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    The old Port - Remaining here for 'old purchases'

    Seijin
    Seijin
     
     

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    Lineage : Royal Panda
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    Experience :

    Character Sheet
    First Magic: Panda Magic
    Second Magic:
    Third Magic:

    The old Port - Remaining here for 'old purchases' Empty The old Port - Remaining here for 'old purchases'

    Post by Seijin on 23rd February 2013, 8:01 pm


    The old Port - Remaining here for 'old purchases' Zx61d1

    The port is a Shop unique to the Seas area. Ships and other unique items may be bought here for use primarily in the Seas and other relevant topics.

    Ships:

    Ships are "items" that are necessary for some Sea missions. However, they may also be used in other missions or topics where the location is connected to the sea. Ships have 4 different Classes: Guild Ship, Battle Ship, Transport Ship, and Personal Ship. Each ship also varies between 3 types: Submarine Class, Nautical Class, and Aerial Class. A ship will have at least 1 type, with a maximum of 2.

    -Submarine Class is effective against Nautical, but cannot easily attack Aerial.
    -Aerial Class is effective against Nautical, but cannot attack easily Submarine.
    -Nautical Class can attack both equally.

    The default weapon for each applicable ship is a cannon. A cannon can be fired once ever 2 posts, and does damage based on the owner's Rank. Cannons have a range of 300 meters.

    Guild Ships: These may only be purchased by a Guild Master. Because of their size and power, the Guild Master must always be present on the boat with at least 4 other members whenever it is in use in a thread. Guild ships can hold a minimum of 5 members, and up to a maximum of 20.

    Guild Ships:

    The Iron Pillar: 1.5 Million Jewels
    Spoiler:
    Name: The Iron Pillar
    Type: Submarine Class - Medium Speed, Aerial Class - Slow Speed
    Size: 300 Meters long, 40 Meters wide, 40 Meters tall.
    Occupation Limit: 15
    Specialties/Weapons: High Maneuverability. Heavy Armor. Piecing Attack (front). Ion Cannon - Fires a pure energy beam (1000 meter range) from the front of the ship, 10 post cooldown.
    Appearance:
    Spoiler:
    The old Port - Remaining here for 'old purchases' 34pxouc

    The Island: 1.8 Million Jewels
    Spoiler:
    Name: The Island
    Type: Nautical - Slow Speed
    Size:600 Meters long, 150 Meters wide.
    Occupation Limit: 20
    Specialties/Weapons: Inhabitable. Non-sinkable. No Weapons.
    Appearance:
    Spoiler:
    The old Port - Remaining here for 'old purchases' 33uu2wz

    Sky God: 2 Million Jewels
    Spoiler:
    Name: Sky God
    Type: Aerial - Medium Speed
    Size: 400 Meters long, 100 Meters wide, 200 Meters tall.
    Occupation Limit: 20
    Specialties/Weapons: Strong Aerial Prowess. Fortified Underside. 10 cannons along each side. Whips - Range: 100 meters. Wind Lord - Can change the direction of the wind ever 3 posts.
    Appearance:
    Spoiler:
    The old Port - Remaining here for 'old purchases' Mugb9l

    Driftwood Castle: 1.3 Million Jewels
    Spoiler:
    Name: Driftwood Castle
    Type: Nautical - Medium Speed, Aerial - Slow Speed
    Size: 150 Meters long, 30 Meters wide, 20 Meters tall
    Occupation Limit: 10
    Specialties/Weapons: Slowly Regenerates. Depth Charges. 6 Cannons along each side. Poison Cloud - releases poisonous cloud in 100 Meter radius, 1 damage each post to enemy.
    Appearance:
    Spoiler:
    The old Port - Remaining here for 'old purchases' 2qd8rag

    Battle Ships: Battle Ships are more combat-oriented vessels that require less energy and people to run, being that are mostly Nautical Based. They are smaller than Guild Ships and slower than Transport Ships, but have a fair amount of firepower to make up for it. A Battleship requires a minimum of 3 players to run, and can hold a maximum of 8 players.

    Battle Ships:

    The Bronze Lion: 600k
    Spoiler:
    Name: The Bronze Lion
    Type: Nautical - Medium Speed
    Size: 100 Meters long, 30 Meters wide, 130 Meters tall.
    Occupation Limit: 8
    Specialties/Weapons: Bronze Plating. Depth Charges. 5 Cannons along each side.
    Appearance:
    Spoiler:
    The old Port - Remaining here for 'old purchases' 1z23a89

    The Silver Goblin: 550k
    Spoiler:
    Name: the Silver Goblin
    Type: Nautical - Fast Speed
    Size: 150 Meters long, 20 Meters wide, 120 Meters tall.
    Occupation Limit: 9
    Specialties/Weapons: Depth Charges. Piecing Blade (front). 1 Arbalest on each side.
    Appearance:
    Spoiler:
    The old Port - Remaining here for 'old purchases' A2fy8

    Sincerity: 700k
    Spoiler:
    Name: Sincerity
    Type: Nautical - Slow Speed
    Size: 200 Meters long, 40 Meters wide, 160 Meters tall.
    Occupation Limit: 10
    Specialties/Weapons: Depth Charges. 7 Cannons along each side. Iron Plated Bottom.
    Appearance:
    Spoiler:
    The old Port - Remaining here for 'old purchases' 2a4qxc4

    Transport Ships: Transport Ships, while lacking in offensive capabilities, are the fastest out of all multi-personnel ships. They are only slightly smaller than Battleships, but since they are not loaded down with weaponry they become much more maneuverable. Transport ships have a varying range of Submarine, Nautical, and Aerial Ships. Minimum of 2 players to run, can hold a maximum of 10 players

    Transport Ships:

    Mako Chaser: 350k
    Spoiler:
    Name: Mako Chaser
    Type: Submarine - Fast Speed
    Size: 60 Meters long, 10 Meters wide, 5 Meters tall.
    Occupation Limit: 6
    Specialties/Weapons: Improved Maneuverability. Iron Plating. No weapons.
    Appearance:
    Spoiler:
    The old Port - Remaining here for 'old purchases' Wivtjq

    Jetstream: 500k
    Spoiler:
    Name: Jetstream
    Type: Aerial - Very Fast Speed, Nautical - Normal Speed
    Size: 100 Meters long, 20 Meters wide, 30 Meters tall.
    Occupation Limit: 8
    Specialties/Weapons: High Air Speeds. Piercing Weapon (front).
    Appearance:
    Spoiler:
    The old Port - Remaining here for 'old purchases' 2iiieya

    Moon's Trident: 400k
    Spoiler:
    Name: Moon's Trident
    Type: Nautical - Fast Speed
    Size: 130 Meters long, 20 Meters wide, 100 Meters tall.
    Occupation Limit: 7
    Specialties/Weapons: Moves Very Fast at night. No Weapons.
    Appearance:
    Spoiler:
    The old Port - Remaining here for 'old purchases' 29o5xzk

    Ghost Ship: 600k
    Spoiler:
    Name: Ghost Ship
    Type: Nautical - Medium Speed
    Size: 70 Meters long, 10 Meters wide, 50 Meters tall.
    Occupation Limit: 5
    Specialties/Weapons: Ghosts power the ship, lowering the minimum players to 1. No Weapons.
    Appearance:
    Spoiler:
    The old Port - Remaining here for 'old purchases' N32hef

    Personal Ships: Non-specialized, smaller ships are known as Personal Ships. These are more affordable ships that can be used by just a single person, and are the most convenient for traveling and for missions. They generally have no weapons, but can still be suited for the convenience of the owner. Only 1 player is needed to run the ship, but can only hold a maximum of 5.

    Personal Ships:

    Standard Boat: 25k
    Spoiler:
    Name: Standard Boat
    Type: Nautical - Medium Speed
    Size: 20 Meters long, 5 Meters wide, 15 Meters tall.
    Occupation Limit: 3
    Specialties/Weapons: No Weapons
    Appearance:
    Spoiler:
    The old Port - Remaining here for 'old purchases' 2h3u05i

    The Diver: 35k
    Spoiler:
    Name: The Diver
    Type: Submarine - Medium Speed, Nautical - Slow Speed
    Size: 10 Meters long, 5 Meters wide, 3 Meters tall.
    Occupation Limit: 2
    Specialties/Weapons: Claw - can crab outside objects/enemies
    Appearance:
    Spoiler:
    The old Port - Remaining here for 'old purchases' Do5roi

    Spore Raft: 30k
    Spoiler:
    Name: Spore Raft
    Type: Nautical - Fast Speed
    Size: 5 Meters long, 2 Meters wide, 2 Meters tall.
    Occupation Limit: 1
    Specialties/Weapons: Spore Cloud - Enemies within 5 meters poisoned for 2 posts.
    Appearance:
    Spoiler:
    The old Port - Remaining here for 'old purchases' 35hij9i

    Tin Rider: 40k
    Spoiler:
    Name: Tin Rider
    Type: Aerial
    Size: 30 Meters long, 10 Meters wide, 5 Meters tall.
    Occupation Limit: 4
    Specialties/Weapons: Discharge - Quick electric shock underneath the ship.
    Appearance:
    Spoiler:
    The old Port - Remaining here for 'old purchases' 21dpklz

    Custom Ship: A player may purchase their own ship. These ships, based on the Class, will vary within a set price range.

    Guild Ship: 1-2 Mil
    Battleship: 500k-800k
    Transport Ship: 300k-600k
    Personal Ship: 20k-100k

    To apply for a Custom Ship, please use the template below.
    Spoiler:

    Code:
    [b]Name[/b]: (the name of the ship)
    [b]Class[/b]: (battle, guild, etc)
    [b]Type[/b]: (Submarine, Nautical, Aerial, or a mix of 2)
    [b]Size[/b]: (length, width, height)
    [b]Occupation Limit[/b]:  (how many people the ship can hold total)
    [b]Specialties/Weapons[/b]: (what abilities/specializations the ship may have, and how many/what weapons it may have)
    [b]Appearance[/b]:(what the ship looks like)

    Gear, Ship Upgrades, and Rentals:

    Gear includes things such as scuba-diving equipment, or other items which may help with difficult Sea missions.

    Gear:
    Spoiler:

    Scuba Equipment (Rebreather): Allows user to breath underwater. Can be used in up to 3 missions before running out. 10k

    Fishing Rod: Gives the player the ability to catch weak or normal fish while remaining on the boat or on the beach. Strong monsters roll an attack roll to take/break the rod. Boss monsters immediately take/break the rod. 3k

    Repair Tools: Using repair tools, players may repair damage to their ship. Low Tech Repair - 5k (2 posts for Personal, 4 posts for Transport, 6 posts for Battle, 8 posts for Guild.) Mid Tech Repair - 10k (1 post for Personal, 3 posts for Transport, 5 posts for Battle, 7 posts for Guild) High Tech Repair - (Instant for Personal, 2 posts for Transport, 4 posts for Battle, 6 posts for Guild). Any damage received will cancel the repairing.

    Ship Upgrades are items, weapons, or abilities that a player can buy for their ship to enhance it capabilities. There are different upgrades for each Type of ship, along with different upgrades for each Class. If an upgrade is destroyed in a thread, it can be repaired for half the price of the original purchase price.

    Upgrades:

    Rentals are items that a player can temporarily own, paying a set amount for each mission they use the item in. Rental items generally dont have any special characteristics, but can help a player meet the requirement for various Sea missions.

    Rentals:

    Personal Boat: 5k per thread. No abilities or weapons. Nautical - Slow Speed.
    Transport Boat: 50k per thread. No abilities or weapons. Nautical - Medium Speed.

    Aquatic Pet Rental: 10k per thread. Allows user to breath under water. Replaces current pet in thread used.


    Last edited by Seijin on 5th September 2013, 2:34 am; edited 1 time in total
    Chelvaric
    Chelvaric
     
     

    Knight VIP Status- Regular VIP Status- VIP- Quality Badge Level 1- Quality Badge Level 2- Rising Star- Demon Slayer- A-Rank- Veteran Level 2- Veteran Level 1- Master [1000]- Senior [500]- Novice [250]- 2nd Place Event/Contest Winner- X-Mas Event Participant- 1 Year Anniversary- Player 
    Lineage : Marksman's Aim
    Position : None
    Posts : 2632
    Guild : Baselisk Fang
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 26
    Mentor : Spirit Of Chelvaric Vhalru
    Experience : 150

    Character Sheet
    First Magic: Ragnarok Phoenix
    Second Magic:
    Third Magic:

    The old Port - Remaining here for 'old purchases' Empty Re: The old Port - Remaining here for 'old purchases'

    Post by Chelvaric on 24th March 2013, 6:45 am

    i wana buy the Tin Rider


    _____________________________________________________________________________________

    The old Port - Remaining here for 'old purchases' Bakugou.Katsuki.600.1932217

    It is a man’s heart which sets the world aflame..


    magic bank /Character

    The old Port - Remaining here for 'old purchases' Beigecat
    TacticalFallacy
    TacticalFallacy
     
     

    Moderator- Quality Badge Level 1- Veteran Level 1- Master [1000]- Senior [500]- Novice [250]- 2nd Place Event/Contest Winner- 1 Year Anniversary- Player 
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    Guild : Guildless
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 23
    Mentor : Master Hades (Deceased)
    Experience : 450

    Character Sheet
    First Magic: Amaterasu Mudra Formula
    Second Magic:
    Third Magic:

    The old Port - Remaining here for 'old purchases' Empty Re: The old Port - Remaining here for 'old purchases'

    Post by TacticalFallacy on 24th March 2013, 7:07 am

    @chelvaric wrote:i wana buy the Tin Rider

    Come fly with me, come fly, come fly away.......APPROVED!
    You sure, you don't want a fishing rod? You never know what you can catch out of the sky? :D


    _____________________________________________________________________________________

    Theme:

    Current Jobs:

    Job Slot 1: Find the Lost Puppy!
    Job Slot 2: Free
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    Haru-senpai
    Haru-senpai

    Moderator- Regular VIP Status- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishval- Ten Wizard Saint Member- Guild Master- Demon Slayer- Dragon Slayer- H-Rank- S-Rank- A-Rank- Veteran Level 5- Veteran Level 4- Veteran Level 3- Veteran Level 2- Veteran Level 1- Character Application Approved!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- 1st Place Event/Contest Winner- Hero- 1 Year Anniversary- Player 
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    The old Port - Remaining here for 'old purchases' Empty Re: The old Port - Remaining here for 'old purchases'

    Post by Haru-senpai on 24th March 2013, 7:41 am

    I'd like to buy 'The Diver' please? Ty ty. :3


    _____________________________________________________________________________________

    × Bio
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    The old Port - Remaining here for 'old purchases' Rose

    TacticalFallacy
    TacticalFallacy
     
     

    Moderator- Quality Badge Level 1- Veteran Level 1- Master [1000]- Senior [500]- Novice [250]- 2nd Place Event/Contest Winner- 1 Year Anniversary- Player 
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    Mentor : Master Hades (Deceased)
    Experience : 450

    Character Sheet
    First Magic: Amaterasu Mudra Formula
    Second Magic:
    Third Magic:

    The old Port - Remaining here for 'old purchases' Empty Re: The old Port - Remaining here for 'old purchases'

    Post by TacticalFallacy on 24th March 2013, 7:43 am

    Heero wrote:I'd like to buy 'The Diver' please? Ty ty. :3

    GO AS DEEP AS YOU WANT, SAILOR!!
    APPROVED.


    _____________________________________________________________________________________

    Theme:

    Current Jobs:

    Job Slot 1: Find the Lost Puppy!
    Job Slot 2: Free
    Job Slot 3: Free
    Job Slot 4: Free
    Serene
    Serene

    Player 
    Lineage : Pride of a Mercenary
    Position : None
    Posts : 81
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 23
    Experience : 0

    Character Sheet
    First Magic: Force-Field Magic
    Second Magic:
    Third Magic:

    The old Port - Remaining here for 'old purchases' Empty Re: The old Port - Remaining here for 'old purchases'

    Post by Serene on 1st April 2013, 8:38 pm

    Could you charge this to Alye's account?

    Name: The Vanisher
    Type: Nautical and Aerial
    Size:
    Length: 15 meters
    Width: 5 meters
    Height: 12 meters
    Occupation Limit: 3 people
    Specialties/Weapons:
    ~Defensive Abilities~
    Tactical Cloak: There is a magic generator attached to the mast of the ship (located on the deck) that cloaks the entire ship and renders it invisible from the naked for three posts before entering a recharge mode of four posts. This cloak, while smart, is flawed. While the ship is cloaked, it's movement is not. One can simply look at the water to tell where the ship is. It is best used when the anchor is lowered.

    Force Shield: The same magic generator attached to the mast also has a shielding function that allows the ship to be coated in a defensive barrier that shields the vessel from all damage for a duration of three posts before entering a recharge period of four posts.

    Please note that the generator cannot cloak and shield at the same time.

    ~Offensive Abilities~
    Force Cannons: While the ship is equipped with three cannons on either side of the vessel, they have two modes. They can fire regular cannonballs, but they can also fire special projectiles. These projectiles are special high-speed concussive force-field blasts that, when strike, cause the target to be pushed back or tip over. These strikes are also highly damaging against wooden ships, but leave medium-sized dents in metal ships. (Note: The cannons cannot fire their force rounds while the ship is cloaked or shielded).

    Appearance:
    Spoiler:
    The old Port - Remaining here for 'old purchases' 0ynQ91f


    _____________________________________________________________________________________

    The old Port - Remaining here for 'old purchases' Alye4_by_gramcrackers-d70tpcj
    Haru-senpai
    Haru-senpai

    Moderator- Regular VIP Status- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishval- Ten Wizard Saint Member- Guild Master- Demon Slayer- Dragon Slayer- H-Rank- S-Rank- A-Rank- Veteran Level 5- Veteran Level 4- Veteran Level 3- Veteran Level 2- Veteran Level 1- Character Application Approved!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Grand Master [2000]- Master [1000]- Senior [500]- Novice [250]- 1st Place Event/Contest Winner- Hero- 1 Year Anniversary- Player 
    Lineage : Monkey King's Descendant
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    Guild : Fairy Tail
    Cosmic Coins : 0
    Dungeon Tokens : 12
    Mentor : Igneel, & Noheme the Fox
    Experience : 11,106.25

    Character Sheet
    First Magic: Fire Dragon Slayer Magic
    Second Magic: Dragon Force
    Third Magic:

    The old Port - Remaining here for 'old purchases' Empty Re: The old Port - Remaining here for 'old purchases'

    Post by Haru-senpai on 1st April 2013, 8:56 pm

    @Serene wrote:Could you charge this to Alye's account?

    Name: The Vanisher
    Type: Nautical and Aerial
    Size:
    Length: 15 meters
    Width: 5 meters
    Height: 12 meters
    Occupation Limit: 3 people
    Specialties/Weapons:
    ~Defensive Abilities~
    Tactical Cloak: There is a magic generator attached to the mast of the ship (located on the deck) that cloaks the entire ship and renders it invisible from the naked for three posts before entering a recharge mode of four posts. This cloak, while smart, is flawed. While the ship is cloaked, it's movement is not. One can simply look at the water to tell where the ship is. It is best used when the anchor is lowered.

    Force Shield: The same magic generator attached to the mast also has a shielding function that allows the ship to be coated in a defensive barrier that shields the vessel from all damage for a duration of three posts before entering a recharge period of four posts.

    Please note that the generator cannot cloak and shield at the same time.

    ~Offensive Abilities~
    Force Cannons: While the ship is equipped with three cannons on either side of the vessel, they have two modes. They can fire regular cannonballs, but they can also fire special projectiles. These projectiles are special high-speed concussive force-field blasts that, when strike, cause the target to be pushed back or tip over. These strikes are also highly damaging against wooden ships, but leave medium-sized dents in metal ships. (Note: The cannons cannot fire their force rounds while the ship is cloaked or shielded).

    Appearance:
    Spoiler:
    The old Port - Remaining here for 'old purchases' 0ynQ91f

    ~Approved -100k jewels from Alye's Account for the maximum of a Personal Ship


    _____________________________________________________________________________________

    × Bio
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    The old Port - Remaining here for 'old purchases' Rose

    Nimbus
    Nimbus
     
     

    Developer/GFX Artist- VIP- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- God Of Ishval- Guild Master- Dragon Slayer- H-Rank- S-Rank- Richie Rich- Rich- Veteran Level 3- Veteran Level 2- Veteran Level 1- Character Application Approved!- Magic Application Approved!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Senior [500]- Novice [250]- X-Mas Event Participant- Hero- Best GFX Artist Award- 1 Year Anniversary- Player 
    Lineage : Strength of Hercules
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    First Magic: AVATAR: God of Thunder
    Second Magic: N/A
    Third Magic:

    The old Port - Remaining here for 'old purchases' Empty Re: The old Port - Remaining here for 'old purchases'

    Post by Nimbus on 8th June 2013, 5:45 am

    Spoiler:

    The Queen Hera
    The old Port - Remaining here for 'old purchases' Thequeenhera1_by_gramcrackers-d67sx6e
    Type: Aerial - Fast Speed
    Size: 100 meters long 40 meters wide & 60 meters tall
    Occupation Limit: 14 Mages Maximum
    Specialties/Weapons:
    Greater flight speed & Maneuverability.
    Can be piloted by 3 Mages (though the minimum number of players to enter a thread is still mandatory.)
    Seven Magic Cannons along each side. (Deal Light-Based Damage)
    Advanced Targeting: Can target up to five targets at once. (Five post cool down.)

    I'd like to purchase a Guild Ship.

    Jewels can be taken from here: https://www.fairytail-rp.com/t3714-the-guild-fund#54806


    _____________________________________________________________________________________

    Alye
    Alye
     
     

    Administrator- Moderator- Developer/GFX Artist- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Ten Wizard Saint Member- God Slayer- H-Rank- S-Rank- A-Rank- Richie Rich- Rich- Veteran Level 2- Veteran Level 1- Senior [500]- Novice [250]- 1st Place Event/Contest Winner- X-Mas Event Participant- Hero- Best GFX Artist Award- 1 Year Anniversary- Player 
    Lineage : Disparity
    Position : None
    Posts : 979
    Guild : Infinity Hydra
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    Age : 23
    Mentor : Self-Taught
    Experience : 337500

    Character Sheet
    First Magic: Storm Magic
    Second Magic: Wind Healing Magic
    Third Magic:

    The old Port - Remaining here for 'old purchases' Empty Re: The old Port - Remaining here for 'old purchases'

    Post by Alye on 8th June 2013, 7:48 am

    Shuhei wrote:
    Spoiler:

    The Queen Hera
    The old Port - Remaining here for 'old purchases' Thequeenhera1_by_gramcrackers-d67sx6e
    Type: Aerial - Fast Speed
    Size: 100 meters long 40 meters wide & 60 meters tall
    Occupation Limit: 14 Mages Maximum
    Specialties/Weapons:
    Greater flight speed & Maneuverability.
    Can be piloted by 3 Mages (though the minimum number of players to enter a thread is still mandatory.)
    Seven Magic Cannons along each side. (Deal Light-Based Damage)
    Advanced Targeting: Can target up to five targets at once. (Five post cool down.)

    I'd like to purchase a Guild Ship.

    Jewels can be taken from here: https://www.fairytail-rp.com/t3714-the-guild-fund#54806


    Pretty ship. Shop purchase approved for one million jewels.
    Chelly
    Chelly

    Player 
    Lineage : Gingerbread Man
    Position : None
    Posts : 49
    Guild : Savage Skull
    Cosmic Coins : 0
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    Mentor : the fallen ones
    Experience : 0

    Character Sheet
    First Magic: Esper
    Second Magic:
    Third Magic:

    The old Port - Remaining here for 'old purchases' Empty Re: The old Port - Remaining here for 'old purchases'

    Post by Chelly on 19th August 2013, 1:26 am

    Name: Teraxian the Felixian Recon Ship
    Type: Aerial medium speed
    Size: 20 meters long  8 meters wide and 13 meters height
    Occupation Limit:  3
    Specialties/Weapons:

    Defensive Ability:
    Energy shield:  This is the normal energy shield of the ship.  It is a shield that’s around the ship. It can block all magical attacks of the same rank as the user for 3 posts. It has a 4 post coold down to restart up. High rank spells pierce trough it in matter of seconds. Doesn’t protect from physical damage. Can’t use weapons during the duration of the shield.

    Offensive Ability:
    Anti-personal turret:  is made to take out persons attack the ship. It’s a gatling machine gun that can shoot up to 3 times each post. After 10 fire rounds it needs to recharge for 2 posts. Does same rank damage to lifing things. Does half rank damage to objects and ships.

    Thermal bom:  The ship has 3 thermal bombs on board. These thermal bombs can only be dropped one at a time. when the thermal bom hits water or the ground it explodes in a 15 yard fire explosion of the user rank damage. Needs 3 post to reload and can only drop 3 boms each treath

    Utility Ability:
    Tractor beam:  Trough command of chellys pet the ship can beam up one person to the ship. The ship can only take 3 people in  and the cd of the tractor beam is 2 posts.

    Appearance:
    Spoiler:
    The old Port - Remaining here for 'old purchases' Spaces10

    paid by my main account chelvaric
    Alye
    Alye
     
     

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    Lineage : Disparity
    Position : None
    Posts : 979
    Guild : Infinity Hydra
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    Age : 23
    Mentor : Self-Taught
    Experience : 337500

    Character Sheet
    First Magic: Storm Magic
    Second Magic: Wind Healing Magic
    Third Magic:

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    Post by Alye on 19th August 2013, 8:57 am

    @Chelly wrote:Name: Teraxian the Felixian Recon Ship
    Type: Aerial medium speed
    Size: 20 meters long  8 meters wide and 13 meters height
    Occupation Limit:  3
    Specialties/Weapons:

    Defensive Ability:
    Energy shield:  This is the normal energy shield of the ship.  It is a shield that’s around the ship. It can block all magical attacks of the same rank as the user for 3 posts. It has a 4 post coold down to restart up. High rank spells pierce trough it in matter of seconds. Doesn’t protect from physical damage. Can’t use weapons during the duration of the shield.

    Offensive Ability:
    Anti-personal turret:  is made to take out persons attack the ship. It’s a gatling machine gun that can shoot up to 3 times each post. After 10 fire rounds it needs to recharge for 2 posts. Does same rank damage to lifing things. Does half rank damage to objects and ships.

    Thermal bom:  The ship has 3 thermal bombs on board. These thermal bombs can only be dropped one at a time. when the thermal bom hits water or the ground it explodes in a 15 yard fire explosion of the user rank damage. Needs 3 post to reload and can only drop 3 boms each treath

    Utility Ability:
    Tractor beam:  Trough command of chellys pet the ship can beam up one person to the ship. The ship can only take 3 people in  and the cd of the tractor beam is 2 posts.

    Appearance:
    Spoiler:
    The old Port - Remaining here for 'old purchases' Spaces10

    paid by my main account chelvaric
    I am under the impression that the tractor beam is escapable somehow and that it must have a one post duration, so I'll approve it for the maximum amount of a personal ship.
    beets
    beets

    Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Demon Slayer- S-Rank- 1 Year Anniversary- Player 
    Lineage : Phoenix Fire
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    Character Sheet
    First Magic: Endless ☢ Fusion
    Second Magic: ☲ Fire Dragon ☲
    Third Magic:

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    Post by beets on 19th August 2013, 1:52 pm

    Name: G9 Kaiser.
    Type: Personal Aerial, very fast with humming-bird like maneuverability. 
    Size: 6 meters long, 2.5 meters wide.
    Occupation Limit:  2 (one other then Kate Byte, the pilot).  Storage compartments could hold,  uncomfortably,  up to 2 people as well of average size, though sacrificing supplies.   The pilot sits front and center in the cockpit while a passenger can sit in a small sea situated behind the pilot and up a bit.  The passenger cannot fly the craft,  but has access to the craft's utilities to view flight data or personal entertainment.
    Specialties/Weapons
    Offensive Ability:
    Particle Beams:  Using charged particles from multiple spinning barrels the Kaiser is able to project three continuous "Beams",  which are actually composed of bits of matter that are energized and projected at great velocity to produce a similar but more damaging effect akin to a laser beam.    Each beamcaster is set on a ball under it's wings and one in the front,  allowing it to shoot at anything in front or below the craft.  However,  the rear and above the craft is without armament.  
    Each beam is, as obvious, a beam.  A continuous stream.   The beam is capable of carving through soft materials or weak energy fields like a butcher's knife through a steak and sustaining fire can chew through a foot of steel in about a full post.  When all three are trained on a single spot in front of the craft they can chew through a meter of steel in a post.   
    For technicalities,  all three beams together deal damage equal to the pilot's rank, while individually they deal one less,   with a full post of sustained damage (such as hovering in front of a wall and drilling).   One less then that for five or so sustained seconds.   And one less then that for a quick pass.
    The beams charge for a second during which time they project a dim beam of light foreshadowing their projected path before bursting forward at sub-light speeds.  When "walking" the beam,  making the beam move,  it can travel about a 1mps,  one meter per second. Which is roughly the walking pace of a human.
    The beams travel 25 meters per rank,  then 25 meters beyond that losing one rank,  25 beyond that losing one rank, and so on until it's a harmless trail of light for the next 25 at pre-D rank.


    The following masterfully drawn image will show the field of effect, the "Blindspot" against her particle beams where the ball can't make the gun face.

    The old Port - Remaining here for 'old purchases' PnDg14h

    Through epic super ultra neko power,  the Kaiser is capable of switching to an advanced chromahydro firing chips that fire an unstoppable volley of death and doom...  in the form of bright green and orange alternating bands... of paint.   Never again will you lose a battle of paintball.   The gun on the right shoots green paint while the one on the left shoots orange.  The middle gun will shoot water.  All of which is harmless unless you get paint in your eye or something.  The pressure can be increased to make it deal only D-rank equivalent damage to cause bruises and not feel very nice,  but also to help power down stains or wash away the paint.

    Defensive Ability:
    Battlecasting: The craft is built with Battlecasting,  which makes the plating on the outside of the craft incredibly resistant to damage.  It's capable of flying while grinding against a stone wall, for example,  without scratching it's Battlecasting.   When it comes to taking hits,  it can resist damage two ranks lower then the pilot's rank without being scratched.   Takes two hits with a spell one rank lower then the pilot to penetrate a section (ie;  shatter a wing), or one of the same rank.


    Utility Ability:
    Warpskip:   Using high-end gravitronics and lightforce engines the Kaiser is capable of initiating a "Warpskip" in which the Kaiser achieves lightspeed safely and without lethal inertia.  While childsplay compared to the better crafts who have FTL drives,  it remains a useful utility.   The Kaiser is only capable of momentary skips and is not equipped with enough processing power to safely guide the craft at those speeds.  Thus,  courses are set with predefined routes before skipping that it will then follow.   
    In combat,  a Warpskip allows the craft to disappear in a flicker of light and reappear within 100 meters at the speed of light,  then wait 3 posts before it can do so again.
    Because of these engines,  the vehicle is also remarkably silent unless you are directly beneath it.  Within 50 meters a hum can be heard. 

    Special:  By sacrificing 20% MP the Kaiser can be stored in a dimensional pocket and withdrawn at a later time (Not all that big when you factor that I do believe I'm the strongest mage with requip magic, at S-rank) for 10%,  for 30% in total.   While stored it repairs itself slowly to be usable again after the current topic is over if it was made unflyable. 

    Appearance: http://paooo.deviantart.com/art/Remember-me-gunship-concept-332494203


    _____________________________________________________________________________________

    The old Port - Remaining here for 'old purchases' ZO2CcBO
    Akina Revane
    Akina Revane
    Queen Of Blood

    VIP- H-Rank- S-Rank- A-Rank- Richie Rich- Rich- Veteran Level 1- Villain- 1 Year Anniversary- Player 
    Lineage : Beast Pride
    Position : None
    Posts : 247
    Guild : Fairy Tail
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 29
    Experience : 0

    Character Sheet
    First Magic: Nature Nymph
    Second Magic:
    Third Magic:

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    Post by Akina Revane on 21st August 2013, 8:02 am

    Cancle order


    Last edited by Arisa Himiko on 27th August 2013, 1:29 am; edited 10 times in total


    _____________________________________________________________________________________

    The old Port - Remaining here for 'old purchases' Akina2_by_gramcrackers-d6rmw25
    TacticalFallacy
    TacticalFallacy
     
     

    Moderator- Quality Badge Level 1- Veteran Level 1- Master [1000]- Senior [500]- Novice [250]- 2nd Place Event/Contest Winner- 1 Year Anniversary- Player 
    Lineage : Spirit Warrior
    Position : None
    Posts : 1374
    Guild : Guildless
    Cosmic Coins : 0
    Dungeon Tokens : 0
    Age : 23
    Mentor : Master Hades (Deceased)
    Experience : 450

    Character Sheet
    First Magic: Amaterasu Mudra Formula
    Second Magic:
    Third Magic:

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    Post by TacticalFallacy on 21st August 2013, 8:29 am

    Kate Byte wrote:Name: G9 Kaiser.
    Type: Personal Aerial, very fast with humming-bird like maneuverability. 
    Size: 6 meters long, 2.5 meters wide.
    Occupation Limit:  2 (one other then Kate Byte, the pilot).  Storage compartments could hold,  uncomfortably,  up to 2 people as well of average size, though sacrificing supplies.   The pilot sits front and center in the cockpit while a passenger can sit in a small sea situated behind the pilot and up a bit.  The passenger cannot fly the craft,  but has access to the craft's utilities to view flight data or personal entertainment.
    Specialties/Weapons
    Offensive Ability:
    Particle Beams:  Using charged particles from multiple spinning barrels the Kaiser is able to project three continuous "Beams",  which are actually composed of bits of matter that are energized and projected at great velocity to produce a similar but more damaging effect akin to a laser beam.    Each beamcaster is set on a ball under it's wings and one in the front,  allowing it to shoot at anything in front or below the craft.  However,  the rear and above the craft is without armament.  
    Each beam is, as obvious, a beam.  A continuous stream.   The beam is capable of carving through soft materials or weak energy fields like a butcher's knife through a steak and sustaining fire can chew through a foot of steel in about a full post.  When all three are trained on a single spot in front of the craft they can chew through a meter of steel in a post.   
    For technicalities, all three beams together deal damage equal to the pilot's rank, while individually they deal one less, with a full post of sustained damage (such as hovering in front of a wall and drilling). One less then that for five or so sustained seconds. And one less then that for a quick pass.
    The beams charge for a second during which time they project a dim beam of light foreshadowing their projected path before bursting forward at sub-light speeds.  When "walking" the beam, making the beam move,  it can travel about a 1mps,  one meter per second. Which is roughly the walking pace of a human.
    The beams travel 25 meters per rank,  then 25 meters beyond that losing one rank,  25 beyond that losing one rank, and so on until it's a harmless trail of light for the next 25 at pre-D rank.


    The following masterfully drawn image will show the field of effect, the "Blindspot" against her particle beams where the ball can't make the gun face.

    The old Port - Remaining here for 'old purchases' PnDg14h

    Through epic super ultra neko power,  the Kaiser is capable of switching to an advanced chromahydro firing chips that fire an unstoppable volley of death and doom...  in the form of bright green and orange alternating bands... of paint.   Never again will you lose a battle of paintball.   The gun on the right shoots green paint while the one on the left shoots orange. The middle gun will shoot water.  All of which is harmless unless you get paint in your eye or something.  The pressure can be increased to make it deal only D-rank equivalent damage to cause bruises and not feel very nice,  but also to help power down stains or wash away the paint.

    Defensive Ability:
    Battlecasting: The craft is built with Battlecasting,  which makes the plating on the outside of the craft incredibly resistant to damage.  It's capable of flying while grinding against a stone wall, for example,  without scratching its Battlecasting.   When it comes to taking hits,  it can resist damage two ranks lower then the pilot's rank without being scratched.  Takes two hits with a spell one rank lower then the pilot to penetrate a section (ie;  shatter a wing), or one of the same rank.


    Utility Ability:
    Warpskip:   Using high-end gravitronics and lightforce engines the Kaiser is capable of initiating a "Warpskip" in which the Kaiser achieves lightspeed safely and without lethal inertia.  While childsplay compared to the better crafts who have FTL drives,  it remains a useful utility.   The Kaiser is only capable of momentary skips and is not equipped with enough processing power to safely guide the craft at those speeds.  Thus,  courses are set with predefined routes before skipping that it will then follow.   
    In combat,  a Warpskip allows the craft to disappear in a flicker of light and reappear within 100 meters at the speed of light,  then wait 3 posts before it can do so again.
    Because of these engines,  the vehicle is also remarkably silent unless you are directly beneath it.  Within 50 meters a hum can be heard. 

    Special:  By sacrificing 20% MP the Kaiser can be stored in a dimensional pocket and withdrawn at a later time (Not all that big when you factor that I do believe I'm the strongest mage with requip magic, at S-rank) for 10%,  for 30% in total.   While stored it repairs itself slowly to be usable again after the current topic is over if it was made unflyable. 

    Appearance: http://paooo.deviantart.com/art/Remember-me-gunship-concept-332494203
    Sounds like lots of fun. But you don't have 100k jewels (max for personal ship) to buy this. It is likely you'll getting more jewels though, given you have donated, so wait until your jewel amount on your profile is changed to fit that.


    Arisa Himiko wrote:Buying this for my Alt Rika since she can't post it in here for some odd reason.

    Name: The Flying Fairy
    Type: Nautical Battleship – Medium Speed
    Size: 200 Meters Long, 50 meters wide, 160 Meters Tall
    Occupation Limit: 3 People to Run it and can hold up to 15 people aboard the ship

    Specialties/Weapons
    Weapons:
    Offensive Ability:
    Eight Magic Turrets along each side of the ship ( 2 with Fire damage, 2 with Lightning Damage and 4 with Light Damage )

    One Magic Cannon each end of the ship up to dealing ( Dark Damage ).

    2x Deep Sea Mine layers at the end on the ship ( Deals Lightning Damage in a large area ) Explodes in an 20x20yards area.

    The Magic cannons along the sides can be used to shoot both far away air targets or Close and long ranged navel targets, the two up top can be used against close Air targets and Navel targets. And the Twin Beams count as 2 shots each time they fire.

    The Deep Sea mines goes down to a depth of 300m before detonating if they haven’t hit anything on the way down.

    Defensive Ability:
    Defensive Ability:
    Magic Platings: The ship takes only half damage from shots from other ships at same rank as the owner and lower ranks, takes 75% damage if the target it higher Rank then the owner of the ship.

    Magic Barrier: The ship got a magic barrier around it when out on the sea which makes it more resistant to damage the barrier needs to be shot down before the ship starts taking damage, the Barrier can resist 2 of same rank damage as the Owner +1 pr level before breaking and for those under the owners rank 4 shots +1 before breaking and taking damage like normal. 8 posts Rebooting time.

    Utility Ability:
    Utility Ability:
    Auto Repair System: The ship repairs itself as long as there are mages aboard it, healing itself by 5% each post, but the mages can give their magic power to the ships generator to boost the repairs up to 15%.

    Special:  
    Special Info:
    The ship got a watch post at the top of each sail for people to go up in and get a better view and due to the high a boost in range with Ranged weapons.

    The ship runs on a Special Magic Generator which makes it sail, but it can’t start without 3 people on the ship, There is rooms for 15 people aboard the ship, one for the captain(owner of ship) which is slightly bigger, and Two a bit smaller rooms but still bigger than the 10 last rooms on the ship.

    The figure head at the front of the ship is of a Mermaid


    Appearance:
    Ship Apperance:
    The old Port - Remaining here for 'old purchases' Hms_victory_in_battle
    Maximum occupant for a battle ship is around 9-10. Change to fit. Else, upgrade to a Guild Ship.
    Your full armada:
    16 Magic Turrets (Range?)
    2 Magic Cannons (Range?)
    2 Deep Sea Mine Layers(how many mines each layer)
    You also refer to some Twin Beams, which you have not even explained what they are.
    Also, what are you refering to as levels for the defensive barrier?
    Range Increase for the Watch Post.
    Finally, fix your spelling.


    _____________________________________________________________________________________

    Theme:

    Current Jobs:

    Job Slot 1: Find the Lost Puppy!
    Job Slot 2: Free
    Job Slot 3: Free
    Job Slot 4: Free
    Akina Revane
    Akina Revane
    Queen Of Blood

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    Character Sheet
    First Magic: Nature Nymph
    Second Magic:
    Third Magic:

    The old Port - Remaining here for 'old purchases' Empty Re: The old Port - Remaining here for 'old purchases'

    Post by Akina Revane on 21st August 2013, 10:55 am

    Fixed


    _____________________________________________________________________________________

    The old Port - Remaining here for 'old purchases' Akina2_by_gramcrackers-d6rmw25
    Nimbus
    Nimbus
     
     

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    First Magic: AVATAR: God of Thunder
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    Post by Nimbus on 21st August 2013, 3:46 pm

    I'll pay 50k for Kate Byte for her ship purchase.


    _____________________________________________________________________________________

    King Zenshin
    King Zenshin
     
     

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    Lineage : Aspect of Neptune
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    First Magic: Archmage's Sanctum
    Second Magic: Paladin's Armaments
    Third Magic:

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    Post by King Zenshin on 1st September 2013, 12:32 pm

    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:

    The old Port - Remaining here for 'old purchases' Gw2airship_panorama

    Click the image to see the full thing ; )
    Submarine
    Submarine:

    The old Port - Remaining here for 'old purchases' R169_457x257_3035_The_Whale_Sub_2d_illustration_fantasy_submarine_steampunk_picture_image_digital_art


    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
    Eris
    Eris
     
     

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    First Magic: Sunset Eclipse - The Sandstorm GS
    Second Magic: Titan Eclipse • Devil Pact
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    Post by Eris on 9th November 2013, 6:55 pm

    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:
    The old Port - Remaining here for 'old purchases' 3nloOpD
    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
    TacticalFallacy
    TacticalFallacy
     
     

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    The old Port - Remaining here for 'old purchases' Empty Re: The old Port - Remaining here for 'old purchases'

    Post by TacticalFallacy on 15th November 2013, 12:34 am

    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 cannons aren't static,  but can 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:
    The old Port - Remaining here for 'old purchases' 3nloOpD
    https://i.imgur.com/3nloOpD.png
    Link as well,  since this forum itself is pretty retarded at handling large images.


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    Eris
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    The old Port - Remaining here for 'old purchases' Empty Re: The old Port - Remaining here for 'old purchases'

    Post by Eris on 15th November 2013, 9:36 am


    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:

    The old Port - Remaining here for 'old purchases' Jacksparrow

    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.
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    The old Port - Remaining here for 'old purchases' Empty Re: The old Port - Remaining here for 'old purchases'

    Post by TacticalFallacy on 17th November 2013, 6:33 am

    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:
    The old Port - Remaining here for 'old purchases' 3nloOpD
    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.
    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.


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    The old Port - Remaining here for 'old purchases' Empty Re: The old Port - Remaining here for 'old purchases'

    Post by Eris on 17th November 2013, 1:45 pm

    @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.

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    Post by Nimbus on 20th November 2013, 8:16 am

    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.


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    Post by Chelvaric on 20th December 2013, 7:06 am

    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:
    The old Port - Remaining here for 'old purchases' Final_fantasy_air_ship_by_ricketydoodaa

    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.


    _____________________________________________________________________________________

    The old Port - Remaining here for 'old purchases' Bakugou.Katsuki.600.1932217

    It is a man’s heart which sets the world aflame..


    magic bank /Character

    The old Port - Remaining here for 'old purchases' Beigecat
    Eris
    Eris
     
     

    Moderator- Developer/GFX Artist- Regular VIP Status- Gain An Artifact- Quality Badge Level 1- Quality Badge Level 2- Quality Badge Level 3- Horseman- 11 Sinner- God Of Ishval- Ten Wizard Saint Member- Guild Master- God Slayer- Demon Slayer- Dragon Slayer- Legal Guild Ace- H-Rank- S-Rank- Richie Rich- Rich- Veteran Level 3- Veteran Level 2- Veteran Level 1- Character Application Approved!- Magic Application Approved!- Obtain A Secondary Magic!- Get A Pet!- Complete Your First Job!- Obtain A Lineage!- Join A Faction!- Senior [500]- Player 
    Lineage : Devil's Conquest
    Position : None
    Posts : 1471
    Guild : Grim Heresy [GM]
    Cosmic Coins : 5
    Dungeon Tokens : 0
    Experience : 0

    Character Sheet
    First Magic: Sunset Eclipse - The Sandstorm GS
    Second Magic: Titan Eclipse • Devil Pact
    Third Magic:

    The old Port - Remaining here for 'old purchases' Empty Re: The old Port - Remaining here for 'old purchases'

    Post by Eris on 20th December 2013, 11:37 am

    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:

    The old Port - Remaining here for 'old purchases' Gw2airship_panorama

    Click the image to see the full thing ; )
    Submarine
    Submarine:

    The old Port - Remaining here for 'old purchases' R169_457x257_3035_The_Whale_Sub_2d_illustration_fantasy_submarine_steampunk_picture_image_digital_art




    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:
    The old Port - Remaining here for 'old purchases' Final_fantasy_air_ship_by_ricketydoodaa

    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.


    _____________________________________________________________________________________

    The old Port - Remaining here for 'old purchases' NvVyM98

    The old Port - Remaining here for 'old purchases' CkggyrF

    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

      Current date/time is 22nd August 2019, 2:45 am