standard/mundane cannons along the sides(each?), and an additional 2 in the front and 2 in the back.
These cannons are simple stereotypical cannons that fire normal cannonballs at a range of about 200 meters. However, they are projectiles and effected by gravity, they can fire up to 600 yards away(Give the exact range. You said 200 meters just now. Now you are saying around 500-ish meters here.) horizontally, but there is no telling how far they may fall.
All these cannons can be extended outwards and aimed down, for a sort of bombing. Without the bombs. (Just say for the attacking of smaller ships.)
The cannonballs fire at about 900 m/s, and can be reloaded in about 3 seconds.
A slot is opened in the base of the cannon where the cannonball is inserted, while a second slot below that is opened for the powder to be added. The slots are closed and a switch is flicked igniting a small spark lacrima.
In areas where lacrimas do not function, the reloading time is lowered to 5 seconds as it must be manually ignited, meanwhile other crew members will have to bring ammo and cannonballs from the magazine by hand which can leave the cannon without ammo for lengths of time when they run out.
One cannon is capable of destroying a 3ft thick brick wall with ease. It is a bludgeoning damage dealt by a heavy lead ball the size of your head slamming into you.
The cannonsaren't static, butcan be aimed quite fluidly.
Great Harpoon.
The ship is equipped with a single large harpoon cannon capable of firing an anchored very large harpoon out at a speed of 1,200m/s dealing significant penetrating damage capable of penetrating 5 feet of steel plating, with it's barbed and very durable head remaining impaled allowing for a very secure line to keep connected. (Give effective range or maximum cable length)
The line is very tough, and it'd require an S-rank attack to break the cable. Otherwise, the Harpoon anchors the ship to it's target. From then on the ship moves at at least the same speed as the impaled target.
A new Great Harpoon can be regenerated when lost in time for the next topic.
Defensive:
- Spoiler:
Blackwood material:
The ship is made of a very durable form of wood that is created by exposing petrified wood to extreme heat and pressure mixed with ground fire lacrima. The result is a blackened wood substance that can't be burnt, doesn't get wet, and is incredibly light while being extraordinarily strong.
The ship is considered to be H-rank in terms of taking damage. (H-rank is a little strong. I can allow A-rank with some S-rank resistance but H-rank(i.e. Ultimate Spells) are way too strong to be unable to deal with a little ship. Makes me wonder how even a ship like this can be built if you cannot carve its wood.) But damage is factored in a case by case basis, not as a whole. Using an H-rank laser beam to carve off a fin isn't going to magically blow the ship up, just the fin.
Distortion Field:
The ship has a distortion field around it that causes small projectiles the size of a beach ball or less to be thwarted at a 90 degree angle, causing the incoming projectiles to fly away.
The effect scatters flames, snow, sand, and water or similar sort of effects as well, but it only halves the effect and causes it to disperse over a wider area, for example an incoming jet of water will be turned into a wide mist that covers the deck.
Has no effect on large projectiles bigger than a beach ball, or larger projections such as a big ball of fire, a wave instead of a ball of water, ect. It only distorts for a second, like a sudden bubble of space, then disappears. One bubble is made per effect, and they only last so long. So a big beam will only have the first little bit distorted then the rest continues on normally.
Utility/Movement:
- Spoiler:
Most of these aren't actual abilities so much as me describing means of propulsion and what not.
Highjets.
Wind-lacrima powered jets that take in air from one side of the ship and fuel it to the other, stealing oxygen from it as it does so and propelling what's left out the other side at high velocities to boost speed by 100 mph.
Lowjets.
Fueled by the extracted oxygen, the Lowjets use fire lacrimas to ignite oxygen and use it as propulsion to add another 100mph.
Liftjets.
Fueled by the heat generated from the processes of the other jets as well as a series of furnaces, these Liftjets provide vertical movement at up to 100mph, which allows the ship to fly.
All jets can switch to a huge network of clockwork within the ship powered by coal and natural wind to instead become Propeller versions of what they do. The propeller versions are 1/4th as effective (100 = 25). Propeller versions are not magical in nature.
Propellers function in the air as well, but are usually used for when on the water where the jets don't function so well.
Full Stop.
The ship is capable of sudden reversals and stops, with sudden spikes of air resistance and flipping propulsions it's capable to immediately stop itself if needed and/or reverse it's direction.
This is primarily used in conjunction with the Great Harpoon to stop a target (Otherwise they'd just drag the ship with them in many cases).
Boarding Shot.
The ship is capable of shooting smaller harpoons from it's sides that are used by crew members to climb from ship to ship. They can easily be disconnected and regenerated over time for the next encounter, rather than trying to retrieve them.
A simple long plank of wood can be used instead on occasion. Yarh!
Some crewmembers prefer to swing to the other ship from the sails. More Yarh!
Skysails.
These beautifully crafted sails take wind easily. They are crafted by wind-elementals to specially allow wind to pass through the sail with no effect from one direction, while collecting wind at the other (Even the wind that passed through the other side) to push against it. Skysails add the wind's mph to the ships mph. They can be switched to make both sides let air pass through it, so you never have to roll them up except when they're in danger.
All the sky sails are capable of snapping together in an emergency to become a singular great parachute. They can then snap back to place. This uses a system of magnets and thin cables, not magic.
Skyoars.
These beautifully crated oars function much the same as the skysails, but they collect air and wind as they are in the upwards arc of their row, and release it in the downwards arc.
There are three settings (Man-powered):
Forced Speed: Adds 100mph to the ship.
Steady Speed: Adds 50mph to the ship. and
Casual speed: Adds 25mph to the ship.
Droplines.
Highly resistant cables that can be attached to a harness and a crewmember can dive off the side of the ship with the cable functioning as a bungee cord without magic, or with magic simply lowering the speed intelligently in time with the ground to provide a very fast downward descent and an easy landing. From the harness it can be activated to snap the cable back with a similar mechanic to retrieve them.
Droplines can be fired down to the ground where they can make an attempt to grab a person, auto-harnessing them and carrying them away. Doing so is considered to be an attack against unwilling people and they can dodge or resist it just fine.
Droplines can be attached to hooks or nets instead for other sorts of retrievals.
Realmshreadders:
A system of pilers throughout the ship that form one large machine. The Realmshreadders rip at the walls of space in order to tear openings through dimensions and protects against inter-dimensional collapse. This allows Red Wing to safely travel between worlds.
It takes 10 posts to open the rift, with the ship traveling as fast as it can.
The rift closes immediately after it passes through, preventing any nasties from following (and preventing exploit).
Instead of traveling through dimensions, it can simply cut through to a different section of space allowing the ship to travel between places in Fiore. This is easier and only takes five posts, while moving within 1,000 meters (Relatively short for ship to ship interactions) can be done within a post, while moving only about two ships length can be done in a moment.
In either case, Realmshreadders create a lot of heat and use up a lot of energy. They have to go on cooldown for 3 posts (Ship's length) 6 posts (within 1,000), 12 posts (Fiore) (Okay, when you are moving to a different sea in Fiore and hence a new thread, the cooldown must be completed in that new thread. Alright?) or 20 posts (Realm).
Appearance:
- Spoiler:
https://i.imgur.com/3nloOpD.png
Link as well, since this forum itself is pretty retarded at handling large images.
ErisLich of hell
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Lineage : Devil's Conquest
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Posts : 1471
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Character Sheet
First Skill: Sunset Eclipse - The Sandstorm GS
Second Skill: Titan Eclipse • Devil Pact
Third Skill:
Yes, it's alright. I'm also perfectly alright with even 30 players partying so long as it's not some battle on the sea. Given what mages can do, 30 people fighting each other on one ship would make The Saving Goddess a pile of scrap in just one round. :P
~<3
Description:
Have these two lacrima be only effective when near land, minus the fish bit. Though frankly, the summoning almost gives me the feeling that this ship is just stealing food from everyone else around it.
But... that is the point ;w; The point of having the lacrima is to sustain itself by generating it's own food, instead of having an ugly garden or something on it's top deck and without having to raid ports for food.
@The stealing bit:
- Spoiler:
Shhhhhhh~
But in all seriousness, I had meant it as more of a creation thingy, or taking from magical fantasy realms full of noting but that one substance...
But coming from the stealing perspective of summoning magics... Hmm. That gives me an idea for a really piraty summoning engine, so that the pirate ship doesn't even need to board, but they sail in close to the victim ship and activate the summoning and their cargo hold fills with the booty XD That would be a bit much though~
I suppose that the summoning lacrima can provide the food from the storage without having to walk to and from or retrieve stuff manually, and then when over land the storages replenish themselves by taking from the land.
The idea of a "Loot that shiz" button that the captain can press to loot nearby ships is stalking my brain now XD
(I'm sorry. Please clarify?)
All ships have a default cannon as expressed in the top of the first post~ I was just restating it to give a little description of it here, which I see I failed to do.
(each?)
Yes. All actual ships intended for battle have big broadsides like that. And this is most definitely supposed to be a legit battleship.
(Give the exact range. You said 200 meters just now. Now you are saying around 500-ish meters here.)
I meant it to be expressing a maximum, Aiming it's steepest, the cannons would only reach about 500-ish meters away from the ship, factoring gravity. Meanwhile the 200 was from cannon power alone.
Though I feel cheapish now, having watched a redneckish person build a scrap cannon that sent a bowling ball roughly a mile and a half to two miles e,..,e
What would you suggest as a most appropriate range for a natural cannon while still limiting it to ranges of this site?
For the time being I just replaced it and gave it a flat number at 500 meters.
s. (Just say for the attacking of smaller ships.)
Eh? I meant literally aiming down, to attack from above. Flying directly overhead in aerial ship to ship combat.
(Give effective range or maximum cable length)
I didn't do that o-o; Seems like a big oversight on my part, sorreh.
Defensive:
[spoiler]
(H-rank is a little strong. I can allow A-rank with some S-rank resistance but H-rank(i.e. Ultimate Spells) are way too strong to be unable to deal with a little ship. Makes me wonder how even a ship like this can be built if you cannot carve its wood.)
The wood is treated with in individual planks, and then assembled like a puzzle. The empty ship is then treated to a bath of firesalts- ground fire lacrima mixed with some bonding agents - to give the whole thing a scrub down where the solution bonds with the wood. In the process, the individual wood planks are bonded to one another sealing the deal.
But damage is factored in a case by case basis, not as a whole. Using an H-rank laser beam to carve off a fin isn't going to magically blow the ship up, just the fin.
I meant the ship itself, meaning like an H-rank player taking damage. For example, an S-rank attack would potentially cremate a D-ranked mage, (especially if it's an NPC). But that S-rank attack hitting an H-rank opponent would do significantly less.
I could instead say it is considered user-ranked, making it S-ranked instead, meanwhile ships tend to use "x is user ranked" a lot anyway so it wouldn't be so strange.
I'd also just mention that this isn't a "little ship" ^,..,~ , but a full battleship meant for years of service in a war~
(Okay, when you are moving to a different sea in Fiore and hence a new thread, the cooldown must be completed in that new thread. Alright?)
Sure.
I believe I've made all the changes.
I added the "Pirate Field", because the idea wouldn't let go my my head.
TacticalFallacyThe Undefined Formula
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Lineage : Spirit Warrior
Position : None
Posts : 1373
Guild : Guildless
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Age : 28
Mentor : Master Hades (Deceased)
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Character Sheet
First Skill: Amaterasu Mudra Formula
Second Skill:
Third Skill:
Wholely approved. Now for the pricing, while battleships would be of 500k-800k, it's the first time I have one this advanced and decked out with the latest and most mind-blowing tech. Thus, I will be looking at this at the price range of a guild ship and after a little thought, I wanted to put it at the extreme end, but I'll put it at 1.5 million jewels instead, given that it is not a guild ship in the first place anyway.Sirenine wrote:Name:
Dominae caeli pelagique
The Saving Goddess.
Nicknamed: Red Wing by the crew.
Class: Battleship
Type: Aerial / Nautical: Very fast
Size: 222 meters long, 33meters wide, and about 80 meters high in the crows nest (tall)
Occupation Limit: Occupation limits are retarded...
Modern battleships carry huge crews, a standard Iowa class battleship crews up to 2,000.
I would say Red Wing an crew 800. With the ships construction implementing magical methods of engineering, it's been refined so that Red Wing has a minimalistic crew of 120.
ALL ships have large crews and it's stupid to limit players within >,..,> Even if it's a small speed boat, you can still pack a good ten on there.
But whatevers, 10 max players within a combat topic sound decent enough?
I intend to actually use this thing, and use it as a roleplaying tool where RP's are set. A small tavern can be packed with a dozen different players at once, why can't a ship ;w;
Description:
It's magazine holds 60 emergency rounds of cannonfire and an Iron Lacrima capable of creating new cannonballs out of thin air, with a powder lacrima that generates gunpowder pellets.
It's stockpile holds reserves for 2 weeks on it's own, with a summoning lacrima that can summon chickens, pigs, cows, or fish so long as they are near land in general. The summon conjures the animals up from wherever their natural habitats may be so long as they exist within 30 miles of the ship. The lacrima automatically summons animals when it needs to. In the summoning process the animal is slain and prepared, then stored away in room full if ice lacrimas that deep-freeze them to last. Similar summoning lacrimas in the kitchen take from this storage and in the process refresh them from their frozen state.
A nature lacrima that generates fruits and vegetables and distributes them throughout the proper storage areas on the ship, while a similar lacrima takes from the storage and gives to the kitchen.
A water lacrima that generates pure drink water by taking from the ocean and purifying it for storage while similar lacrimas around water-using stations around the ship take from the storage in kind, with small sub-lacrimas that can be access to make it generate other beverages.
This water lacrima automatically generates water towards the water stores whenever water is used, meanwhile any used water is drained from the ship as water vapor.
The ship is powered by fire and wind lacrimas, but has reserves of coal to be used instead when needed. This provides propulsion and heating. Spark lacrimas generate a sort of old fashion electricity power throughout the ship, which provides lighting and other conveniences.
The medical bay is equipped with purification lacrimas at the door that auto-cleanse those that pass that pass through it of toxins and infections, which means that wounds are already cleaned and ready to be taken care of.
It has a full stock of medicinal herbs and a small nature lacrima capable of actually growing more to replenish stocks, by summoning seeds from land and storing them away in a compressed state and revitalizing and instantly inducing growth when needed (this also means that fancy rare herbs will require actual travel to obtain before you have seeds for it. It has a fully equipped room for surgeries, and the best support equipment money can buy. Or steal, as the case may be. The Medical bay is capable of supporting 10 patients at once for long-term care. That is, there are 10 life support systems and arcane monitors with 10 accompanying beds. Not including the dedicated surgery table.
Red Wing has a dungeon quarters capable of holding sixty or so people, assuming you pack them into the large-ish cages. Otherwise there are six large cages. They are sanitary, but there is no privacy to be had here.
The crew bedchambers, of which there are six such rooms, hold many bunk beds set where they can fit. There are many more beds than usually used. There are five hundred small bunks in total. Most are folded out of the way, and the areas are opened for more space for the smaller crew.
The bedchambers are connected to a single larger room lined with showers. The dominance of women here mean that the showers are off limits for men from the hours of 6 AM to 8 AM, then the only time the showers are off limits to women is at 9 AM to 10 AM, and 5 AM to 6 AM.
The dinning hall connected to the large-ish kitchens can hold 50 at once, but most take their food to the top deck to eat.
Long cannon rooms line the sides of the ship where 15 cannons are lined up. Two cannons at the end of these halls (each) are raised higher than the others. These two rooms bend around the front and back of the ship, taking up the majority of the level but leaving the center open for other things. Feeding chutes send cannonballs and powder from the Magazine to the cannons. There are also two cannons on the front of the ship, and two cannons in the back of the ship.
It has a cargo bay for general storage and transported goods, with an additional space large enough for other things to be transported. It's a fairly big room, and can be accessed in two main ways, one in which the ship shifts in order to create a large tunnel from the cargo up to the top deck, walls folding and diverting, floors swinging, ect. The other is from the back of the ship where a large bay can drop open from behind. There are then several personal exits as well.
This cargo bay has a rotating dial on one wall near the main doors where you can insert a command to toggle the cargo bay into a Treasure Room, where the main treasure is stored (Captain only), or a Hangar. In the Hangar, any crew member who has a sufficiently sized Personal Craft can store it in here and take off through the rear or forward exits.
Specialties/Weapons:
Offense:
- Spoiler:
Default Cannon.
The default cannon as mentioned in the first post that all ships have.
The default cannon can be fired once every two posts and deals the captain's rank as damage. 300 meter range.
In the Saving Goddess's case, this is it's main cannon and it opens up from the front of the ship, underneath the two mundane cannons.
Broadside.
The ship is equipped with 15 standard/mundane cannons along it's port and starboard sides, with an additional 2 in the front and 2 in the back facing forwards and backwards, respectively.
These cannons are simple stereotypical cannons that fire normal cannonballs at a range of about 500 meters. However, they are projectiles and effected by gravity, there is no telling how far they may fall to the depths of the ocean (or down out of the sky ruining some guys day).
All these cannons can be extended outwards and aimed down, for a sort of aerial bombing. Without the bombs (as they're just basic cannon balls. I don't think I'd be able to get away with using Shells instead (Shells being hallowed cannon balls with explosives inside)).
The cannonballs fire at about 900 m/s, and can be reloaded in about 3 seconds.
A slot is opened in the base of the cannon where the cannonball is inserted, while a second slot below that is opened for the powder to be added. The slots are closed and a switch is flicked igniting a small spark lacrima.
In areas where lacrimas do not function, the reloading time is lowered to 5 seconds as it must be manually ignited, meanwhile other crewmembers will have to bring ammo and cannonballs from the magazine by hand which can leave the cannon without ammo for lengths of time when they run out.
One cannon is capable of destroying a 3ft thick brick wall with ease. It is a bludgeoning damage dealt by a heavy lead ball the size of your head slamming into you.
The cannons aren't static, meaning they aren't immobile and can be aimed rather fluidly.
Great Harpoon.
The ship is equipped with a single large harpoon cannon capable of firing an anchored very large harpoon out at a speed of 1,200m/s dealing significant penetrating damage capable of penetrating 5 feet of steel plating, with it's barbed and very durable head remaining impaled allowing for a very secure line to keep connected.
This line can extend out three ship lengths away from itself, meaning at around 650 meters away.
The line is very tough,and it'd require an S-rank attack to break the cable. Otherwise, the Harpoon anchors the ship to it's target. From then on the ship moves at at least the same speed as the impaled target.
A new Great Harpoon can be regenerated when lost in time for the next topic.
Defensive:
- Spoiler:
Blackwood material:
The ship is made of a very durable form of wood that is created by exposing petrified wood to extreme heat and pressure mixed with ground fire lacrima. The result is a blackened wood substance that can't be burnt, doesn't get wet, and is incredibly light while being extraordinarily strong.
The wood is treated with in individual planks, and then assembled like a puzzle. The empty ship is then treated to a bath of firesalts- ground fire lacrima mixed with some bonding agents - to give the whole thing a scrub down where the solution bonds with the wood. In the process, the individual wood planks are bonded to one another sealing the deal.
The ship is considered to be the same rank as it's captain in terms of taking damage. But damage is factored in a case by case basis, not as a whole (Meaning blowing an engine isn't going to magically blow up the whole ship).
Distortion Field:
The ship has a distortion field around it that causes small projectiles the size of a beach ball or less to be thwarted at a 90 degree angle, causing the incoming projectiles to fly away.
The effect scatters flames, snow, sand, and water or similar sort of effects as well, but it only halves the effect and causes it to disperse over a wider area, for example an incoming jet of water will be turned into a wide mist that covers the deck.
Has no effect on large projectiles bigger than a beach ball, or larger projections such as a big ball of fire, a wave instead of a ball of water, ect. It only distorts for a second, like a sudden bubble of space, then disappears. One bubble is made per effect, and they only last so long. So a big beam will only have the first little bit distorted then the rest continues on normally.
PIRATE FIELD:
The ship has a series of raw summon lacrima that allow it to steal items from the surrounding area. It is capable of smartly locating and stealing things right from under people's noses by summoning the objects from the ground or other ships.
For this to work, the lacrima has to be able to scan the ship or building. To do so, the ship has to be within 1,000 meters (Ship to ship distances, yo) and it passively scans for valuables including food, water, and traditional values such as art, silks, jewelery, and coin.
Scanning a ship or building takes 5 in-combat posts, or about 5 minutes in social posts. Once scanning is complete, a command console by the captain's wheel details the available loot and she can decide what items to take. The taken items appear in the cargo bay.
The Pirate Field is capable of stealing people who don't have a strong attachment to their current location. Meaning slaves or servants who do NOT want to be on that ship can be taken.
Items in the direct possession of a person, mages in particular, can't easily be taken and it's prone to failure. (Player items can't be taken unless they agree to it, usually for plot reasons or as something to do in the topic).
If the captain already knows what is on the ship, she can attempt a "blind grab" from within range in which case she rolls attack dice to see if it is successful. Rules for direct possessions apply to blind grabs. If the target is a person, the person gets a roll to resist. Meanwhile if the person WANTS to be taken, they can choose to let themselves go, meeting the magic halfway and negating the need to roll.
Utility/Movement:
- Spoiler:
Most of these aren't actual abilities so much as me describing means of propulsion and what not.
Highjets.
Wind-lacrima powered jets that take in air from one side of the ship and fuel it to the other, stealing oxygen from it as it does so and propelling what's left out the other side at high velocities to boost speed by 100 mph.
Lowjets.
Fueled by the extracted oxygen, the Lowjets use fire lacrimas to ignite oxygen and use it as propulsion to add another 100mph.
Liftjets.
Fueled by the heat generated from the processes of the other jets as well as a series of furnaces, these Liftjets provide vertical movement at up to 100mph, which allows the ship to fly.
All jets can switch to a huge network of clockwork within the ship powered by coal and natural wind to instead become Propeller versions of what they do. The propeller versions are 1/4th as effective (100 = 25). Propeller versions are not magical in nature.
Propellers function in the air as well, but are usually used for when on the water where the jets don't function so well.
Full Stop.
The ship is capable of sudden reversals and stops, with sudden spikes of air resistance and flipping propulsions it's capable to immediately stop itself if needed and/or reverse it's direction.
This is primarily used in conjunction with the Great Harpoon to stop a target (Otherwise they'd just drag the ship with them in many cases).
Boarding Shot.
The ship is capable of shooting smaller harpoons from it's sides that are used by crew members to climb from ship to ship. They can easily be disconnected and regenerated over time for the next encounter, rather than trying to retrieve them.
A simple long plank of wood can be used instead on occasion.
Some crewmembers prefer to swing to the other ship from the sails.
Skysails.
These beautifully crafted sails take wind easily. They are crafted by wind-elementals to specially allow wind to pass through the sail with no effect from one direction, while collecting wind at the other (Even the wind that passed through the other side) to push against it. Skysails add the wind's mph to the ships mph. They can be switched to make both sides let air pass through it, so you never have to roll them up except when they're in danger.
All the sky sails are capable of snapping together in an emergency to become a singular great parachute. They can then snap back to place. This uses a system of magnets and thin cables, not magic.
Skyoars.
These beautifully crated oars function much the same as the skysails, but they collect air and wind as they are in the upwards arc of their row, and release it in the downwards arc.
There are three settings (Man-powered): Forced Speed: Adds 100mph to the ship. Steady Speed: Adds 50mph to the ship. and Casual speed: Adds 25mph to the ship.
Droplines.
Highly resistant cables that can be attached to a harness and a crewmember can dive off the side of the ship with the cable functioning as a bungee cord without magic, or with magic simply lowering the speed intelligently in time with the ground to provide a very fast downward descent and an easy landing. From the harness it can be activated to snap the cable back with a similar mechanic to retrieve them.
Droplines can be fired down to the ground where they can make an attempt to grab a person, auto-harnessing them and carrying them away. Doing so is considered to be an attack against unwilling people and they can dodge or resist it just fine.
Droplines can be attached to hooks or nets instead for other sorts of retrievals.
Realmshreadders:
A system of pilers throughout the ship that form one large machine. The Realmshreadders rip at the walls of space in order to tear openings through dimensions and protects against inter-dimensional collapse. This allows Red Wing to safely travel between worlds.
It takes 10 posts to open the rift, with the ship traveling as fast as it can.
The rift closes immediately after it passes through, preventing any nasties from following (and preventing exploit).
Instead of traveling through dimensions, it can simply cut through to a different section of space allowing the ship to travel between places in Fiore. This is easier and only takes five posts, while moving within 1,000 meters (Relatively short for ship to ship interactions) can be done within a post, while moving only about two ships length can be done in a moment.
In either case, Realmshreadders create a lot of heat and use up a lot of energy. They have to go on cooldown for 3 posts (Ship's length) 6 posts (within 1,000), 12 posts (Fiore) or 20 posts (Realm). This cooldown persists throughout multiple topics, but on an individual basis (Each distance category).
Appearance:
- Spoiler:
https://i.imgur.com/3nloOpD.png
Link as well, since this forum itself is pretty retarded at handling large images.
The ship in the image is NOT to scale exactly. That's just how the ship looks, meanwhile it's actual scale is many times scaled up from that. It is in deed a full sized battleship.
ErisLich of hell
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Lineage : Devil's Conquest
Position : None
Posts : 1471
Guild : Grim Heresy [GM]
Cosmic Coins : 5
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Character Sheet
First Skill: Sunset Eclipse - The Sandstorm GS
Second Skill: Titan Eclipse • Devil Pact
Third Skill:
TacticalFallacy wrote:Wholely approved. Now for the pricing, while battleships would be of 500k-800k, it's the first time I have one this advanced and decked out with the latest and most mind-blowing tech. Thus, I will be looking at this at the price range of a guild ship and after a little thought, I wanted to put it at the extreme end, but I'll put it at 1.5 million jewels instead, given that it is not a guild ship in the first place anyway.
That seems really quite expensive. Could I at least reinforce the ships defensive capability for that price? As it is it only defends against singular projectiles meanwhile it takes the same damage as a player of my rank would.
Could I edit it a bit to further resistance? Make it shrug off Mundane and B or less ranked damage, including Strong+ weapons or less? It would make sense, since that'd mean it'd be immune to random nicks and dents, in addition to simple wear over time. Which would mean that the ship would be as good as new as it should be.
MifuneThe White Wizard
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Lineage : Malefic Illusions
Position : None
Posts : 1004
Guild : Guildless
Cosmic Coins : 0
Dungeon Tokens : 0
Mentor : Oykai
Experience : 500
Character Sheet
First Skill: Death Wish
Second Skill:
Third Skill:
I'll be making the purchase for Sirenine...
However as a part of our agreement, the ship will be the property of Blue Pegasus and therefore will not cease to exist should Sirenine leave or change characters and will remain with Blue Pegasus if Sirenine leaves the guild.
However as a part of our agreement, the ship will be the property of Blue Pegasus and therefore will not cease to exist should Sirenine leave or change characters and will remain with Blue Pegasus if Sirenine leaves the guild.
ChelvaricKitty Avenger
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Lineage : Marksman's Aim
Position : None
Posts : 2632
Guild : Baselisk Fang
Cosmic Coins : 0
Dungeon Tokens : 0
Age : 31
Mentor : Spirit Of Chelvaric Vhalru
Experience : 150
Character Sheet
First Skill: Ragnarok Phoenix
Second Skill:
Third Skill:
Name: The Hand Of The Law
Class: Guild
Type: Aerial
Size: 100 meter long 50 meter high and 40 meter width
Occupation Limit: 10
Specialties/Weapons:
Weapons: the ship has on each side 3 canons that can shoot once each and then need to reload for 4 posts. They deal S rank damage.
Range: 50 yards
Speed: 150 meter per second
Type: Magical Energy
Appearance: Normally these aren't seen by the naked eye from the outside as they’re hidden inside the ship. They always come out when they need to fire and retract when they need to load. They look like long sticks of around 5 yards big and have a flag hanging from them with the symbol of the council on them. They stick out for 3 yards out of the sides of the ship. They move with metal gears and steam powered.
Armor: The armor is layered with magic protection and can only be damaged by A rank damage at the minimum
Assault: The ship is Made to bring the magic council to harsh attacked areas by big swarms of dark mages as fast as possible. Since the rune knight army can’t take on big groups of dark ages without destroying parts of towns and cities they invented a better version of the mobile anti magic barrier. This is installed in the ship and needs all of the magic council members to be on the ship to be used. It only works for 3 posts and has a cool down of 12 posts using also 10% mp of each council member. A magic seal appears under the ship that is as big as 100 yards it stops the use of magic in this area for 3 posts for everybody. Rune knight light and darkie alike. This is made so that a army of rune knights can come in sweep in the mages without destroying anything.
Defense: The ship can activate a shield around its ship to stop up to one guild spell to be cast on the ship after this the shield is destroyed and on cool down for 35 posts before it can be used again. The shield stays for 15 posts before it disappeared or it has to be destroyed. It takes 15% magic power of each council member to be used and they need to be on board to use.
Utility: The ship has teleport lacrimas in the hanger bay to call I n reinforcements to the ground. These can be used once each 2 treats. They call in one Centuria(80) of B ranked rune knights to the battle field. There equipped with parachutes to land in the battle field.
Type of Unit Airborn trooper
Rank: B
Appearance:
Normal trooper
There dressed in a simple dark blue jacket finished with golden buttons. There collars are white and the rune knight symbol is put on their arms but with two wings around it to show there the special airborne troops of the magic council. They wear long white pants with a golden belt over it. on their hands they have fingerless gloves on that are dark blue. The jacket is open at the top there is a white shirt underneath it and they were a metal amulet of the councils symbol. They have a small back pack with the parachute they jump with on their back they two small daggers as weapon or a magic sub machine gun
Captain trooper:
They have Black tied up jackets that have golden borders on their hands and neck of the outfit. They have a Black cap on with the councils sign on the foreside of it. they also wear the gloves but black colored. There are symbols have a crown on top of it to show there captain role. They were black pants with formal black combat boots under it. they have a large metal plate around there neck (20 cm long,10 cm high) where the magic council members are imaged on around the council symbol. Their shoulders are covered in white metal plates. They use a rapier as a weapon or a magic bazooka
Magic : Judgment magic
Name: Commando
Spell name 1 : Guns barrage
The Rune knight summons two small guns in their hands and they blast from one side to the other with it. this is used to clear rooms of enemies or to clear streets. It hits B rank damage to anyone caught in it. it’s only used in front of them and fly’s 10 yards far. And the spread of the barrage is 15 yards.
Cd: 4 posts
Spell name 2: Anti mage sword
This sword is 1 meter long and is used to deal with mages that can use their magic. The swords have a normal looking hilt but with the council symbol In the middle of it. they are thin at the start of the hilt but brood near the tip. The swords are able to cut through magic barriers or spells of c rank once each two posts. They do B ranked damage and stay out for 3 posts.
Cd 6 posts
Spell name 3:Magic Flash grenade
The rune knights all have ONE flash grenade with them. They are trained to throw this up to 30 meter far. When they hit the ground they explodes with a big flash light. All enemies hit by the flash (ally or enemy) of B-ranked or less are unable to cast their magic for one post and are disoriented. This is made to peacefully take control over riots and protests.
They each take 3 B rank hits to be killed and can cast up to 5 spells before they ran out of energy. They run in groups of 8 with one leader each.
Appearance:
Council room: the council room are the private chamber for each council member. They all have their own touch as the members them self-choose what’s in it but there standard equipped with a king sized bed with golden sheets and the council symbol on the sheets. Walls are decorated with carpets of the council past deeds. There is a desk and a chair to do some paper work on their way to the location. There is also a sofa to relax on if they have company.
Combat room: this is in the front of the ship and is completely surrounded with glass so they can see the battle field. The chamber is square and is decorated with blue flags with the council symbol on it in white. In the start of the room a portrait of each council member is put. It’s a very bare room as there is only a round table with an archive hologram of the battlefield. Six chairs around it for each council member and next to each of the chairs a small table for refreshments and eating.
Engines: its full of machines and tubes going around. It’s very hot in here and sweaty. There is only one engineer working in this room since the engine isn't that difficult to maintain. Its powered by 3 different element lacrima that are in the middle of the room in glass tubes. The walls are decorated with flags of the magic council symbol and the portraits of them.
Kitchen and provision: The finest and latest high tech room where the best chef of era makes the dinners of the council members when there on the ship. He only uses the finest ingredients. The portraits of the magic council members decorate the wall and small symbols also are set on the tables around the kitchen. Flags are kept out of the kitchen for healthy reasons.
Class: Guild
Type: Aerial
Size: 100 meter long 50 meter high and 40 meter width
Occupation Limit: 10
Specialties/Weapons:
Weapons: the ship has on each side 3 canons that can shoot once each and then need to reload for 4 posts. They deal S rank damage.
Range: 50 yards
Speed: 150 meter per second
Type: Magical Energy
Appearance: Normally these aren't seen by the naked eye from the outside as they’re hidden inside the ship. They always come out when they need to fire and retract when they need to load. They look like long sticks of around 5 yards big and have a flag hanging from them with the symbol of the council on them. They stick out for 3 yards out of the sides of the ship. They move with metal gears and steam powered.
Armor: The armor is layered with magic protection and can only be damaged by A rank damage at the minimum
Assault: The ship is Made to bring the magic council to harsh attacked areas by big swarms of dark mages as fast as possible. Since the rune knight army can’t take on big groups of dark ages without destroying parts of towns and cities they invented a better version of the mobile anti magic barrier. This is installed in the ship and needs all of the magic council members to be on the ship to be used. It only works for 3 posts and has a cool down of 12 posts using also 10% mp of each council member. A magic seal appears under the ship that is as big as 100 yards it stops the use of magic in this area for 3 posts for everybody. Rune knight light and darkie alike. This is made so that a army of rune knights can come in sweep in the mages without destroying anything.
Defense: The ship can activate a shield around its ship to stop up to one guild spell to be cast on the ship after this the shield is destroyed and on cool down for 35 posts before it can be used again. The shield stays for 15 posts before it disappeared or it has to be destroyed. It takes 15% magic power of each council member to be used and they need to be on board to use.
Utility: The ship has teleport lacrimas in the hanger bay to call I n reinforcements to the ground. These can be used once each 2 treats. They call in one Centuria(80) of B ranked rune knights to the battle field. There equipped with parachutes to land in the battle field.
Type of Unit Airborn trooper
Rank: B
Appearance:
Normal trooper
There dressed in a simple dark blue jacket finished with golden buttons. There collars are white and the rune knight symbol is put on their arms but with two wings around it to show there the special airborne troops of the magic council. They wear long white pants with a golden belt over it. on their hands they have fingerless gloves on that are dark blue. The jacket is open at the top there is a white shirt underneath it and they were a metal amulet of the councils symbol. They have a small back pack with the parachute they jump with on their back they two small daggers as weapon or a magic sub machine gun
Captain trooper:
They have Black tied up jackets that have golden borders on their hands and neck of the outfit. They have a Black cap on with the councils sign on the foreside of it. they also wear the gloves but black colored. There are symbols have a crown on top of it to show there captain role. They were black pants with formal black combat boots under it. they have a large metal plate around there neck (20 cm long,10 cm high) where the magic council members are imaged on around the council symbol. Their shoulders are covered in white metal plates. They use a rapier as a weapon or a magic bazooka
Magic : Judgment magic
Name: Commando
Spell name 1 : Guns barrage
The Rune knight summons two small guns in their hands and they blast from one side to the other with it. this is used to clear rooms of enemies or to clear streets. It hits B rank damage to anyone caught in it. it’s only used in front of them and fly’s 10 yards far. And the spread of the barrage is 15 yards.
Cd: 4 posts
Spell name 2: Anti mage sword
This sword is 1 meter long and is used to deal with mages that can use their magic. The swords have a normal looking hilt but with the council symbol In the middle of it. they are thin at the start of the hilt but brood near the tip. The swords are able to cut through magic barriers or spells of c rank once each two posts. They do B ranked damage and stay out for 3 posts.
Cd 6 posts
Spell name 3:Magic Flash grenade
The rune knights all have ONE flash grenade with them. They are trained to throw this up to 30 meter far. When they hit the ground they explodes with a big flash light. All enemies hit by the flash (ally or enemy) of B-ranked or less are unable to cast their magic for one post and are disoriented. This is made to peacefully take control over riots and protests.
They each take 3 B rank hits to be killed and can cast up to 5 spells before they ran out of energy. They run in groups of 8 with one leader each.
Appearance:
- Spoiler:
Council room: the council room are the private chamber for each council member. They all have their own touch as the members them self-choose what’s in it but there standard equipped with a king sized bed with golden sheets and the council symbol on the sheets. Walls are decorated with carpets of the council past deeds. There is a desk and a chair to do some paper work on their way to the location. There is also a sofa to relax on if they have company.
Combat room: this is in the front of the ship and is completely surrounded with glass so they can see the battle field. The chamber is square and is decorated with blue flags with the council symbol on it in white. In the start of the room a portrait of each council member is put. It’s a very bare room as there is only a round table with an archive hologram of the battlefield. Six chairs around it for each council member and next to each of the chairs a small table for refreshments and eating.
Engines: its full of machines and tubes going around. It’s very hot in here and sweaty. There is only one engineer working in this room since the engine isn't that difficult to maintain. Its powered by 3 different element lacrima that are in the middle of the room in glass tubes. The walls are decorated with flags of the magic council symbol and the portraits of them.
Kitchen and provision: The finest and latest high tech room where the best chef of era makes the dinners of the council members when there on the ship. He only uses the finest ingredients. The portraits of the magic council members decorate the wall and small symbols also are set on the tables around the kitchen. Flags are kept out of the kitchen for healthy reasons.
ErisLich of hell
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Lineage : Devil's Conquest
Position : None
Posts : 1471
Guild : Grim Heresy [GM]
Cosmic Coins : 5
Dungeon Tokens : 0
Experience : 0
Character Sheet
First Skill: Sunset Eclipse - The Sandstorm GS
Second Skill: Titan Eclipse • Devil Pact
Third Skill:
- Spoiler:
- Zenshin wrote:Name: Bioshock
Type: Aerial & Submarine
Size
Airship
Length: 12 meters
Width: 5 meters
Height: 6 meters
Submarine
Length: 10 meters
Width: 6 meters
Height: 5 meters
Occupation Limit: 3 in both
Specialties/Weapons
Transformation
The ship and or submarine can magically transform into the other through a process of bright illumination and the changing of shape. It is very durable and can take significant damage if it transforms into a submarine from a high altitude. Needs 5 posts to recharge this ability.
Mouth Cannon
Only the submarine can use this. The 'whale' opens its mouth and reveals a large cannon that was placed inside of its mouth. It fires the projectile and creates a large 'boom' in the process, creating a massive pulse of bubbles around it. This 'cannon ball' fires at the same speed that one through the air would fire.
Magical Regeneration
Only the airship has this effect. Every posts the occupants stay 'on' the airship, their magical power is increased by 5%. Furthermore, as long as they are on the ship, anyone on it cannot run out of magical energy, they can only get as low as 5%.
Appearance
Airship- Airship:
Click the image to see the full thing ; )
- Submarine:
80,000 jewels.
- Spoiler:
- Chelvaric wrote:Name: The Hand Of The Law
Class: Guild
Type: Aerial
Size: 100 meter long 50 meter high and 40 meter width
Occupation Limit: 10
Specialties/Weapons:
Weapons: the ship has on each side 3 canons that can shoot once each and then need to reload for 4 posts. They deal S rank damage.
Range: 50 yards
Speed: 150 meter per second
Type: Magical Energy
Appearance: Normally these aren't seen by the naked eye from the outside as they’re hidden inside the ship. They always come out when they need to fire and retract when they need to load. They look like long sticks of around 5 yards big and have a flag hanging from them with the symbol of the council on them. They stick out for 3 yards out of the sides of the ship. They move with metal gears and steam powered.
Armor: The armor is layered with magic protection and can only be damaged by A rank damage at the minimum
Assault: The ship is Made to bring the magic council to harsh attacked areas by big swarms of dark mages as fast as possible. Since the rune knight army can’t take on big groups of dark ages without destroying parts of towns and cities they invented a better version of the mobile anti magic barrier. This is installed in the ship and needs all of the magic council members to be on the ship to be used. It only works for 3 posts and has a cool down of 12 posts using also 10% mp of each council member. A magic seal appears under the ship that is as big as 100 yards it stops the use of magic in this area for 3 posts for everybody. Rune knight light and darkie alike. This is made so that a army of rune knights can come in sweep in the mages without destroying anything.
Defense: The ship can activate a shield around its ship to stop up to one guild spell to be cast on the ship after this the shield is destroyed and on cool down for 35 posts before it can be used again. The shield stays for 15 posts before it disappeared or it has to be destroyed. It takes 15% magic power of each council member to be used and they need to be on board to use.
Utility: The ship has teleport lacrimas in the hanger bay to call I n reinforcements to the ground. These can be used once each 2 treats. They call in one Centuria(80) of B ranked rune knights to the battle field. There equipped with parachutes to land in the battle field.
Type of Unit Airborn trooper
Rank: B
Appearance:
Normal trooper
There dressed in a simple dark blue jacket finished with golden buttons. There collars are white and the rune knight symbol is put on their arms but with two wings around it to show there the special airborne troops of the magic council. They wear long white pants with a golden belt over it. on their hands they have fingerless gloves on that are dark blue. The jacket is open at the top there is a white shirt underneath it and they were a metal amulet of the councils symbol. They have a small back pack with the parachute they jump with on their back they two small daggers as weapon or a magic sub machine gun
Captain trooper:
They have Black tied up jackets that have golden borders on their hands and neck of the outfit. They have a Black cap on with the councils sign on the foreside of it. they also wear the gloves but black colored. There are symbols have a crown on top of it to show there captain role. They were black pants with formal black combat boots under it. they have a large metal plate around there neck (20 cm long,10 cm high) where the magic council members are imaged on around the council symbol. Their shoulders are covered in white metal plates. They use a rapier as a weapon or a magic bazooka
Magic : Judgment magic
Name: Commando
Spell name 1 : Guns barrage
The Rune knight summons two small guns in their hands and they blast from one side to the other with it. this is used to clear rooms of enemies or to clear streets. It hits B rank damage to anyone caught in it. it’s only used in front of them and fly’s 10 yards far. And the spread of the barrage is 15 yards.
Cd: 4 posts
Spell name 2: Anti mage sword
This sword is 1 meter long and is used to deal with mages that can use their magic. The swords have a normal looking hilt but with the council symbol In the middle of it. they are thin at the start of the hilt but brood near the tip. The swords are able to cut through magic barriers or spells of c rank once each two posts. They do B ranked damage and stay out for 3 posts.
Cd 6 posts
Spell name 3:Magic Flash grenade
The rune knights all have ONE flash grenade with them. They are trained to throw this up to 30 meter far. When they hit the ground they explodes with a big flash light. All enemies hit by the flash (ally or enemy) of B-ranked or less are unable to cast their magic for one post and are disoriented. This is made to peacefully take control over riots and protests.
They each take 3 B rank hits to be killed and can cast up to 5 spells before they ran out of energy. They run in groups of 8 with one leader each.
Appearance:- Spoiler:
Council room: the council room are the private chamber for each council member. They all have their own touch as the members them self-choose what’s in it but there standard equipped with a king sized bed with golden sheets and the council symbol on the sheets. Walls are decorated with carpets of the council past deeds. There is a desk and a chair to do some paper work on their way to the location. There is also a sofa to relax on if they have company.
Combat room: this is in the front of the ship and is completely surrounded with glass so they can see the battle field. The chamber is square and is decorated with blue flags with the council symbol on it in white. In the start of the room a portrait of each council member is put. It’s a very bare room as there is only a round table with an archive hologram of the battlefield. Six chairs around it for each council member and next to each of the chairs a small table for refreshments and eating.
Engines: its full of machines and tubes going around. It’s very hot in here and sweaty. There is only one engineer working in this room since the engine isn't that difficult to maintain. Its powered by 3 different element lacrima that are in the middle of the room in glass tubes. The walls are decorated with flags of the magic council symbol and the portraits of them.
Kitchen and provision: The finest and latest high tech room where the best chef of era makes the dinners of the council members when there on the ship. He only uses the finest ingredients. The portraits of the magic council members decorate the wall and small symbols also are set on the tables around the kitchen. Flags are kept out of the kitchen for healthy reasons.
1,900,000 jewels.
Or otherwise approved.
Deception | Despair | Domination
H 1 S 7 A 7+1 B 8+1 C 9 D 11
d a m n a t i o n
Aria BelerenCosmic Soul
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Position : None
Posts : 1840
Dungeon Tokens : 0
Age : 36
Mentor : Memnarch
Experience : 0
Character Sheet
First Skill: Tergiversation Arts
Second Skill:
Third Skill:
Chelvaric got this from the Spam a Thon Event. By the decree of Seijin he may have this.
- Themes:
- Character Track:
- Character Track 2:
- Battle Music (Angry):
- Battle Music (General):
Aria BelerenCosmic Soul
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Position : None
Posts : 1840
Dungeon Tokens : 0
Age : 36
Mentor : Memnarch
Experience : 0
Character Sheet
First Skill: Tergiversation Arts
Second Skill:
Third Skill:
Sirenine wrote:Name:
Dominae caeli pelagique
The Saving Goddess.
Nicknamed: Red Wing by the crew.
Class: Battleship
Type: Aerial / Nautical: Very fast
Size: 222 meters long, 33meters wide, and about 80 meters high in the crows nest (tall)
Occupation Limit: Occupation limits are retarded...
Modern battleships carry huge crews, a standard Iowa class battleship crews up to 2,000.
I would say Red Wing an crew 800. With the ships construction implementing magical methods of engineering, it's been refined so that Red Wing has a minimalistic crew of 120.
ALL ships have large crews and it's stupid to limit players within >,..,> Even if it's a small speed boat, you can still pack a good ten on there.
But whatevers, 10 max players within a combat topic sound decent enough?
I intend to actually use this thing, and use it as a roleplaying tool where RP's are set. A small tavern can be packed with a dozen different players at once, why can't a ship ;w;
Description:
It's magazine holds 60 emergency rounds of cannonfire and an Iron Lacrima capable of creating new cannonballs out of thin air, with a powder lacrima that generates gunpowder pellets.
It's stockpile holds reserves for 2 weeks on it's own, with a summoning lacrima that can summon chickens, pigs, cows, or fish so long as they are near land in general. The summon conjures the animals up from wherever their natural habitats may be so long as they exist within 30 miles of the ship. The lacrima automatically summons animals when it needs to. In the summoning process the animal is slain and prepared, then stored away in room full if ice lacrimas that deep-freeze them to last. Similar summoning lacrimas in the kitchen take from this storage and in the process refresh them from their frozen state.
A nature lacrima that generates fruits and vegetables and distributes them throughout the proper storage areas on the ship, while a similar lacrima takes from the storage and gives to the kitchen.
A water lacrima that generates pure drink water by taking from the ocean and purifying it for storage while similar lacrimas around water-using stations around the ship take from the storage in kind, with small sub-lacrimas that can be access to make it generate other beverages.
This water lacrima automatically generates water towards the water stores whenever water is used, meanwhile any used water is drained from the ship as water vapor.
The ship is powered by fire and wind lacrimas, but has reserves of coal to be used instead when needed. This provides propulsion and heating. Spark lacrimas generate a sort of old fashion electricity power throughout the ship, which provides lighting and other conveniences.
The medical bay is equipped with purification lacrimas at the door that auto-cleanse those that pass that pass through it of toxins and infections, which means that wounds are already cleaned and ready to be taken care of.
It has a full stock of medicinal herbs and a small nature lacrima capable of actually growing more to replenish stocks, by summoning seeds from land and storing them away in a compressed state and revitalizing and instantly inducing growth when needed (this also means that fancy rare herbs will require actual travel to obtain before you have seeds for it. It has a fully equipped room for surgeries, and the best support equipment money can buy. Or steal, as the case may be. The Medical bay is capable of supporting 10 patients at once for long-term care. That is, there are 10 life support systems and arcane monitors with 10 accompanying beds. Not including the dedicated surgery table.
Red Wing has a dungeon quarters capable of holding sixty or so people, assuming you pack them into the large-ish cages. Otherwise there are six large cages. They are sanitary, but there is no privacy to be had here.
The crew bedchambers, of which there are six such rooms, hold many bunk beds set where they can fit. There are many more beds than usually used. There are five hundred small bunks in total. Most are folded out of the way, and the areas are opened for more space for the smaller crew.
The bedchambers are connected to a single larger room lined with showers. The dominance of women here mean that the showers are off limits for men from the hours of 6 AM to 8 AM, then the only time the showers are off limits to women is at 9 AM to 10 AM, and 5 AM to 6 AM.
The dinning hall connected to the large-ish kitchens can hold 50 at once, but most take their food to the top deck to eat.
Long cannon rooms line the sides of the ship where 15 cannons are lined up. Two cannons at the end of these halls (each) are raised higher than the others. These two rooms bend around the front and back of the ship, taking up the majority of the level but leaving the center open for other things. Feeding chutes send cannonballs and powder from the Magazine to the cannons. There are also two cannons on the front of the ship, and two cannons in the back of the ship.
It has a cargo bay for general storage and transported goods, with an additional space large enough for other things to be transported. It's a fairly big room, and can be accessed in two main ways, one in which the ship shifts in order to create a large tunnel from the cargo up to the top deck, walls folding and diverting, floors swinging, ect. The other is from the back of the ship where a large bay can drop open from behind. There are then several personal exits as well.
This cargo bay has a rotating dial on one wall near the main doors where you can insert a command to toggle the cargo bay into a Treasure Room, where the main treasure is stored (Captain only), or a Hangar. In the Hangar, any crew member who has a sufficiently sized Personal Craft can store it in here and take off through the rear or forward exits.
Specialties/Weapons:
Offense:
- Spoiler:
Default Cannon.
The default cannon as mentioned in the first post that all ships have.
The default cannon can be fired once every two posts and deals the captain's rank as damage. 300 meter range.
In the Saving Goddess's case, this is it's main cannon and it opens up from the front of the ship, underneath the two mundane cannons.
Broadside.
The ship is equipped with 15 standard/mundane cannons along it's port and starboard sides, with an additional 2 in the front and 2 in the back facing forwards and backwards, respectively.
These cannons are simple stereotypical cannons that fire normal cannonballs at a range of about 500 meters. However, they are projectiles and effected by gravity, there is no telling how far they may fall to the depths of the ocean (or down out of the sky ruining some guys day).
All these cannons can be extended outwards and aimed down, for a sort of aerial bombing. Without the bombs (as they're just basic cannon balls. I don't think I'd be able to get away with using Shells instead (Shells being hallowed cannon balls with explosives inside)).
The cannonballs fire at about 900 m/s, and can be reloaded in about 3 seconds.
A slot is opened in the base of the cannon where the cannonball is inserted, while a second slot below that is opened for the powder to be added. The slots are closed and a switch is flicked igniting a small spark lacrima.
In areas where lacrimas do not function, the reloading time is lowered to 5 seconds as it must be manually ignited, meanwhile other crewmembers will have to bring ammo and cannonballs from the magazine by hand which can leave the cannon without ammo for lengths of time when they run out.
One cannon is capable of destroying a 3ft thick brick wall with ease. It is a bludgeoning damage dealt by a heavy lead ball the size of your head slamming into you.
The cannons aren't static, meaning they aren't immobile and can be aimed rather fluidly.
The cannons can be used to fire explosive lacrima purchased from the shop, in which case the cannons have the power of a cannon ball + the explosion of the lacrima.
Great Harpoon.
The ship is equipped with a single large harpoon cannon capable of firing an anchored very large harpoon out at a speed of 1,200m/s dealing significant penetrating damage capable of penetrating 5 feet of steel plating, with it's barbed and very durable head remaining impaled allowing for a very secure line to keep connected.
This line can extend out three ship lengths away from itself, meaning at around 650 meters away.
The line is very tough, and it'd require an S-rank attack to break the cable. Otherwise, the Harpoon anchors the ship to it's target. From then on the ship moves at at least the same speed as the impaled target.
A new Great Harpoon can be regenerated when lost in time for the next topic.
Defensive:
- Spoiler:
Blackwood material:
The ship is made of a very durable form of wood that is created by exposing petrified wood to extreme heat and pressure mixed with ground fire lacrima. The result is a blackened wood substance that can't be burnt, doesn't get wet, and is incredibly light while being extraordinarily strong.
The wood is treated with in individual planks, and then assembled like a puzzle. The empty ship is then treated to a bath of firesalts- ground fire lacrima mixed with some bonding agents - to give the whole thing a scrub down where the solution bonds with the wood. In the process, the individual wood planks are bonded to one another sealing the deal.
The ship is considered to be the same rank as it's captain in terms of taking damage. But also is considered to be protected with Legendary+ armor, resisting B-rank damage (A-rank Fire damage, and damage Wood is strong against). But damage is factored in a case by case basis, not as a whole (Meaning blowing an engine isn't going to magically blow up the whole ship).
Distortion Field:
The ship has a distortion field around it that causes small projectiles the size of a beach ball or less to be thwarted at a 90 degree angle, causing the incoming projectiles to fly away.
The effect scatters flames, snow, sand, and water or similar sort of effects as well, but it only halves the effect and causes it to disperse over a wider area, for example an incoming jet of water will be turned into a wide mist that covers the deck.
Has no effect on large projectiles bigger than a beach ball, or larger projections such as a big ball of fire, a wave instead of a ball of water, ect. It only distorts for a second, like a sudden bubble of space, then disappears. One bubble is made per effect, and they only last so long. So a big beam will only have the first little bit distorted then the rest continues on normally.
PIRATE FIELD:
The ship has a series of raw summon lacrima that allow it to steal items from the surrounding area. It is capable of smartly locating and stealing things right from under people's noses by summoning the objects from the ground or other ships.
For this to work, the lacrima has to be able to scan the ship or building. To do so, the ship has to be within 1,000 meters (Ship to ship distances, yo) and it passively scans for valuables including food, water, and traditional values such as art, silks, jewelery, and coin.
Scanning a ship or building takes 5 in-combat (Encounter. Actual "combat" need not be present) posts, or about 5 minutes in social posts. Once scanning is complete, a command console by the captain's wheel details the available loot and she can decide what items to take. The taken items appear in the cargo bay.
The Pirate Field is capable of stealing people who don't have a strong attachment to their current location. Meaning slaves or servants who do NOT want to be on that ship can be taken.
Items in the direct possession of a person, mages in particular, can't easily be taken and it's prone to failure. (Player items can't be taken unless they agree to it, usually for plot reasons or as something to do in the topic).
If the captain already knows what is on the ship, she can attempt a "blind grab" from within range in which case she rolls attack dice to see if it is successful. Rules for direct possessions apply to blind grabs. If the target is a person, the person gets a roll to resist. Meanwhile if the person WANTS to be taken, they can choose to let themselves go, meeting the magic halfway and negating the need to roll.
Utility/Movement:
- Spoiler:
Most of these aren't actual abilities so much as me describing means of propulsion and what not.
Highjets.
Wind-lacrima powered jets that take in air from one side of the ship and fuel it to the other, stealing oxygen from it as it does so and propelling what's left out the other side at high velocities to boost speed by 100 mph.
Lowjets.
Fueled by the extracted oxygen, the Lowjets use fire lacrimas to ignite oxygen and use it as propulsion to add another 100mph.
Liftjets.
Fueled by the heat generated from the processes of the other jets as well as a series of furnaces, these Liftjets provide vertical movement at up to 100mph, which allows the ship to fly and hover with ease.
All jets can switch to a huge network of clockwork within the ship powered by coal and natural wind to instead become Propeller versions of what they do. The propeller versions are 1/4th as effective (100 = 25). Propeller versions are not magical in nature.
Propellers function in the air as well, but are usually used for when on the water where the jets don't function so well.
Full Stop.
The ship is capable of sudden reversals and stops, with sudden spikes of air resistance and flipping propulsions it's capable to immediately stop itself if needed and/or reverse it's direction.
This is primarily used in conjunction with the Great Harpoon to stop a target (Otherwise they'd just drag the ship with them in many cases).
Boarding Shot.
The ship is capable of shooting smaller harpoons from it's sides that are used by crew members to climb from ship to ship. They can easily be disconnected and regenerated over time for the next encounter, rather than trying to retrieve them.
A simple long plank of wood can be used instead on occasion.
Some crewmembers prefer to swing to the other ship from the sails.
Skysails.
These beautifully crafted sails take wind easily. They are crafted by wind-elementals to specially allow wind to pass through the sail with no effect from one direction, while collecting wind at the other (Even the wind that passed through the other side) to push against it. Skysails add the wind's mph to the ships mph. They can be switched to make both sides let air pass through it, so you never have to roll them up except when they're in danger.
All the sky sails are capable of snapping together in an emergency to become a singular great parachute. They can then snap back to place. This uses a system of magnets and thin cables, not magic.
Skyoars.
These beautifully crated oars function much the same as the skysails, but they collect air and wind as they are in the upwards arc of their row, and release it in the downwards arc.
There are three settings: Forced Speed: Adds 150mph to the ship. Steady Speed: Adds 60mph to the ship. and Casual speed: Adds 25mph to the ship. Then of course there is the resting setting in which the oars are withdrawn into the ship.
Droplines.
Highly resistant cables that can be attached to a harness and a crewmember can dive off the side of the ship with the cable functioning as a bungee cord without magic, or with magic simply lowering the speed intelligently in time with the ground to provide a very fast downward descent and an easy landing. From the harness it can be activated to snap the cable back with a similar mechanic to retrieve them.
Droplines can be fired down to the ground where they can make an attempt to grab a person, auto-harnessing them and carrying them away. Doing so is considered to be an attack against unwilling people and they can dodge or resist it just fine.
Droplines can be attached to hooks or nets instead for other sorts of retrievals.
Realmshreadders:
A system of pilers throughout the ship that form one large machine. The Realmshreadders rip at the walls of space in order to tear openings through dimensions and protects against inter-dimensional collapse. This allows Red Wing to safely travel between worlds.
It takes 10 posts to open the rift, with the ship traveling as fast as it can.
The rift closes immediately after it passes through, preventing any nasties from following (and preventing exploit).
Instead of traveling through dimensions, it can simply cut through to a different section of space allowing the ship to travel between places in Fiore. This is easier and only takes five posts, while moving within 1,000 meters (Relatively short for ship to ship interactions) can be done within a post, while moving only about two ships length can be done in a moment.
In either case, Realmshreadders create a lot of heat and use up a lot of energy. They have to go on cooldown for 3 posts (Ship's length) 6 posts (within 1,000), 12 posts (Fiore) or 20 posts (Realm). This cooldown persists throughout multiple topics, but on an individual basis (Each distance category).
Appearance:
- Spoiler:
https://i.imgur.com/3nloOpD.png
Link as well, since this forum itself is pretty retarded at handling large images.
The ship in the image is NOT to scale exactly. That's just how the ship looks, meanwhile it's actual scale is many times scaled up from that. It is in deed a full sized battleship.
Spam a thon approved
- Themes:
- Character Track:
- Character Track 2:
- Battle Music (Angry):
- Battle Music (General):
Faust- - - - - - - - - -
Lineage : Dragon's Blood
Position : None
Posts : 298
Guild : Savage Skull
Cosmic Coins : 0
Dungeon Tokens : 0
Age : 32
Mentor : Loros the Ice Demon/ Gideon Faust
Experience : 0
Character Sheet
First Skill: Ice Demon Slayer Magic
Second Skill: Endless Hunger Magic
Third Skill:
Name: Belial
Class: Battle Ship owned by Faust, utilized by Savage Skull
Type: Aerial/ Subterranean
Size: 550 meters long, 75 meters wide, 35 meters tall
Occupation Limit: 12 Characters, up to 200 NPCs on top of that.
Specialties/Weapons:
Rail guns x3 :
Each can be used once every seven post
Deal S rank damage each
Range of 60 meters
Speed of attack 100 m/s
10 meters wide beam of pure magical energy
Warp Drive
Allows ship to quickly enter and escape and area at speeds reaching 5000 m/s
Can only be used twice a thread (entering and exiting)
Makes it impossible to tell where the ship comes/goes
Allows for the ship to get to nearly any town within fractions of a second
Ethereal Form
Allows for the ship to become invisible/ intangible for 5 post once activated
Can be detected by S rank sensors
Can nullify up to 1 H rank spell before being broken
Can only be used once every thread
Magic Vacuum
Sucks in 25% magic from any mage friend or foe alike that is in the thread that the ship is currently in
Can only be used once every 30 post
Only those currently inside the ship are safe
Skeleton Crew
The ship has 100 S rank npcs on it at all times in the forms of spirits that run the ship.
Allows for only 2 guild members needed to fly the ship
NPCS are bound to the ship only and cannot/will not leave
Extreme Magical Sensors
Allows for the ship to sense anything magical/ non magical within a 1000 meter radius
Appearance:
The ship is a long blue/ silver ship with two large thrusters on the back of it. The ship has three large rail guns situated on the top, bottom, and front of the ship. The ship has several small rooms for people to sleep and a large bridge area that has moniters and controls for the ship. There is a small mess hall and area where supplies are kept. The ship runs on sucking in the natural magic in the atmosphere around it allowing for it to have an indefeinte fuel source, stroage cells allows the ship to keep up to a three weeks supply of extra power/ life support. The ship has multiple (5) holding cells that can withstand S rank attacks per post before being destroyed and can each hold 3 people. The bridge is located near the upper front of the ship and has several large reinforced glass windows that allow for a 200 degree veiw of the outside area. The ship has an airlock on the roof that allows for single entery and exits and a much larger one near the back bottom of the ship which doubles as a cargo hold and a massive exit.
Class: Battle Ship owned by Faust, utilized by Savage Skull
Type: Aerial/ Subterranean
Size: 550 meters long, 75 meters wide, 35 meters tall
Occupation Limit: 12 Characters, up to 200 NPCs on top of that.
Specialties/Weapons:
Rail guns x3 :
Each can be used once every seven post
Deal S rank damage each
Range of 60 meters
Speed of attack 100 m/s
10 meters wide beam of pure magical energy
Warp Drive
Allows ship to quickly enter and escape and area at speeds reaching 5000 m/s
Can only be used twice a thread (entering and exiting)
Makes it impossible to tell where the ship comes/goes
Allows for the ship to get to nearly any town within fractions of a second
Ethereal Form
Allows for the ship to become invisible/ intangible for 5 post once activated
Can be detected by S rank sensors
Can nullify up to 1 H rank spell before being broken
Can only be used once every thread
Magic Vacuum
Sucks in 25% magic from any mage friend or foe alike that is in the thread that the ship is currently in
Can only be used once every 30 post
Only those currently inside the ship are safe
Skeleton Crew
The ship has 100 S rank npcs on it at all times in the forms of spirits that run the ship.
Allows for only 2 guild members needed to fly the ship
NPCS are bound to the ship only and cannot/will not leave
Extreme Magical Sensors
Allows for the ship to sense anything magical/ non magical within a 1000 meter radius
The ship is a long blue/ silver ship with two large thrusters on the back of it. The ship has three large rail guns situated on the top, bottom, and front of the ship. The ship has several small rooms for people to sleep and a large bridge area that has moniters and controls for the ship. There is a small mess hall and area where supplies are kept. The ship runs on sucking in the natural magic in the atmosphere around it allowing for it to have an indefeinte fuel source, stroage cells allows the ship to keep up to a three weeks supply of extra power/ life support. The ship has multiple (5) holding cells that can withstand S rank attacks per post before being destroyed and can each hold 3 people. The bridge is located near the upper front of the ship and has several large reinforced glass windows that allow for a 200 degree veiw of the outside area. The ship has an airlock on the roof that allows for single entery and exits and a much larger one near the back bottom of the ship which doubles as a cargo hold and a massive exit.
Total Experience: 750
Experienced needed for next rank: 3000
Character Profile
Ice Demon Slayer Magic
Endless Hunger Magic
Bank Account
- Faust's Themes:
Faust's personal theme
Loros' Theme
Relationship with Kyll
Relationship with his father
DelvicGrimoire- -
Lineage : Viktor's Descent
Position : None
Posts : 194
Cosmic Coins : 0
Dungeon Tokens : 0
Experience : 150
Character Sheet
First Skill:
Second Skill:
Third Skill:
Name: The Cupboard
Class: Personal
Type: Nautical-Slow
Size: 12' long x 5' wide x 4' in the cabin
Occupation Limit: 3 (1 Comfortably)
Specialties/Weapons: None
Appearance: This ship is made of sturdy and water resistant timber its smooth surface and gentle curves speak of hours of diligent work.
Class: Personal
Type: Nautical-Slow
Size: 12' long x 5' wide x 4' in the cabin
Occupation Limit: 3 (1 Comfortably)
Specialties/Weapons: None
Appearance: This ship is made of sturdy and water resistant timber its smooth surface and gentle curves speak of hours of diligent work.
- the Cupboard:
- Cabin:
- [img(372px,229px)]http://fc01.deviantart.net/fs71/i/2011/255/a/2/cabin_by_parv89-d41atwd.jpg[/url]
AlyeThe Windrider
- - - - - - - - - - - - - - - - - - - - - - -
Lineage : Disparity
Position : None
Posts : 978
Guild : Infinity Hydra
Cosmic Coins : 0
Dungeon Tokens : 0
Age : 28
Mentor : Self-Taught
Experience : 337500
Character Sheet
First Skill: Storm Magic
Second Skill: Wind Healing Magic
Third Skill:
DelvicGrimoire wrote:Name: The Cupboard
Class: Personal
Type: Nautical-Slow
Size: 12' long x 5' wide x 4' in the cabin
Occupation Limit: 3 (1 Comfortably)
Specialties/Weapons: None
Appearance:[/spoiler]
- the Cupboard:
Approved for 30k~
DelvicGrimoire- -
Lineage : Viktor's Descent
Position : None
Posts : 194
Cosmic Coins : 0
Dungeon Tokens : 0
Experience : 150
Character Sheet
First Skill:
Second Skill:
Third Skill:
Scratch my old one I'll just buy the "Standard Boat"
ZenoEmotional Tempest 1
- - - - - - - - - - - - - - - - - - - - - - - - -
Lineage : Spirit Link
Position : None
Posts : 1060
Guild : Eclipse Soul
Cosmic Coins : 0
Dungeon Tokens : 0
Age : 40
Experience : 337,500
Character Sheet
First Skill: Major Arcana
Second Skill: Minor Arcana
Third Skill:
DelvicGrimoire wrote:Scratch my old one I'll just buy the "Standard Boat"
Approved
Rin MoriyamaGoddess of Storms
- - - - -
Lineage : Zeus's Descent
Position : None
Posts : 491
Guild : Blue Pegasus
Cosmic Coins : 0
Dungeon Tokens : 0
Mentor : Tempest Demon Demyx
Experience : 1100
Character Sheet
First Skill: Tempest Demon Slayer
Second Skill: -
Third Skill:
one standard boat please
~Character~ l ~Magic~ l
- other siggys:
- Rin's Themes:
- Main Theme:
- Battle Theme:
- serious theme:
- demon force theme:
- Team Theme:
Guest- Guest
TsukinoUsagiChan wrote:one standard boat please
Approved
KihiaPretty as a peach 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - -
Lineage : Bloodline of the Frozen Armor
Position : None
Posts : 1525
Guild : Lamia Scale
Cosmic Coins : 0
Dungeon Tokens : 0
Mentor : Iarok Kaloka (deceased)
Experience : 337.5
Character Sheet
First Skill: Ice Make Magic
Second Skill: Crystal Make Magic
Third Skill:
Name: Ikarones
Class: Personal
Type: Nautical/Aerial
Size: 16 Meters Long, Four-Seven meters Wide, Four to Eight Meters Tall
Occupation Limit: 5
Specialties/Weapons:
Appearance:
Class: Personal
Type: Nautical/Aerial
Size: 16 Meters Long, Four-Seven meters Wide, Four to Eight Meters Tall
Occupation Limit: 5
Specialties/Weapons:
- Weapon Systems:
Weapons: Ikarones has a light set of armament mainly meant for anti-Personal ship and Anti-Personnel combat capabilities. The weapon systems are typically hidden in the ships hull, and once activated will fold out of the hull.
The ship has three twin barreled magic gun turrets on the top and sides off the ship that rotate around 360 degrees and angle the turrets between 0-90 degrees in relation to the hull. The Turrets when fired, fire off a volley of Ice Magic bullets that deals One rank lower than Kihia’s current Rank when they hit, if they hit a non-living structure or object they will freeze the surface for two posts.
The Ship also as a Medium sized, single barrel magic cannonry turret that is located on the bottom of the ship. When this gun is fired it fires off a single large ice magic projectile that explodes when it hits, the explosive radius is 5 meters in diameter, and deals damage equal to Kihia rank. Anything caught in the explosion radius is frozen for one post.
The Ship also has a Magic Infused Gatling Gun at the bow of the ship just under the cockpit area. This gun has a very high firing rate, and the bullets are small balls of Ice magical energy, it takes ten bullets to deal one rank lower than Kihia’s worth of damage. Every twenty bullets will cause a target to become chilled, slowing them down by 40% for two posts.
- Defensive Systems:
Defensive systems: The Ikarones’s defensives systems are very high grade, being able to defend itself from fire and project a shield to defend allies on the ground.
Medium grade Armor- The Ship has a good degree of armor, being able to take five hits of large grade damage equal rank to Kihia before the ship is disabled. However, it can take Six hits of regular sized damage to puncture the hull to leave the inner systems vulnerable, but not disable the ship, any spell that manages to land inside the ship will temporally disable the ship.
Quatro-Magical Barrier- The Ship has a Four layered Magical barrier that covers the ship as long as it is in the air or on the water. The Shield can take Eight(2 per layer) large grade hits of damage equal to Kihia’s rank before failing. Once it fails it takes Four posts to reboot the shield systems.
Shield Projection- The Ship can expend one of the layers of the shield, and expand it outward to cover a wide area(25 meters), to aid allies fighting on the ground, this state can only be maintained for 2 posts and when it ends the layer it used dissipates and will not comeback until the shield is fully rebooted.
- Auxiliary/Movement Systems:
Auxiliary/Movement Systems: The Ikarones has highly advanced Propulsion systems, as well as an Advanced computer system, it also holds five PDC’s(Personnel Deployment Capsules), to deploy any mages on board from the air down to the surface in little time with no damage to the occupant.
Magic Propulsion Engines: The Ikarones is propelled by various Magical Propulsion engines, these are very high powered engines that allows the ship high maneuverability and speed capabilities, as well as giving the ship the capability to hover above ground and safely land and move in water. The Ship can normally go speeds up to Mach 5(3,840 mph) in the air, and up to 800 mph on the water. There are five magic circles that can appear on the back, and four on the top, bottom, and sides, as well as three small magic circles that are facing frontward for emergency braking and reverse.
Magic Computer System: Ikarones is equipped with an advanced magic powered computer system, the Ship is able to fully function without a pilot on board while Auto Pilot is activated, and can receive commands from Kihia from a special bracelet he can wear on his left wrist.
Magic Boosting System: On certain occasions, Kihia can activate a special engine booster system, when activated it expands the stern of the ship, revealing more Magic circle spots and stabilizing fins. When he activates this, the ship will start to go up to Mach 10, however Kihia can only withstand this speed for 3 posts and the ship cannot turn.
Mage Deployment System: The Ikarones has five PDC’s on board at all times, these capsules are launched from the ship towards the ground where a mage inside will be safely delivered to the ground with no damage if they land normally. These are meant for Kihia and his other Team Mates in Team Serpent Soul(one specially made capsule for each member). They can hold the weapons in the back storage compartment if there is no room in the main space of the capsule.
Appearance:
- Temporariy pic:
Last edited by Kihia on 22nd September 2014, 5:58 pm; edited 3 times in total
EXP:350/1200
- Themes:
- Introduction/Plot point:
- Combat:
- Ice Make: Knight:
Aria BelerenCosmic Soul
- - - - - - - - - - - - - - - - - - - - - - - - - -
Position : None
Posts : 1840
Dungeon Tokens : 0
Age : 36
Mentor : Memnarch
Experience : 0
Character Sheet
First Skill: Tergiversation Arts
Second Skill:
Third Skill:
Kihia wrote:Name: Ikarones
Class: Personal
Type: Nautical/Aerial
Size: 16 Meters Long, Four-Seven meters Wide, Four to Eight Meters Tall
Occupation Limit: 5
Specialties/Weapons: (what abilities/specializations the ship may have, and how many/what weapons it may have)
- Weapon Systems:
Weapons: Ikarones has a light set of armament mainly meant for anti-Personal ship and Anti-Personnel combat capabilities. The weapon systems are typically hidden in the ships hull, and once activated will fold out of the hull.
The ship has Three twin barreled magic gun turrets on the top and sides off the ship that rotate around 360 degrees and angle the turrets between 0-90 degrees in relation to the hull. The Turrets when fired, fire off a volley of Ice Magic bullets that deals One rank lower than Kihia’s current Rank when they hit, if they hit a non-living structure or object they will freeze the surface for two posts.
The Ship also as a Medium sized, single barrel magic cannonry turret that is located on the bottom of the ship. When this gun is fired it fires off a single large ice magic projectile that explodes when it hits, the explosive radius is 5 meters in diameter, and deals damage equal to Kihia rank. Anything caught in the explosion radius is frozen for one post.
The Ship also has a Magic Infused Gatling Gun at the bow of the ship just under the cockpit area. This gun has a very high firing rate, and the bullets are small balls of Ice magical energy, it takes ten bullets to deal one rank lower than Kihia’s worth of damage. Every twenty bullets will cause a target to become chilled, slowing them down by 40% for two posts.
- Defensive Systems:
Defensive systems: The Ikarones’s defensives systems are very high grade, being able to defend itself from fire and project a shield to defend allies on the ground.
Medium grade Armor- The Ship has a good degree of armor, being able to take five hits of large grade damage equal rank to Kihia before the ship is disabled. However, it can take Six hits of regular sized damage to puncture the hull to leave the inner systems vulnerable, but not disable the ship, any spell that manages to land inside the ship will temporally disable the ship.
Quatro-Magical Barrier- The Ship has a four layered Magical barrier that covers the ship as long as it is in the air or on the water. The Shield can take eight(2 per layer) large grade hits of damage equal to Kihia’s rank before failing. Once it fails it takes Four posts to reboot the shield systems.
Shield Projection- The Ship can expend one of the layers of the shield, and expand it outward to cover a wide area(25 meters), to aid allies fighting on the ground, this state can only be maintained for 2 posts and when it ends the layer it used dissipates and will not comeback until the shield is fully rebooted.
- Auxiliary/Movement Systems:
Auxiliary/Movement Systems: The Ikarones has highly advanced Propulsion systems, as well as an Advanced computer system, it also holds five PDC’s(Personnel Deployment Capsules), to deploy any mages on board from the air down to the surface in little time with no damage to the occupant.
Magic Propulsion Engines: The Ikarones is propelled by various Magical Propulsion engines, these are very high powered engines that allows the ship high maneuverability and speed capabilities, as well as giving the ship the capability to hover above ground and safely land and move in water. The Ship can normally go speeds up to Mach 5(3,840 mph) in the air, and up to 800 mph on the water. There are five magic circles that can appear on the back, and four on the top, bottom, and sides, as well as three small magic circles that are facing frontward for emergency braking and reverse.
Magic Computer System: Ikarones is equipped with an advanced magic powered computer system, the Ship is able to fully function without a pilot on board while Auto Pilot is activated, and can receive commands from Kihia from a special bracelet he can wear on his left wrist.
Magic Boosting System: On certain occasions, Kihia can activate a special engine booster system, when activated it expands the stern of the ship, revealing more Magic circle spots and stabilizing fins. When he activates this, the ship will start to go up to Mach 10, however Kihia can only withstand this speed for 3 posts and the ship cannot turn.
Mage Deployment System: The Ikarones has five PDC’s on board at all times, these capsules are launched from the ship towards the ground where a mage inside will be safely delivered to the ground with no damage if they land normally. These are meant for Kihia and his other Team Mates in Team Serpent Soul(one specially made capsule for each member). They can hold the weapons in the back storage compartment if there is no room in the main space of the capsule.
Appearance:It is mainly white in color, with blue lines in accents going along the sides and top. And on the sides, the lines end near the front with a snake head referencing Team Serpent Soul.
- Temporariy pic:
Priced at 800k jewel
- Themes:
- Character Track:
- Character Track 2:
- Battle Music (Angry):
- Battle Music (General):
Aria BelerenCosmic Soul
- - - - - - - - - - - - - - - - - - - - - - - - - -
Position : None
Posts : 1840
Dungeon Tokens : 0
Age : 36
Mentor : Memnarch
Experience : 0
Character Sheet
First Skill: Tergiversation Arts
Second Skill:
Third Skill:
Kyll Vie wrote:Kihia wrote:Name: Ikarones
Class: Personal
Type: Nautical/Aerial
Size: 16 Meters Long, Four-Seven meters Wide, Four to Eight Meters Tall
Occupation Limit: 5
Specialties/Weapons: (what abilities/specializations the ship may have, and how many/what weapons it may have)
- Weapon Systems:
Weapons: Ikarones has a light set of armament mainly meant for anti-Personal ship and Anti-Personnel combat capabilities. The weapon systems are typically hidden in the ships hull, and once activated will fold out of the hull.
The ship has Three twin barreled magic gun turrets on the top and sides off the ship that rotate around 360 degrees and angle the turrets between 0-90 degrees in relation to the hull. The Turrets when fired, fire off a volley of Ice Magic bullets that deals One rank lower than Kihia’s current Rank when they hit, if they hit a non-living structure or object they will freeze the surface for two posts.
The Ship also as a Medium sized, single barrel magic cannonry turret that is located on the bottom of the ship. When this gun is fired it fires off a single large ice magic projectile that explodes when it hits, the explosive radius is 5 meters in diameter, and deals damage equal to Kihia rank. Anything caught in the explosion radius is frozen for one post.
The Ship also has a Magic Infused Gatling Gun at the bow of the ship just under the cockpit area. This gun has a very high firing rate, and the bullets are small balls of Ice magical energy, it takes ten bullets to deal one rank lower than Kihia’s worth of damage. Every twenty bullets will cause a target to become chilled, slowing them down by 40% for two posts.
- Defensive Systems:
Defensive systems: The Ikarones’s defensives systems are very high grade, being able to defend itself from fire and project a shield to defend allies on the ground.
Medium grade Armor- The Ship has a good degree of armor, being able to take five hits of large grade damage equal rank to Kihia before the ship is disabled. However, it can take Six hits of regular sized damage to puncture the hull to leave the inner systems vulnerable, but not disable the ship, any spell that manages to land inside the ship will temporally disable the ship.
Quatro-Magical Barrier- The Ship has a four layered Magical barrier that covers the ship as long as it is in the air or on the water. The Shield can take eight(2 per layer) large grade hits of damage equal to Kihia’s rank before failing. Once it fails it takes Four posts to reboot the shield systems.
Shield Projection- The Ship can expend one of the layers of the shield, and expand it outward to cover a wide area(25 meters), to aid allies fighting on the ground, this state can only be maintained for 2 posts and when it ends the layer it used dissipates and will not comeback until the shield is fully rebooted.
- Auxiliary/Movement Systems:
Auxiliary/Movement Systems: The Ikarones has highly advanced Propulsion systems, as well as an Advanced computer system, it also holds five PDC’s(Personnel Deployment Capsules), to deploy any mages on board from the air down to the surface in little time with no damage to the occupant.
Magic Propulsion Engines: The Ikarones is propelled by various Magical Propulsion engines, these are very high powered engines that allows the ship high maneuverability and speed capabilities, as well as giving the ship the capability to hover above ground and safely land and move in water. The Ship can normally go speeds up to Mach 5(3,840 mph) in the air, and up to 800 mph on the water. There are five magic circles that can appear on the back, and four on the top, bottom, and sides, as well as three small magic circles that are facing frontward for emergency braking and reverse.
Magic Computer System: Ikarones is equipped with an advanced magic powered computer system, the Ship is able to fully function without a pilot on board while Auto Pilot is activated, and can receive commands from Kihia from a special bracelet he can wear on his left wrist.
Magic Boosting System: On certain occasions, Kihia can activate a special engine booster system, when activated it expands the stern of the ship, revealing more Magic circle spots and stabilizing fins. When he activates this, the ship will start to go up to Mach 10, however Kihia can only withstand this speed for 3 posts and the ship cannot turn.
Mage Deployment System: The Ikarones has five PDC’s on board at all times, these capsules are launched from the ship towards the ground where a mage inside will be safely delivered to the ground with no damage if they land normally. These are meant for Kihia and his other Team Mates in Team Serpent Soul(one specially made capsule for each member). They can hold the weapons in the back storage compartment if there is no room in the main space of the capsule.
Appearance:It is mainly white in color, with blue lines in accents going along the sides and top. And on the sides, the lines end near the front with a snake head referencing Team Serpent Soul.
- Temporariy pic:
Priced at 800k jewel
Approved after some haggling.
- Themes:
- Character Track:
- Character Track 2:
- Battle Music (Angry):
- Battle Music (General):
AlistairThe Flaming Storm
-
Lineage : Magician's Spirit
Position : None
Posts : 131
Guild : Surīpingu Mori
Cosmic Coins : 2
Dungeon Tokens : 0
Age : 27
Mentor : Gamaken/Sage of Wisdom
Experience : 0
Character Sheet
First Skill: Vibration Magic
Second Skill: ---
Third Skill:
Name: The Rust Bucket
Class: personal
Type: Nautical, Aerial,
Size: 60 Meters long, 20 Meters wide, 10 Meters tall.
Occupation Limit: 5 (pets not included)
Specialties/Weapons: No weapons
Appearance:
Class: personal
Type: Nautical, Aerial,
Size: 60 Meters long, 20 Meters wide, 10 Meters tall.
Occupation Limit: 5 (pets not included)
Specialties/Weapons: No weapons
Appearance:
- Spoiler:
AlistairThe Flaming Storm
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Lineage : Magician's Spirit
Position : None
Posts : 131
Guild : Surīpingu Mori
Cosmic Coins : 2
Dungeon Tokens : 0
Age : 27
Mentor : Gamaken/Sage of Wisdom
Experience : 0
Character Sheet
First Skill: Vibration Magic
Second Skill: ---
Third Skill:
Cancelling purchase
Axilmeus SteelGodaime: Bai Hu
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Lineage : Glory of the Slayer
Position : None
Posts : 488
Guild : Rune Knights
Cosmic Coins : 0
Dungeon Tokens : 0
Age : 25
Mentor : -
Experience : 2237.5
Character Sheet
First Skill: Fantasy Summon: Super Hero
Second Skill: N/A
Third Skill:
Name: Cruising Wishes
Class: Personal
Type: Submarine, Aerial
Size: 30 Meters long, 10 Meters wide, 5 Meters tall.
Occupation Limit: 5
Specialties/Weapons:
Carrier: It carries the Mini Cluster in it's hull.
Magicannon: A magic weapon deployed from the front of the ship. that's properties change based on who's using it. It is organically linked to the team Clustering Wishes, and as such only they can use it. It only works with their primary magic. It costs as much mana as one spell of equal rank would to the user.
Appearance:
Name: Mini Cluster
Class: Personal
Type: Submarine
Size: 5 meters long, 10 meters wide, 2.5 meters tall
Occupation Limit: 2
Specialties/Weapons:
Analyzer: The Mini Cluster releases a green scanning ray that will analyze the first object in front of it. It doesn't tell specific details but rather a brief overview (i.e. it would say "Human" and give a few facts were it to analyze any human mage, or it would tell you things about fish species or the composition of a rock. It wouldn't tell you about that human mage's magic or weapons or fighting ability, nor of the fish's personal history or how and when that specific rock was formed)
Appearance:
Class: Personal
Type: Submarine, Aerial
Size: 30 Meters long, 10 Meters wide, 5 Meters tall.
Occupation Limit: 5
Specialties/Weapons:
Carrier: It carries the Mini Cluster in it's hull.
Magicannon: A magic weapon deployed from the front of the ship. that's properties change based on who's using it. It is organically linked to the team Clustering Wishes, and as such only they can use it. It only works with their primary magic. It costs as much mana as one spell of equal rank would to the user.
- Magics:
- Cloud Make Magic: Only usable in the air, it creates a camouflage of clouds within 120 meter diameter around the ship through use of Cyrus's "Cloud Make: Blanket," hiding the ship from view.
Lightning Magic: It fires Linx's "Arc Shot", which consists of four lightning bolts that are fired off simultaneously that can either strike one large target or four smaller ones. Each does 1/4 damage of Linx's rank.
Elemental Detonation Magic: A "EDM Light" (elemental detonation magic light) is launched, which is essentially a flare. It deals damage half of Xavier's Rank to anything hit by it and is visible from a 200 meter diameter to LS mages, and a 140 meter diameter to anyone or anything else. It can be used in water or in the air, and travels upwards for up to 70 meters.
Requip: The Warrior: When Zhu is in command of the cannon, it launches his "Black Dragon Claw" which is a singular metal point that can pierce anything from wood to stone to medium metals such as iron and the like. It deals damage of half of Zhu's rank and is attached to a retractable chain. Should they attach to a heavier object, they will be pulled in by the chain, but a smaller object will be pulled into them. The chain is 60 meters long.
Appearance:
- Appearance:
Name: Mini Cluster
Class: Personal
Type: Submarine
Size: 5 meters long, 10 meters wide, 2.5 meters tall
Occupation Limit: 2
Specialties/Weapons:
Analyzer: The Mini Cluster releases a green scanning ray that will analyze the first object in front of it. It doesn't tell specific details but rather a brief overview (i.e. it would say "Human" and give a few facts were it to analyze any human mage, or it would tell you things about fish species or the composition of a rock. It wouldn't tell you about that human mage's magic or weapons or fighting ability, nor of the fish's personal history or how and when that specific rock was formed)
Appearance:
- Appearance: