Cala Jo Underboss
Posts : 290 Credits : 80125 Location : Edge City
| Subject: Cala Jo [Item List] Wed May 15, 2013 10:32 am | |
| Name: Company Pendant Type: Jewelry Rank: PC Description: A seemingly ordinary pendant that fits the breast or the collar of a shirt, gold, in the shape of the letter C. Abilities: The company pendant allows it's wearer to bypass the laws of the "Dead Zone" phenomena. Pendant does not protect against attempting to teleport into or out of Darkman Tower. Name: Fingerless Gloves Type: Weapon/Armor Rank: RM/MP/PC Description: Light fabric, ordinary looking black leather fingerless gloves with a rugged grip on the palms to help make holding things easier, without the worry of the grip easily slipping. Towards the wrist area of the gloves is a strap to tighten the gloves so that they don't come lose, it also hides a special area for a chip to be inserted, programed with information to control or alter the gloves, specifically the area between the two layers (top layer and the one that rests on the skin). Abilities: These gloves are special in the fact that as they touch a target, normally through striking them, they begin to gather data about the species of the target. After doing so they began to change until they're capable of inflicting damage on a target that otherwise wouldn't be able to be harmed by /normal/ means. This is done over a period of three minutes (three posts). By the third and final minute (or post), the user of the gloves is then capable of inflicting damage on their intended target as if the person were an ordinary human being, or otherwise unprotected/armored. Thanks to a magical tweak the gloves also have another main ability: for anyone that they strike, the stop enhanced regeneration or healing abilities; leaving the one on the receiving end of the gloves to be stuck with the normal healing/regeneration abilities of a human (for the rest of the thread, and a thread must be done afterwards of the healing happening, else it is voided). - Examples:
Cause physical damage to those ordinarily immune, or nearly immune to it. Easily penetrate the defenses of external armors and shielding. Become able to land hits on Spirits, Ghosts, and intangible beings Scanning someone already susceptible to damage by physical attacks causes double damage Scanned/Touched Physiologies can be stored in memory banks for later fights. Name: Nanoids Type: Accessory Rank: MP / PC Description: Microscopic A.I. constructs of Matt's own making. Abilities: Matt's bloodstream is primed with "Nanoids," which enhance his physical performance among other things. Simply having nanobots in his bloodstream makes Matt superhuman since it's beyond normal or peak human capacity. - Nanoid Applications:
Enhanced Condition Enhanced Regeneration Speed +5 Strength +5
Name: Company Android Cell Phone Type: Item Rank: / Description: A black Android cellphone with a gold letter C on the back. Comes with an ear piece and dual cameras. Abilities: The Company Cell Phone allows it's user to contact any Company member who has the same phone instantly, alongside allowing them to make normal calls. The phone operates on a private Company channel that cannot be hacked or tapped. Name: Wolfenstein 2.0 Type: Armor Rank: RM, URM Description: A red suit made out of a strange metal substance that is incredibly durable. The head of the suit is in the shape of a wolf's head with black eyes and ears. The feet of the suit have three inch long steel sharp claws that make it perfect for gripping or ripping through things: these claws are retractable. The hands of the suit have finger fingers, allowed for perfect movement of hands. They also have a rubber substance on them that makes gripping things easy. Sensors cover every inch of the suit, allowing the wearer to know if something is hot or cold, as well as other basic needs. There are also sensors in the ears that can pick up sound in several different frequencies, and can hear for up to half a mile away: however when this is in use it takes focusing and everything else in the background becomes distorted. Abilities: - Dimensional Compression:
Because of the overall bulky nature of the suit Dimensional Compression - a device given to Devon by Vigilante - is used to allow the suit to remain hidden when not in use. It saves the wearer from having to carry the bulk or attempt to hide it under clothing. When dimensional compression is in use the suit cannot be seen or sensed.
- Temperature Regulation:
The suit regulates its inner temperature allowing the wearer with withstand exceptionally hot or cold temperatures without it affecting them. This essentially means the user could walk through fire if they wanted, or swim through the arctic ocean without facing any sort of effects.
- Enhanced Senses:
The suit allows the user to see in three-hundred and fifty-five degree vision, allowing for only the smallest of blind spots at the very base of the wearer's neck. The suit also comes with an amplified hearing abiliy that allows the wearer to not only hear on multiple frequencies but to also hear for up to half a mile away. When the user is listening to something that far off their focus can only be on that; they will cease to hear any background noise outside of mild static. Due to the way the suit is made, infused with sensors on every single inch of it, it allows the user to know when they're being touched, even through the metal by showing up on the computer inside of the head of the suit. These sensors also tell other things such as the temperature of what is being touched, the temperature of the area outside of the suit, as well as if there is a toxin, radiation, or poison in the immediate area. These sensors will also alert the wearer in the extreme case that there is damage done to the suit.
- Infrared:
Name: Infrared Vision Type: Armor, Supplementary Item Rank: RM (Technology) Description: A special sensory that Devon had created first as a pair of sunglasses when the zombie outbreak occured, but that now she has upgraded into the sensory area visor for the head of the suit. Abilities: Infrared technology allows the wearer to distinguish between temperatures, even when blocked or hidden by buildings or other obstacles. The more red the target the hotter their body temperature, while more blue the target the more cooler their body temperature; with white being freezing cold and black being too hot to touch.
- Anti-Gravity:
Name: Anti-Gravity Boots Type: Armor, Supplementary Item Rank: RM (Technology) Description: Once nothing more than a pair of boots Devon has upgraded this technology and put it into work for the Wolfenstein 2.0 suit. Abilities: The boots work by syncing with the wearers nervous system; thus reading the users movements as they're passed from the brain and to the appropriate muscles: in this case the feet and legs. The boots help enhance the user in several ways: - Enhanced Jump: The user can jump extremely high, able to go from the ground to roughly fifty stories into the air via repulsion from the ground itself - useful for when making an escape or needing to get out of the way. For those with a version of enhanced conditioning this jump height is nearly doubled. When matched with something like a cape or glider it's an effective means to get long distances without having to touch the ground via gliding. - Enhanced Stomp: Using a reverse system this increases the 'heaviness' of the boot, causing more damage (talking skull crushing, skull shattering) damage to anyone who happens to be underfoot. - Knock-Back Kick: Using must less repulsion than Enhanced Jump this allows the user when they kick someone to knock them back up to fifteen feet with a normal strengthed kick - for those with a form of enhanced conditioning this is increased to thirty feet. - Wall Walking: Instead of repulsion like most of the upgrades to the boots this works quite the opposite way and instead pulls the wearer towards something. It allows them to essentially walk/run across all surfaces without falling. They're also capable walking/running up walls, and even upside down along ceilings or other objects. - Glider Boosting: While this repulsion works much like the enhanced jumping upgrade this repulsion lasts longer than the latter. It must be charged before use (x amount of posts of charge = x amount of posts of flight) but once charged will allow the wearer to glide for how ever long the charge has been held for. While charging the wearer is still able to use the other upgrades of the boots.
- Toxic Sensory:
These sensors allow the wearer to be aware of unsafe conditions. This can include anything from toxins in air or water, to radiation and poisons. History: Originally Devon began creation on Wolfenstein 2.0 out of boredom. But, after her sister was turned from a Vampire into a Human there became greater needs for the suit which also caused Devon to change it and upgrade it even further than it originally was.
Last edited by Cala Jo on Sun Feb 01, 2015 3:03 pm; edited 1 time in total | |
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Cala Jo Underboss
Posts : 290 Credits : 80125 Location : Edge City
| Subject: Re: Cala Jo [Item List] Fri May 31, 2013 1:06 pm | |
| Updated to add Fingerless Gloves. | |
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