anemoisity: (Default)
Anemoisity ([personal profile] anemoisity) wrote2011-09-13 09:56 pm

Item Request

Each character is allowed an item from their homeworld. Each item is reviewed by a mod on a case by case basis and can be turned down for any reason. These items can be anything from a non-hostile creature to generic items to new technology to a natural phenomenon. Items do not have to be redeemed immediately, or at all.

Characters arrive in-game with everything they would have on their person - these things do not have to be requested.

If a character drops within three months of apping, any item brought in will be removed. After three months, if your character is still in the game, they may request another item.

Alternatively, if your character possesses the know-how to create a piece of technology or magic, post that here along with a barebones ingredient list of what's needed. If it needs something that doesn't yet exist in the game, it'll be put on hold until we work out a way to fit that last part in.

Also, if an item would be on your character's person when they were brought in, then consider it with them. So something that they would always have on them, they have. They just won't know what the meaning of the items until they remember it.

Please note: If your character can use magic, you do not need to request it! As soon as they remember about their magic and the spells themselves, they will be able to cast it.

trustycrowbar: (Going to Try SCIENCE!)

[personal profile] trustycrowbar 2012-04-18 02:40 pm (UTC)(link)
Name of Item: Zero Point Energy Field Manipulator (or "Gravity Gun" for short)
Physical Description: A heavy and cumbersome-looking device with a single manipulator handle, several dials and switches, and a thick barrel lined with something that looks like amber, with three pronged focusing needles at the end. The entire thing rather dented and worn, and is held together with cord, solder, and even duct tape in certain spots.
Proposed Game Implementation: Its original intended use was as an aid in heavy lifting, but it became the ultimate improvised weapon in Gordon's hands. With it, he can draw objects to him from a surprising distance and lift and hold anything up to a hundred kilograms (about two hundred pounds) suspended in the air in front of it, regardless of density or composition, and fire it with high velocity and reasonable precision at a target. One might wonder what good a fourty-pound gun is just to lift stuff, but if that stuff is, say, a sawblade, a propane tank, or an activated land mine, the answer becomes a little more evident.
Things more massive than a hundred kilos can't be held but can be knocked away by a shot of the firing mechanism, to blast it out of the way quickly or change its trajectory in mid-air.
The gravity gun can (and does) handle energy as well, although the energy has to be coherent enough to approximate a “solid ball.” Catching a fireball or any other sort of projectile spell with it would be possible but difficult.
It’s worth note that the gravity gun does not work on organic matter; it can't lift and throw anything living. That is, not unless it's supercharged by a high-energy field like a Combine confiscation field, and we all know the Combine would NEVER be interested in a place like Sirocco…
Roleplaying note: Using the gravity gun means using your environment to your advantage. This means that in logs and especially during combat there may be some reasonable improvisation as to the objects nearby that can be used as ammunition, depending on the situation. In an indoors setting this may be crates, or furniture. Wooded areas would have stones or fallen logs. The ruins may offer stone blocks or chunks of rusted metal. Mines may have pieces of heavy equipment and explosive materials. I might also ask what's available through narrative or an OOC channel.
Possible Side Effects: A whole host of new and interesting crap for monsters to dodge.