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[Accepted]Ammunition For Solothurn
Topic Started: Nov 15 2017, 11:19 PM (62 Views)
Fresh
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Alright... So... I have... Alot of ammunition I have planned. I'll spare you the basics like my... Ultimate basic ammunition, and my seastone ammunition. Easy prices are easy. Here are the... More difficult ones.

To start I will be sectioning these off into Three different categories. The first will be standard munitions which attributes for anything I would use in a long range scenario. The next will be ghosting munitions which will be used in the style of a supportive sniper aiding his unit. The third will be special close ranged munitions if I ever need to have that option.

Anything listed needs priced officially but I will be putting my perceived pricing of the bullets in parantheses.

Long Range Scenario's - Names Are All WIP's
Lightning Rod Bullet - Dangerous Munition - The bullet utilizes a special trailing mechanism that super heats the air, and twists it in a manner to create a beam of lightning going straight up and down. This lightning follows behind the bullet until it reaches its max range of the firer. If the beam ever reaches the bullet the bullet becomes consumed and the beam stops. The goal is to make the world my cutting board with this weapon. (Basic MunitionsX15 5 Dangerous 25) [Highly Telegraphed, no control besides forward]

Drill Bullet - Strong Ranked Munition - This bullet is a curved bullet shaped like a drill bit that when fired spins and produces heavy winds encasing it, allowing it to more accurately drill through targets. Mixing the already powerful piercing strength of my rifle with the power of this bullet increases the holes im punching from being as big as two fists pressed side by side, to effectively the size of a small cars tire. (Basic MunitionsX15 5 Strong 15)

Quake Bullet - Dangerous Munition - This bullet has a pulsing aspect that rips the ground underneath its firing path askew in a chaotic fashion. When it lands on its target it expels what can be considered a 2.5 richter scale earthquake against its target, greatly harming the inner body of someone affected, and effectively destroying necessary structures of the first target. (Basic MunitionsX15 5 Dangerous 40)

Crank Shot - Proficient Munition - This is a significantly smaller bullet than most of the normal munition that you can use with the Solothurn. It comes 30 to a cartridge, and through constant spinning of the solothurns crank can mimic the same qualities as a hand crank gatling gun. (Basic MunitionsX30 10)

Ghosting Scenarios
Siege Bullet - Dangerous Munition - This blunt bullet uses a special triggering mechanism that after it hits it's first target it will trigger causing three expanding bursts of blunt force, increasing in diameter each time. Mainly used to bust holes through battlements but if it hits a human body it feels like you're being hit 4 times by a horrifyingly powerful martial artist. Can bust a hole through a drawbridge in one shot. (Basic MunitionsX15 5 Dangerous 30)

Smoke Bullet - Strong Munition - This is a bullet that, while capable of harm, is not meant to harm. It is a blunt bullet with an ignition switch instead of a tip. When the ignition switch hits its first target wherever that may be it expels a large cloud of smokescreen that runs off an accuracy debuff of the user. The radius of the cloud is equal to half the users technique rank. (Basic MunitionsX15 5 Strong 10)

Gelatin Shell - Dangerous Munition - This is less of a bullet and more of a defensive mechanism for the person Augustine is ghosting. The essential workings of this bullet are that the first thing it hits triggers the mechanism inside and unleashes an instant expanding gelatin, creating a 10x10x10 wall of Strawberry and Gunpowder flavored jello. It is a nonlethal round, but do not consume as the jello will find a way out, whether you want it to or not... (Basic MunitionsX15 5 Dangerous 10) [Acts as a ballistic shield for team mates and a wall for aggressors.]

Close Quarter Scenarios
Shotgun Bullet - Strong Munition - This is a bullet that decreases the range of the user to essentially mid-ranged combat at most, but in return for losing the massive amount of range the bullet's power comes in the form of holding 250 pellets per bullet. Making whatever gets hit by the combined quantity of this bullet, and the strength of the gun itself a walking pile of pulp in front of him. (Basic MunitionsX15 5 Strong 15)

Pocket Poppers - Strong Munition - This is less of a bullet and more akin to throw-able stiletto knives. They are massive bullets with an extremely sharp point that the user can use to stab his opponents. Upon throwing them and causing an impact hard enough to trigger its sensitive mechanisms it'll fire out like a regular bullet, similar to a revolver going off in the palm of your hand. (Basic MunitionsX15 5 Sharpness 5 Strong 10)


Sidenote: Ruling on ammunition being Given techniques is kind of really dated, and doesn't apply to most of these bullets. Besides maybe... The Smoke one which is a debuff, and the pocket poppers which i could fire using my own hand. I see where it works for Usopps weaponry since many of his bullets do different things depending on how he fires them, but these are all very cut and dry baselines for the bullets. The drill drills, the jello jello's, the lightning lightnings. I will do them if really instructed to (Since my ammos capabilities will already be stated in their weapon description), but of course these are "Given" techniques, and I would not be paying for them.
Edited by Fresh, Nov 15 2017, 11:41 PM.
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Mr. Prince
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Since there was kind of a lot. Imma take this piece by piece.
These two are good to go

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This one i need some more info on. How does it rip the ground underneath? Like dragonball z tearing chunks of ground out from its raw power as it travels to it's target? What if u fire it while standing atop a 100 story building? I'm good with the earthwuake effect when it hits the person, just trying to figure out how it affects the ground below just by pulsating.


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These are good as well.
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I'll 1/2 to the ones i approved. The rest will come soon
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Fresh
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The quake bullet uses a relative range base for the dragging effect. Say I fire it from a prone position on the ground it'll be a force strong enough to act like dragon Ball z as you say. But firing it atop a building or a sniping advantage would most likely only produce the quake effect upon impact as relative to location to the ground.

How bout the jello and smoke shot. I mean the smoke shot is pretty basic so that probably won't even need it it but the gelatin one is pretty unqiue
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Mr. Prince
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Ok quake is good

This one is good
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Before i can approve it being prices as is I need to know what is the toughness level/strength of this jello?
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Good
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Good
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Edited by Mr. Prince, Nov 18 2017, 10:58 PM.
"Whenever you bow your heads, raise them high again. For you are the Power Rangers."
Captain Marvelous
Junez Laxus Caliuco
Azuel

Sylar "Sleight" PeaceMarine rank: Ensign • DP Earned: 235• Beli: :beli: 168,350,000 • Location: Rellechill
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TheMostBadassHenshin

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Fresh
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The jello is as strong as regular jello thick enough to probably block a mooks bullets or slashes
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Mr. Prince
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Then all of the ammo has my 1/2
"Whenever you bow your heads, raise them high again. For you are the Power Rangers."
Captain Marvelous
Junez Laxus Caliuco
Azuel

Sylar "Sleight" PeaceMarine rank: Ensign • DP Earned: 235• Beli: :beli: 168,350,000 • Location: Rellechill
Unclaimed Rewards
TheMostBadassHenshin

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SolaDeNox
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I'll give my 2/2

This custom creation has been accepted and will be relocated to its proper sub-forum.
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