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The Sixty - Important Personnel of Valentine Z [READ-ONLY]

A place to put national factbooks, embassy exchanges, and other information regarding the nations of the world. [In character]

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Valentine Z
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v. 2.036.048 - Meet the Elemental Genevieve!

Postby Valentine Z » Sat Aug 17, 2019 10:26 pm

No. 48 - 4th Warrant Officer Genevieve - viewtopic.php?p=34944132#p34944132
  • Introduction
    • The weatherwoman, sometimes literally, would make her enemies’ day miserable with her slew of elemental powers, from setting targets on fire, to giving them a cold shoulder, to pushing them off with her forces. At the same time, she is a rather gentle and nice person, being able to use her healing abilities to help her teammates.

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Valentine Z
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v 2.039.048 - More Valentians coming your way!

Postby Valentine Z » Mon Aug 19, 2019 6:41 pm

No. 50 - Staff Sgt. Ezekiel Victor - viewtopic.php?p=34944147#p34944147
  • Introduction
    • A virologist with still rather questionable ethics, he has joined the Valentian cause, ready to help out and cure the world, but at the same time, also to unleash death and destruction through biological means. Though mostly the former with helping and finding cures.

No. 51 - Sgt. Maj. Gabriel Nicholas - viewtopic.php?p=34944243#p34944243
  • Introduction
    • A formidable warrior at close range, Gabriel and his dual shotguns, as well as short-range teleportation, are more than enough to wreak havoc upon his enemies, and securing Valentians a victory when needed.

No. 60 - Pvt. Vanessa Josephina Kelly - viewtopic.php?p=34944261#p34944261
  • Introduction
    • An Old Norse half-mage, half-warrior from Valentina’s world, first thought to be lost in the destruction that The Chaos Bringer brought about to the world. Now she is more than happy to fight alongside her old friend Valentina, making sure that Valentine Z would not suffer the same fate.
Last edited by Valentine Z on Mon Aug 19, 2019 6:42 pm, edited 1 time in total.

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v 2.040.050 - Marshal Benjamin, is seriously here!

Postby Valentine Z » Mon Sep 23, 2019 5:40 pm

No. 25 - Marshal Benjamin Donnie Derrick - viewtopic.php?p=34930367#p34930367
  • Introduction
    • Spitting out one-liners and killing everything in his path when ordered to, Benjamin is truly a force to be reckoned with in close quarters and in medium range. His minigun will do an absolute job at finishing enemies off, and if more force is needed, he will be happy to comply with an Energiser.

No. 6 - Vice Foresittend Jolyn Maxine - viewtopic.php?p=34890846#p34890846
  • Buffs
    • Decreased rate of fire from 8 to 6 ROF, increased Damage per Hit from 90 to 140. New DPS from 720 to 840.

No. 48 - 4th Warrant Officer Genevieve - viewtopic.php?p=34944132#p34944132
  • Buffs
    • Decreased rate of fire from 2 to 1.6 ROF, increased Damage per Hit from 240 to 555. New DPS from 480 to 888.
Last edited by Valentine Z on Fri Oct 04, 2019 12:17 am, edited 3 times in total.

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v 2.041.052 – Change of Characters.

Postby Valentine Z » Fri Oct 11, 2019 6:48 am

No. 1.5 - Valentina “De Sierlijke en Vrij High Valkyrie ov - viewtopic.php?p=34883416#Valentina
  • Lore
    • A very small one at that. Added a few words about her appearance.

No. 6 - Vice Foresittend Jolyn Maxine - viewtopic.php?p=34890846#p34890846
  • Change
    • Given her high-damage role, Jolyn is re-classified from Support to a DPS, specifically an Offensive.

No. 19 - Wing Commander Angeline Joyce - viewtopic.php?p=34903746#p34903746
  • Retcon
    • No longer portrayed as Star Butterfly, Angeline now has a completely reworked character, with a completely different ability kit. She is now your reliable and damage-soaking tank, and inside that hardened will is a woman with a positive outlook on life, and perhaps a little on the erratic side given her time in other dimensions. The original will be posted here for reference:

No. 19 - Wing Commander Angeline Joyce Estefania
Name: Wing Commander Angeline Joyce Crystal Bella Wv “A Estrela Alegre” Samara Sapphire Tamara Annie Estefania Carolina Tavares Alencar Melissa Clemente Teixeira Vanda Regina Mik Nogueira
Height: 251,46 centimeters (8 ft. 3 in.)
Age: [data missing]
Nation of origin / Nationality / Ethnicity / Race: Brazilian

A very excitable and cheery person rivalled only by Clarissa’s happiness, Wing Commander Angeline is the next-in-command of the entire Valentian Air Force, just right below Chief Aviator Gwen herself. She is certainly a lot older than she looks, though she is one of the youngest Valentians to date, right before immortality and synthetic bodies take over.

Hailing from the land of Brazil, Angeline has always been a sweetheart and a cheerful person to everyone around her. Though, it turns out that Angeline did not originate from Valentine Z’s world’s Brazil; instead, she was from an alternate Earth where magic is slightly more prevalent, and that they too have mastered dimension crossing, though much earlier than the Valentians have. In her home world, as a daughter of one of the more prevalent and influential families, she has access to everything that a girl could have asked for, and despite all that, Angeline remains humble and rather tame compared to others of the similar status. She spent most of her time in her home world either riding one of the flying mythical creatures, or giving back to the poor and the unfortunate, while giving all the smiles she could ever give.

One day, just out of simple boredom from all the magic, Angeline figured that she would like to visit other dimensions, to go and see other possible Earths with unique attributes. After getting a green light from everyone in her dimension, she bid farewell to them, promising to visit them now and then, while keeping herself safe. In the meantime, she was gifted a wing suit that has built-in jetpacks with self-regenerating fuel, as well as other on-board gadgets to help her survive the conditions of other worlds. With her new suit, she travelled to the Valentian’s world, at least during its Cold War days. Still, she wasn’t fazed by it, and was instead willing to help Valentijn and his people with accomplishing their goals of saving people. Angeline shows sadness for once in her life when she saw the death and destruction of billions of people, but after a short recovery time, she was optimistic yet again, confident that the Valentians will be able to lead their world back into prosperity and progress, and she will not miss it for the world, to see the development progress.

Nowadays, Angeline is the Wing Commander, due to her experience with flying things back in her dimension, and also because of her jetpack suit that gave her the mobility that she needs, being able to command everyone with much efficiency. Due to her loving nature, she would rather that Valentians and everyone else would solve things in a non-violent manner, but if things get tougher and heated up, Angeline does not mind doing what she does best with her suit and her pulse rifle. Still, despite all of that, she is regarded as very respectful and caring towards everyone, including the enemies, going as far as to apologise to her attackers when she gets too tough or hurts them.

While her suit is technological in outer aspects, it is indeed known to be magical, essentially getting free-flow of energy for her jetpacks, as well as her rifle being out-of-this-world (by this world, meaning Valentine Z world).

Angeline is an offensive character, being able to deal steadily high damage with her pulse rifle. Despite it being slow-firing, it has a small spread angle because of that, and thus increased accuracy. However, due to the strain of firing the weapon, the rifle draws in energy from the suit Angeline is wearing and as a result, she is only able to move at 0.92x of her normal speed when she is firing her weapon. The jetpack on her suit allows her vertical mobility, as well as being able to make complex manoeuvres so as to evade her attackers or to find new angles to attack from. Every interval, Angeline can armour herself up, or to throw an armour pack for her allies to use. This stacks up 3 times, effectively giving 600 additional armour on top of HP. She can also fire a concussive blast from her suit, which impacts onto the ground so hard that enemies would be sent flying away from the epicentre, effectively for dispersing the crowd and separating the supports away from their allies. Her ultimate is a sonic blast, which negates all armour on enemies in a rather large area of effect, as well as stopping their regeneration for 4 seconds. Furthermore, an undocumented effect of the ultimate is that the affected enemies will take 20% more damage, as a result of their armours and their shields becoming unstable.

Image
A shot of Wing Commander Angeline. Credit: Star vs. The Forces of Evil.


ClassHPMagazine SizeDamage Per Hit (DPH)Rate of Fire (ROF) / Hits per secondDamage Per Second (DPS)
Offense200060884352

Primary: Somewhat slow-firing pulse rifle. Very small spread angle, and slows Angeline down by 8% while firing.
Jetpacks (Passive): Hovers above the ground for maximum of 4 seconds. Fuel slowly regenerates when not in use.
Armored up: +200 armor pack that can either be used by self, or thrown to an ally. Armor packs stacks up thrice.
Ground Slam: Knocks back enemies in a 5 meter radius. Deals 5-30 damage, depending on range from epicentre.
Sonic Blast (Ultimate): Negates all armor on enemies in 10 meter radius, as well as stopping their regen. for 4 sec.
Last edited by Valentine Z on Fri Oct 11, 2019 6:50 am, edited 1 time in total.

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v 2.042.052 - Reworked 1st Commander Michelle.

Postby Valentine Z » Fri Nov 22, 2019 2:01 pm

No. 37 - 1st Commander Michelle Karen - viewtopic.php?p=34931109#p34931109
  • Retcon
    • Michelle has been reworked to have a much more offensive output, as well as a defensive one. She is also reworked to give her a flexible set of abilities, instead of following too closely to the original source materials.
  • Balancing Changes
    • Nerfs: Rate of Fire decreased from 2 to 0.6 // DPS from 800 to 570.
    • Buffs: Damage increased from 400 to 950.

Original piece for reference:

ClassHPMag. SizeDmg.ROF / sDPS
Offense190064002800

Primary: Semi-automatic revolver, effective at ranges up to 70 meters; 70% damage falloff at 70-120 meters. Little to no spreading.
Fan The Hammer: Fires all the shots in one succession. The shots are wild and inaccurate, but still has the ability to do a headshot.
Combat Roll: Rolls in a given direction for a quick 0.5 second. Reloads the revolver whilst doing the roll. Still interruptible as usual.
Stun Grenade: 500-10 dmg to enemies in an 8 m AoE, jarring their vision & hearing for 4-0.5 sec. 3 second fuse that can be cooked.
The Highest of Noons (Ultimate): Auto-reloads and aims for 8 secs., locking enemies in line of sight. 100 - 8000 dmg, interruptible.


New implementations:

ClassHPMagazine SizeDamage Per Hit (DPH)Rate of Fire (ROF) / Hits per secondDamage Per Second (DPS)
Offense190069500.6570

Primary: Semi-automatic revolver, effective at ranges up to 70 meters; 70% damage falloff at 70-120 meters. Little to no spreading.
Combat Roll: Rolls in a given direction for a quick 0.5 second. Reloads the revolver whilst doing the roll. Still interruptible as usual.
Stun Grenade: 500-10 dmg to enemies in a 8 m AoE, jarring their vision & hearing for 4-0.5 sec. 3 second fuse that can be cooked.
Forward Shield: Michelle extends out a shield, covering most of herself, as well as protecting her allies behind. Shield has 3000 HP.
Shield Throw: Michelle flings her shield at a target, dealing damage that is 80% of the shield's health. Min/Max cap is 200-1800 HP.
Electrified Shield (Ultimate): Charges her current shield with electricity, boosting its health by 100%, dealing 20 / sec to 2 m in front.
Shield Throw (Electrified): Deals electricity damage (40 dmg. / s) to the target, as well as slowing them down by 50%, for 4 seconds.
Last edited by Valentine Z on Fri Nov 22, 2019 2:03 pm, edited 2 times in total.

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v 2.043.053 – New feature: Templates!

Postby Valentine Z » Mon Jan 06, 2020 9:18 am

New Templates
  • General Changes
    • There will now be character templates for each of the Valentians. With a different Valentian, will come a different template and style. Clarissa’s template has been added as of this post.
Last edited by Valentine Z on Tue Feb 04, 2020 7:59 am, edited 2 times in total.

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v 2.044.060 – More Templates. Valentijn's Retcon.

Postby Valentine Z » Tue Feb 04, 2020 7:49 am

Templates
  • New Templates.
    • New Templates added to more characters: Valentijn, Gwen, Clarissa, Adriana, Jolyn, and Jamie. More to come soon!

No. 1 - Valentijn “De Sierlijke en Vrij Valkyrie General ov - viewtopic.php?p=34883416#p34883416
  • Retcon / Changes to the abilities and traits.
    • Valentijn is now equipped with a sledgehammer that is good for 40 uses before it needs a repair / recharge. Additionally, there are several reworks to his abilities, with some nerfs, some buffs, and a new Ultimate added. The old and new stats and abilities are added here for side-by-side comparison, as well as logging purpose.



Old Abilities, with help text:

General Valentijn is an all-rounder, excelling in both offensive and defensive capabilities. His lack of ranged attacks is supplemented by his height and his melee attacks that made up for the lack of range with massive amounts of damage. However, with his size, comes the colossal (pun intended) drawback of having extremely slow attack speeds. Other times, Valentijn was more or less meant to be a damage sponge, as well as healing his nearby allies at a rate of 3% of their maximum HP per second. Actually, he does have a pseudo ranged attack, whereby he could grab an enemy in his hand and throw it at something else, though this does not exactly deal a large amount of damage compared to his fist and sword slams. Occasionally, he can also drain the lifeforce of a targeted enemy and use the said lifeforce on himself for healing purposes. He has a set of 3 ultimates to help him out – a radioactive fallout that drains enemies’ health at a constant rate, radiative fire that deals shock damage in a huge area, and lastly, an apocalyptic punch that is guaranteed a death for low-high level enemies, as well as a few other all-rounders – 2 x Apocalyptic Punches will annihilate Superintendent Clarissa from Samantha-Higgs.


ClassHPMagazine Size (Pri / Sec)Damage Per Hit (DPH) (Pri / Sec)Rate of Fire (ROF) / Hits per second (Pri / Sec)Damage Per Second (DPS) (Pri / Sec)
All-rounded250000∞ / ∞75000 / 1200000.09 / 0.046750 / 4800

Primary Attack: Apocalyptic Punch. Direct melee hit to the enemy or manual aim at the ground. Inaccurate against moving targets, and slow rate of attack.
Secondary Attack: Sword slam. Unsheates the blade and does a single slash. The slash does 120,000 damage direct hit, and 5000 dmg. at 20 meters AoE.
Good Radiation (Passive): 1% of maximum HP healed per second to Val, with 3% of maximum HP healed per second heal to allies around him. 20 m radius.
Husband-Wife Tag-team (Passive): When Clarissa is around Valentijn in a 30 meter radius, Valentijn gains HP up to 524,288, as well as +1% HP regen rate.
Seismic Slam: Strikes the ground around it. 1500-20 damage to enemies in 40 meter radius, with 8000 direct damage to the epicenter. Stuns for 3 seconds.
Throwdown: Grabs an enemy and slams it onto the ground. 3000 pure damage that ignores damage. 3 second stun after slammed, with +10% dmg. taken.
Life Drain: Stuns and drains 10% of target's maximum HP, healing Valentijn at 1500% of the HP drained. Additional damage of 2% of target's maximum HP.
Nuclear Fortitude (Ultimate): -8% of enemy's maximum HP drained in a 50 meter radius over time. Stops draining when enemy's HP is 1. Lasts 10 seconds.
Radiative Fire (Ultimate): 4.5 sec cast time. Slams a 25 meter radius area with 80000-100 damage. Additional radiation damage at 300-5 HP / sec for 8 sec.
Lunatic Strength (Ultimate): Boosts the damage of a single Apocalyptic Punch to 1000% of normal damage. 1 secs cast time, interruptible. Lasts 7 seconds.




New abilities:


ClassHPMagazine Size (Pri / Sec)Damage Per Hit (DPH) (Pri / Sec)Rate of Fire (ROF) / Hits per second (Pri / Sec)Damage Per Second (DPS) (Pri / Sec)
All-rounded250000∞ / 4075000 / 1600000.09 / 0.046750 / 6400

Primary Attack: Apocalyptic Punch. Direct melee hit to the enemy, or a manual aim at the ground. Rather inaccurate against moving targets due to slow rate of attack and Valentijn's size.
Secondary Attack: Equips a 2400-tonnes sledgehammer and slams it on a target or ground. Does 160,000 damage directly, and 7000 dmg. with 3 s stun at 20 m AoE. Good for 40 uses.
Good Radiation (Passive): 1% of maximum HP healed per second to Val, with 3% of maximum HP healed per second heal to allies around him. Healing radius is 20 m, capped at 1 m min.
Husband-Wife Tag-team (Passive): When Clarissa is around Valentijn in a 30 meter radius, Valentijn gains Maximum HP from 250,000 to 524,288, as well as a +1.0% HP regeneration rate.
Seismic Slam: Stomps the ground around it, causing 4000-50 damage to enemies in 40 meter radius, with 7500 direct damage to the epicenter. Stuns and 50% slowing last for 4 seconds.
Throwdown: Grabs an enemy and slams it onto the ground. 6000 pure damage that ignores damage-modifiers. 2-second stun after being slammed, with +10% dmg. taken for 3 seconds.
Life Drain: Stabs an enemy, stunning it and draining 10% of target's maximum HP, healing Valentijn at 1500% of the HP drained. The enemy cannot be drained less than 1% of its max. HP.
Nuclear Fortitude (Ultimate): -7.50% of enemy's maximum HP drained in a 50 meter radius over time. Stops draining when enemy's HP is 1. Lasts for 10 seconds and cannot be cancelled.
Radiative Fire (Ultimate): Slams a 25 meter radius area with 80000-1000 worth of damage. Additional radiation damage at 600-50 HP / sec for 8 seconds in the radius. 4.5 sec cast time.
Lunatic Strength (Ultimate): Boosts the damage of a single Apocalyptic Punch (Valentijn's primary attack) to 1000% of normal damage. 1 secs cast time, interruptible. Charge lasts 7 sec.
Breakpoint (Ultimate): Increases the Rate of Fire of Primary Attack to 0.80 / seconds, and Secondary Attack to 0.33 / seconds, dealing 60000 DPS and 52800 DPS respectively. 3 sec cast.

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v 2.044.065 - Valentijn's Buff. More Templates.

Postby Valentine Z » Fri Mar 06, 2020 1:03 am

Templates
  • New Templates.
    • New Templates added to more characters: Marcus, Charlene, and Angeline.

No. 1 - Valentijn “De Sierlijke en Vrij Valkyrie General ov - viewtopic.php?p=34883416#p34883416
  • Description + Buff.
    • Along with a new description, Valentijn receives yet another buff onto himself, this time with Breakpoint - the ability that increases his attack speeds to such an extent that no one can get in his way.

Valentijn is an all-rounded character, and for his size, he is considered to be way too overpowered beyond his usual peers and when compared against the other Valentian personnel and troops. It is this advantage that puts him on the frontlines, as he desires so. His primary attack is a simple Apocalyptic Punch, which is a direct hit attack to a target, or can be manually aimed at the ground to trigger tremors. He is also equipped with a 2400-tonnes sledgehammer that he can use it to hit an airborne enemy, as well as to slam it against a target on the ground. It deals tremendous direct damage, and also area-of-effect damage with accompanying stun. The sledgehammer is good for 40 uses before it needs to be recharged. As a result, both his primary and secondary attacks are good damage-dealers, but while they have their excessively overpowered damage, he is limited by the slow rate of attack. Passively, Valentijn has Good Radiation, which grants healing effects to both Valentijn and to the allies around him; additionally, when Clarissa is around him, he gains more than twice his maximum hit point, while also having an increased regeneration rate. As for the active abilities, Valentijn can stomp the ground around him, causing damage to enemies in a large area-of-effect, as well as stunning and slowing them down. Repeated usage is reported to make the area of land unstable and can trigger smaller tremors; he can also grab a target with his hands and slams it back onto the ground for more pointed attack, dealing 6000 worth of damage that ignores armor and other damage-modifiers. The target then suffers 2-second stun, along with +10% damage taken for a short while; lastly, to save himself from death or just to restore his health, Valentijn can extend out a needle hidden in his arm to drain 10% of target’s maximum HP. He cannot kill a target with this ability, since he will stop draining at 1% of target’s Max HP. Valentijn is also the only character so far to have four ultimates – two of them which deals tremendous amount of radioactive fire to enemies around him in an area, Lunatic Strength that boosts his punches’ damage to 1000% of normal damage (10x). Lastly, if he is sufficiently angered, he has Breakpoint, which takes longer than other ultimates to charge, but it’s also the most rewarding. Boosts his rate of fire for primary attack by 4000%, and secondary attack by 5000%. This results in 276750 DPS from Primary Attack, and 326400 DPS from Secondary Attack respectively, obliterating anything that stands in Valentijn’s way. This has a 3-second cast time, and last for 8 secs.

[Old] Breakpoint (Ultimate): Increases the Rate of Fire of Primary Attack to 0.80 / seconds, and Secondary Attack to 0.33 / seconds, dealing 60000 DPS and 52800 DPS respectively. 3 sec cast.
[New] Breakpoint (Ultimate): Increases the Rate of Fire of Primary Attack by 4000%, and Secondary Attack by 5000%, dealing 276750 and 326400 Damage Per Second respectively. 3 secs cast.
Last edited by Valentine Z on Fri Mar 06, 2020 1:06 am, edited 3 times in total.

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v 2.045.065 - Clarissa's Specs Spectacular!

Postby Valentine Z » Mon Mar 23, 2020 1:32 pm

No. 3 - Exuberant Superintendent T-1000/2904 Surveillant - viewtopic.php?p=34883489#p34883489
  • Lore Update
    • We gave more information on what kind of technology Clarissa has inside of her, as well as in the recently unveiled cloud storage that she has access to 24/7. Additionally, information is streamlined, with the older specs tables now referred to an older factbook. Her list of updated specs are as follows:
Exuberant Superintendent T-1000/2904 Surveillant Clarissa Alanis Star Breya « La Amoureux Chéri » Millie Taissa Butterfly Mélody Coraline Jolijn Trini Clementine Hollie Samantha Zeta Harumi’s specs sheet

As time goes on and on, Clarissa received many updates and upgrades to her system, to such an extent that she is perhaps unrecognisable in terms of pure computational power. Deep down, Clarissa is still the lovely and caring android that we have all known and love, and her personalities have never changed, remaining constant despite the changes.

General
Typical Dimensions: 20 feet / 609.60 cm
Typical Mass: 2645 lb / 1200 kg
She can expand up to 1020 meters if needed, and shrink down to 10-30 meters. Unrecommended to go into extreme lengths.

Local Computational Power – CPU
CPU-Build: Artificial Neurons with Traditional Silicon Chips and Quantum Chips.
Number of Neurons: 3.33 trillion.
Number of Cores (Traditional Silicon Chips): 524,288
Number of Qubits (Quantum Chips): 700,000
CPU-Architecture: 4096-bits. Addressable up to 1.0443889 x 101233 bytes of memory.
CPU-Performance: Recorded at computational power exceeding 10120 FLOPS.

Local Computational Power – GPU
GPU-Build: Combination of Traditional Silicon Chips and Quantum Chips.
GPU-Brand: “Nostrus” Brand GTX Mk. 7777 x 20
Number of GPU Cores (Traditional Silicon Chips): 2500 x 20 = 50000
Base Clock: 888 x 1033 Hz
Boost Clock: 133.72 x 1036 Hz (150x boost)
Memory Speed: 80000 Gbps
Memory Interface Width: 16384-bit

Local Computational Power – Data Storage
Build: Solid State Drive (SSD), coupled with Neurons.
Capacity: 8 x 1060 bytes
Read Speed: 5 x 1047 bytes / sec
Write Speed: 3.1 x 1047 bytes) / sec

Cloud Computational Power – Physical Specs
Size: 104000 square meters.
Entropy Stable: Yes, at least 1010e+10000 years.

Cloud Computational Power – CPU
CPU-Build: Combination of Traditional Silicon Chips and Quantum Chips. Artificial brain with neurons in the dimension.
Number of Neurons: 50 quadrillion.
Number of Cores (Traditional Silicon Chips): 1040
Number of Qubits (Quantum Chips): 2000 trillion
CPU-Architecture: 4096-bits. Addressable up to 1.0443889 x 101233 bytes of memory.
CPU-Performance: Recorded at computational power exceeding 10200 FLOPS.

Cloud Computational Power – GPU
GPU-Build: Combination of Traditional Silicon Chips and Quantum Chips.
GPU-Brand: “Nostrus” Brand GTX Mk. 7777 x 109
Number of GPU Cores (Traditional Silicon Chips): 2500 x 109= 2.50 x 1012
Base Clock: 888 x 1033 Hz
Boost Clock: 133.72 x 1036 Hz (150x boost)
Memory Speed: 80000 Gbps
Memory Interface Width: 16384-bit

Cloud Computational Power – Data Storage
Build: Solid State Drive (SSD), coupled with Neurons.
Capacity: 8 x 10200 bytes
Read Speed: 5 x 1057 bytes / sec
Write Speed: 3.1 x 1057 bytes) / sec

Connectivity
Build: T.35A-4G connection with up to 400 simultaneous connectivity options.
Upload Speed: 1.00 x 1020 bytes / sec
Download Speed: 0.80 x 1020 bytes) / sec

Visual Sensors – General
EM Spectrum Range: 30 Hz (10Mm) to 300 EHz (1 pm)
Sensitivity / Accuracy: +/- 0.01 lux

Visual Sensors – Still Images
Effective Megapixels: 12 TP (terapixels) – 4,000,000 x 3,000,000 pixels
Aperture: f/0.1 – f/500
ISO (Sensitivity): 1.6 – 500,000,000
Focal Length: 1.2 mm – 20000 mm
Shutter Speed: 1/16,000,000 sec – 57,600 sec (16 hours)
Burst Shot Speed: 1000 shots / sec at Maximum Image Size.

Visual Sensors – Video Feed
Effective Megapixels: 6 TP (terapixels) – 2,000,000 x 1,500,000 pixels
Aperture: f/0.1 – f/500
ISO (Sensitivity): 4 – 400,000,000
Focal Length: 2 mm – 20000 mm
Shutter Speed: 1° to 360°. 1/40,000,000 sec to ½ sec.
Max. Frame Rate: 100,000,000 at Maximum Image Size.

Auditory Sensors
Number of channels: 6 (Head). Connectable up to 800 channels.
Maximum Sample Rate: 768 MHz
Frequency Range: 0.0001 Hz to 384,000,000 (384 MHz)
Audio Cancellation: Effective up to 60 meters, 83% success rate.
Maximum Audio Volume: 400 dB

Taste and Smell
Architecture: Digital Tongue and Nose – made out of 4 mass spectrograms, along with a database of smells.
Sensor Range: Ability to distinguish up to 1,000,000 distinct tastes and smell.

Other Sensors
Skin: 10 trillion pressure points all over the body. Ability to detect down to 1 Pa of accuracy.
Accelerometer: 3-axis, though can be configured for higher/lower dimensions. 80000 Hz refresh rate. Sensitive up to 0.001 m/s2 of change.
Gyroscope: 3-axis, configurable for other dimensions. 80000 Hz refresh rate. Sensitive up to 0.01° of change.
Radio: FM, AM, SW, etc…
Magnetometer: 3-axis, configurable for other dimensions. 60000 Hz refresh rate. Sensitive up to 1 nT (nano-Tesla) of change.
Proximity Sensor: Detects movement and disruption from up to 40 cm away.

Battery
Brand: Solidus “Limitless” Energy Inc.
Capacity: 5.00 x 1030 Ah
Voltage Rating (Input): 2000 V
Current Rating (Input): Variable, up to 8 x 109 A.
Maximum Stored Energy: 3.6 x 1037 Joules
Means of charging: AC outlet; Mass-Energy Conversion; Solar Panels with 99.3% efficiency.

Offensives
Primary: 2 x GAU-8/N-2904 miniguns with energetic ray output.
Secondary: Applied force through hand. Up to 777,777,777 Newtons.
Hellian Laser: 10 km effective range. 60 GW output.
Ability to mimic other weapon systems at 10-95% efficiency.

Defensives
Water and Dust rating: IP69K (completely dust and waterproof).
Force: Impervious to forces up to 800 G’s.
Electricity: Shock-proof up to 1012 A
Operation Temperature: -270 C° to 10,000 C°.
Acidity and Base: No protection against acids below pH < 3 and bases above pH > 11.

Mobility
Normal Velocity: 20 – 300 km/h
Maximum Velocity: 360 – 500 km/h
Overdrive Velocity: 40,000 km/h.
Last edited by Valentine Z on Tue Mar 24, 2020 7:53 am, edited 1 time in total.

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v 2.047.065 - Jacob and Charmaine's Buffs!

Postby Valentine Z » Sat Mar 28, 2020 11:42 pm

No. 24 - Field Marshal Jacob Dalston - viewtopic.php?f=23&t=453433&start=25#p34914071
  • Buff and Rework.
    • Buffed Damages.
    • HP increased from 3000 to 4000.
    • Ballista Added.
    • Hell's Tears Added.
    • Beserker Added.
  • Nerfs
    • Using a weapon now gives Jacob a 3-4 sec cooldown.

To celebrate Doom Eternal, our very own Jacob has received a slew of buffs and upgrades that would allow him to punch Hell itself, as well as to protect Valentine Z from a demonic invasion. The older version will be put here for preservation.

Due to his armor, Jacob's movement and melee speeds are rather slow compared to his other Offensive and Defensive friends. However, he more than makes up for it with an assortment of weapons that is an answer to any kind of situation, as well as having the highest HP out of all the DPS heroes. His primary weapon is a short-range pump-action shotgun with manual reloading sequence, while his melee is a chainsaw that deals tremendous damage to the enemies around him, though with a slow rate of swing. If an enemy nearby is below 5% of its base HP, Jacob can perform a Glory Kill on the enemy; enemies that died from this attack will give Jacob their essence, essentially healing him. He also has a rocket launcher for long-range situations and for dealing splash damage, as well as a Plasma Rifle if he needed a rapid-firing weapon with good splash. There is also a Chaingun that is hitscan, and has the highest rate-of-fire amongst all of his weapons. His ultimate is a huge weapon known as the BFG, which causes devastating damage to enemies in a rather large area, as well as slowing down enemies that are caught in the radius of the projectile.


ClassHPMagazine SizeDamage Per Hit (DPH)Rate of Fire (ROF) / Hits per secondDamage Per Second (DPS)
Offense30004 / ∞1111 / 4001 / 0.41111 / 160

Primary: Short-range pump-action shotgun. Good spread. Reloading is manual, that is, rounds are added one by one. 4 round reload takes 2.5 seconds.
Secondary: Short-range chainsaw that deals 400 damage with per swing. Also gives a 33% chance to deal 900 damage with the said swing. ROF is 0.4.
Glory kill: Instantly kills an enemy if it is below 5% of max. HP. Heals at 10% of target's max. HP. The kill process depends on enemy size & interruptible.
Rocket Launcher: Switches to a rocket launcher for 8 seconds. 600 damage at 3-meter splash diameter. 0.45 ROF. No reloading is needed for duration.
Plasma Rifle: Switches to a plasma rifle for 8 seconds. 100 damage at 8 ROF. The damage is splash, & varies from 90-1 depending on range. No reload.
Chaingun: Switches to a chaingun for 8 seconds. 80 damage at 12 ROF. The damage is hitscan, and the bullets spread out as time goes on. No reload.
BFG (Ultimate): Fires a BFG projectile in a straight line. -80% movement sp. to enemies in a 5-m radius. Explosion is 4000 dmg. Can collide with objects.


Due to his armor, Jacob's movement and melee speeds are rather slow compared to his other Offensive and Defensive friends. However, he more than makes up for it with an assortment of weapons that is an answer to any kind of situation, as well as having the highest HP out of all the DPS heroes. His primary weapon is a short-range pump-action shotgun with manual reloading sequence, while his melee is a chainsaw that deals tremendous damage to the enemies around him, though with a slow rate of swing. If all else fails, he has a hard-knocking punch that hits harder than almost every other characters, dealing more damage from the back if the enemy is unaware. On the list of active abilities, if an enemy nearby is below 5% of its base HP, Jacob can perform a Glory Kill on the enemy; enemies that died from this attack will give Jacob their essence, essentially healing him. He also has a rocket launcher for long-range situations and for dealing splash damage, as well as a Plasma Rifle if he needed a rapid-firing weapon with good splash. There is also a Chaingun that is hitscan, and has the highest rate-of-fire among all of his weapons. He also has a Ballista that is more or less a pseudo-sniper-rifle. Note that using any of the weapons will lock switching to another active-ability weapon for 3-4 seconds. That is, Jacob will switch back to his shotgun and he won't be able to use his other weapons. He has three ultimates - a huge weapon known as the BFG, which causes devastating damage to enemies in a rather large area, as well as slowing down enemies that are caught in the radius of the projectile; and Berserker, which makes him severely tougher in both melee offensives and defensives, though this locks him to his melee attacks, i.e. no ranged weapons. The new ultimate - Hell's Tears, are two cluster bombs launched from a double-barrel that deals a tremendous amount of damage in an area, and offers up to 72,000 devastating points of damage.


ClassHPMagazine SizeDamage Per Hit (DPH)Rate of Fire (ROF) / Hits per secondDamage Per Second (DPS)
Offense40008 / 4 / ∞1111 / 600 / 7001 / 0.4 / 0.351111 / 240 / 245

Primary: Short-range pump-action shotgun with good spread. Reloading is automatic, that is, rounds are added one by one back into the shotgun when not firing. 8 round reload takes 5.0 seconds.
Secondary: Short-range chainsaw that deals 600 damage with each of the swing. If the enemy is less than 50% of Max HP, deals 850 damage instead. ROF is 0.4. Needs recharging after 4 swings.
Tertiary: A melee attack that deals 700 damage, compared to the typical melee damage of 300 damage. Does 1600 damage from the back. Beserker (Ult) increases damage by 900%. ROF is 0.35.

Glory Kill: Instantly kills an enemy if it is below 5% of max. HP. Heals at 10% of target's max. HP. The kill process depends on enemy size, and also can be interrupted; Jacob can be stunned during it.
Rocket Launcher: Switches to a rocket launcher for 13 seconds. 600 damage at 3-meter splash diameter. 0.45 ROF. No reloading is needed for duration. Other weapons'll get locked for 3 sec after.
Plasma Rifle: Switches to a plasma rifle for 13 seconds. 100 damage at 8 ROF. The damage is splash, & varies from 90-1 depending on range. No reload. Other weapons'll get locked for 3 sec after.
Chaingun: Switches to a chaingun for 13 seconds. 80 damage at 12 ROF. The damage is hitscan, and the bullets spread out as time goes on. No reload. Other weapons'll get locked for 3 sec after.
Ballista: Switches to a ballista for 12 seconds. 1800 damage at 0.33 ROF. Fast projectile that's neigh impossible to escape from. Can pierce. No reload. Other weapons'll get locked for 4 sec after.
BFG (Ultimate): Fires a BFG projectile in a straight line. -80% movement sp. to enemies in a 5-m radius. Explosion deals up to 5000 damage, with 1000-4000 sec damage. Can collide with objects.
Beserker (Ultimate): Increases the damage of melee attacks (punches, Glory Kills, etc) to 1000%, but at the expense of locking all the other weapons. Offers additional 80% damage reduction. 12 s.
Hell's Tears (Ultimate): Launches 2 cluster bombs that explodes with 8000 damage, which then splinters into 10 cluster bombs with 2000 damage, which then splinters into 10 bombs with 800 dmg.




No. 16 - Trade Representative Charmaine Marissa - viewtopic.php?p=34900340#p34900340
  • Buffs
    • Increased melee damage.
    • New weapon and ability: Turret launcher.
    • Schematics now allows Charmaine to copy abilities as well.
  • Nerfs
    • Aerial Bombardment: Damage per rocket reduced from 900 to 800. The specification of the number of rockets is a clarification - neither a nerf nor a buff.

Charmaine used to be extremely weak when pitted against other Valentian personnel. Even with her previous ultimate, which allows her to copy any weapons, did not fare her too well when she has to face increasingly staggering odds. This update should see that even if her punches are weak, she more than makes up for it with her assets.

Her previous abilities are pasted here for preservation.

In terms of battles, Charmaine is a Support character, though not exactly someone that could heal her friends or restore their health. She is initially equipped with nothing but a fist punch in order to fend herself, and while not dealing much damage, she could do this indefinitely and without rest. Additionally, she is much more of a defensive support, having a passive ability that reduces the cooldown of her allies’ abilities, allowing them to recover faster and to output at a much faster rate. If the odds are not looking too good, Charmaine could launch an aerial bombardment – a rocket barrage in a designated area, with up to 900 points of damage, though Charmaine could be affected by her own rockets if she got caught in the way. Weapon Drop is yet another ability that somewhat indirectly benefits her allies, allowing them to reload their weapons 33% faster for 6 seconds, though they would deal 5% less damage for that. Still, a faster reload and outputting more bullets and projectiles would more than compensate for the slightly reduced damage. Ultimately, Charmaine has an ability to duplicate an enemy (or an ally’s weapon), through studying their schematics that would take her 3 second to do, and this ability in turn could not be interrupted (though Charmaine would still take damage). This allows her to wield some other person’s weapon, though at 95% of the normal damage, and only for 15 seconds. Charmaine is recommended to be the backstage character, avoiding direct combat and casting her abilities now and then to support the allies around her. Though, if she managed to get a hands on a weapon, she would be able to temporarily charge into the frontlines.


ClassHPMagazine SizeDamage Per Hit (DPH)Rate of Fire (ROF) / Hits per secondDamage Per Second (DPS)
Support2400802160

Primary: A simple fist punch. Short range and melee. A swing acts as a secondary, dealing 60 damage to multiple enemies.
Asset (Passive): Reduces all allies' abilities' cooldowns around Charmaine by 0.5 seconds. Area of Effect is 10 meter radius.
Aerial Bombardment: Calls in a rocket barrage in an 8 meter radius. 900 - 200 damage to enemies in the radius. Affects self.
Weapon Drop: Allies reload their weapons 33% faster for 6 seconds, but at the expense of dealing 5% less normal damage.
Schematics (Ultimate): 3 second cast time. Duplicates a ranged enemy's weapon. Deals 5% less damage. Lasts 15 seconds.


In terms of battles, Charmaine is a Support character, though not exactly someone that could heal her friends or restore their health. She is initially equipped with nothing but a fist punch in order to fend herself, and while not dealing much damage, she could do this indefinitely and without rest. However, her turret launcher is where it shines, being able to deploy up to 21 of them to protect the perimeter, as well as to launch them around the corners or at the enemy to disrupt them. Since she is much more of a defensive support, she has a passive ability that reduces the cooldown of her allies’ (unfortunately, also the enemies') abilities, allowing them to recover faster and to output at a much faster rate. If the odds are not looking too good, Charmaine could launch an aerial bombardment – a rocket barrage in a designated area, with up to 5600 points of damage, though Charmaine could be affected by her own rockets if she got caught in the way. Weapon Drop is yet another ability that somewhat indirectly benefits her allies, allowing them to reload their weapons 33% faster for 6 seconds, and dealing 5% more damage for that. Ultimately, Charmaine has an ability to duplicate an enemy (or an ally's) weapon and abilities, through studying their schematics that would take her 3 second to do, and this ability in turn could not be interrupted (though Charmaine would still take damage). This allows her to wield some other person’s weapon, though at 85% of the normal damage, and only for 15 seconds. The abilities, however, has an 10% shorter cooldown. Charmaine is recommended to be the backstage character, avoiding direct combat and casting her abilities now and then to support the allies around her. Though, if she managed to get a hands on a weapon, she would be able to temporarily charge into the frontlines.


ClassHPMagazine SizeDamage Per Hit (DPH)Rate of Fire (ROF) / Hits per secondDamage Per Second (DPS)
Support2400∞ / 7120 / 100 per turret; max. 2100 with 21 turrets2 / 3.5 (launcher); 4 (turrets)240 / 400 per turret; max. 8400 with 21 turrets

Primary: A simple punch with a fist. Short range and melee, as normal as it is. There is also a swing that acts as a secondary mode, dealing 80 damage to multiple enemies around her.
Secondary: An oversized launcher (with 2 ROF) that fires off small mini turrets. The turrets take 1.5 sec to deploy and has automatic aiming. Has 400 HP, has 80 shots. Max 21 turrets.

Asset (Passive): Reduces all allies' abilities' cooldowns around Charmaine by 1.5 seconds. Area of Effect is 10 meter radius, and has no casting time (immediate effect). Affects enemies.
Aerial Bombardment: Calls in a rocket barrage in an 8 meter radius. 800 - 200 damage to enemies per rocket in the radius, with 7 rockets dropping from the sky. Warning: Affects self.
Weapon Upgrades: Allies reload their weapons 33% faster for 6 seconds, as well as dealing 5% more damage. The casting time is 1 second but uninterruptible (effect will still go through).
Schematics (Ultimate): 3 second cast time. Duplicates an enemy's weapon, as well as their abilities. The weapon and abilities deals 15% less damage, but 10% shorter cooldown. 15 sec.
Last edited by Valentine Z on Sat Mar 28, 2020 11:55 pm, edited 3 times in total.

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Left-wing Utopia

v 2.048.066 – An upgrade for Valentijn

Postby Valentine Z » Tue Apr 28, 2020 7:30 am

No. 1 - Valentijn “De Sierlijke en Vrij Valkyrie General ov - viewtopic.php?p=34883416#p34883416
  • New Weapon: Valkyrie Solothurn S31-4000
    • For long-range situations, Valentijn is now armed with an oversized Solothurn, ensuring that nothing stands in his way when he simply wants and needs to swat at something that is a little too far away for his reach. The new ranged weapon has a 100,000 Damage per hit at 2 shots per second, guaranteeing a 200,000 base DPS provided that Valentijn is able to keep the rifle’s recoil under control.

No. 7 - Head Secretary Jamie Izabella - viewtopic.php?p=34893414#p34893414
  • Minor changes.
    • Name change for Jamie from “Head Secretary Jamie Izabella Maxie Clara “The Elegant and Magnificent Mathematician” Pernella Ellie Natie Lexie Marie Valerie Ruby Æstriðr Fni. Clementine Millicent Cassandra Alex C. Eirian” to “Head Secretary Jamie Izabella Maxie Clara “The Elegant and Magnificent Mathematician” Pernella Ellie Natie Lexie Marie Valerie Ruby Æstriðr Fni. Clementine Millicent Lizbeth Alex Cass Eirian”.

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Founded: Nov 08, 2015
Left-wing Utopia

v 2.049.000 - Twice the Height, Twice the Pride.

Postby Valentine Z » Fri Jun 05, 2020 10:27 pm

All Characters
  • Revamp and Lore rewrite
    • Twice the Height. The heights of the Valentians are now much more pronounced, boasting averages of 16-19 feet, twice as much from the previous write-up. This would also further support the explanation on the usage of synthetic bodies or consciousness transfer for interaction with other worlds.

No. 1.5 - Valentina “De Sierlijke en Vrij High Valkyrie - viewtopic.php?p=34883416#Valentina
  • Cosmetic Changes
    • Added theme song for Valentina.

No. 2 - Chief Aviator Gwen Tracer - viewtopic.php?p=34883448#p34883448
  • Buffs
    • Damage Per Hit of the Railgun (Fate of the Omniverse) increases from 50,000 to 400,000.

No. 14 - Head Diplomat Charlene Jeannie - viewtopic.php?p=34898994#p34898994
  • Buffs
    • Point break buffed from 1600 initial damage to 4000.
      • The initial damage, along with 75% damage fall-off, means that Charlene’s Ultimate becomes useless and not worth the time quickly. With the new buff, she can land a guaranteed kill to most targets with her 4000 initial damage, and still has enough stopping power with her secondary 1000, 250, 62.5, and the subsequent bounces.

No. 56 - Mst. Cpl. Chloe Lucy - viewtopic.php?p=34944254#p34944254
  • Rework and Cosmetic Change.
    • To keep in line with her heritage, Chloe now has an appearance of her original self, while the other appearance is marked as her new Synthetic Body that she could switch between the two. She also has a change of Ultimate, and with this, a new set of abilities. The before/after are now documented below:
Chloe is a defensive DPS, armed with a simple bow and arrow that she is able to adjust and fire accordingly. Shorter pulls are nothing much to write home about, but the longest pull will net her a 1100 damage, and that is simply from a bodyshot. She can fire a fully pulled-back arrow at a rate of 1 shot every 3 seconds, dealing around 363 DPS. Passively, she has the Parkour ability whereby she is able to sprint on her own without a prompt, and being able to scale up walls and jump further distances compared to her Valentian friends. For the abilities, she first has a Sonic Arrow that reveals all enemies in a 6-meter area-of-effect for 8 seconds, and for this area, the invisibility abilities will not work here. In the case of immediate danger, Chloe has Rapid Volley, whereby she is able to fire 8 arrows semi-automatically (3 shots per second), at the cost of only dealing 70% of the primary damage per arrow. This lasts for 6 seconds, so extra arrows will be discarded. Furthermore, she can do a Dash Barrage where she can lock onto an enemy and dashes in its direction for 10 meters, while launching 6 arrows at once. These 6 arrows will aim towards the center of the target, but any other target that gets in the way will feel the damage or receive a headshot. Ultimately, Chloe has Anubian Strike, whereby she is able to unleash 2 spirits in a line, with the spirits dealing 800 damage per second, and moves at 6 meters per second indefinitely (i.e. until the boundaries of the map).

Image
Portrait of Cpl. Chloe. Credit: Mirror’s Edge.


ClassHPMag. SizeDmg.ROF / sDPS
Defence200011000.33363

Primary: Variable bow and arrow. The longer the pull, the higher the damage and range. Arrows drop in an arc.
Parkour (Passive): The ability to sprint naturally, as well as being able to scale walls and jump further distances.
Sonic Arrow: Reveals all enemies in a 6 meter Area of Effect for 8 seconds. Invisibility abilities will not work here.
Rapid Volley: At the cost of dealing 70% of the normal dmg. per arrow, fires 8 arrows semi-automatically for 6 s.
Dash Barrage: Locks on to an enemy and dashes in its direction for 10 meters, while launching 6 arrows at once.
Anubian Strike (Ultimate): Unleashes 2 spirits in a line, dealing 800 dmg / sec. Spirits move at 6 m/s indefinitely.

Chloe is a defensive DPS, armed with a simple bow and arrow that she is able to adjust and fire accordingly. Shorter pulls are nothing much to write home about, but the longest pull will net her a 1100 damage, and that is simply from a bodyshot. She can fire a fully pulled-back arrow at a rate of 1 shot every 3 seconds, dealing around 363 DPS. Passively, she has the Parkour ability whereby she is able to sprint on her own without a prompt, and being able to scale up walls and jump further distances compared to her Valentian friends. For the abilities, she first has a Sonic Arrow that reveals all enemies in a 6-meter area-of-effect for 8 seconds, and for this area, the invisibility abilities will not work here. In the case of immediate danger, Chloe has Rapid Volley, whereby she is able to fire 8 arrows semi-automatically (3 shots per second), at the cost of only dealing 70% of the primary damage per arrow. This lasts for 6 seconds, so extra arrows will be discarded. Furthermore, she can do a Dash Barrage where she can lock onto an enemy and dashes in its direction for 10 meters, while launching 6 arrows at once. These 6 arrows will aim towards the center of the target, but any other target that gets in the way will feel the damage or receive a headshot. Ultimately, Chloe has Anubian Spirit, which blesses her with a technological and mystical armor that provides her extra offensive and defensive abilities.

Image
The original appearance of Chloe. Credit: Overwatch.
Image
One of the other Synthetic Bodies of Cpl. Chloe. Credit: Mirror’s Edge.


ClassHPMagazine SizeDamage Per Hit (DPH)Rate of Fire (ROF) / Hits per secondDamage Per Second (DPS)
Defence200011000.33363

Primary: Variable bow and arrow. The longer the pull, the higher the damage and range. Arrows drop in an arc.
Parkour (Passive): The ability to sprint naturally, as well as being able to scale walls and jump further distances.
Sonic Arrow: Reveals all enemies in a 6 meter Area of Effect for 8 seconds. Invisibility abilities will not work here.
Rapid Volley: At the cost of dealing 70% of the normal dmg. per arrow, fires 8 arrows semi-automatically for 6 s.
Dash Barrage: Locks on to an enemy and dashes in its direction for 10 meters, while launching 6 arrows at once.
Anubian Spirit (Ultimate): Obtains a suit of armor with extra 3000 HP, along with a Rocket Launcher. 25 secs.

Anubian Spirit Armor:

ClassHPMagazine SizeDamage Per Hit (DPH)Rate of Fire (ROF) / Hits per secondDamage Per Second (DPS)
Defence5000820000.40800

Primary: Rocket Launcher that fires fast-firing and explosive shells. Splash damage of 5 meters, does not affect allies.
Thrusters (Passive): Provides vertical flight for up to 8 seconds on a single continuous use. Recharges when not used.
Rapid Barrage: Fires up to 16 micro missiles that can lock onto an enemy. Each rocket deals 400 dmg. Locking stacks.
Last edited by Valentine Z on Fri Jun 05, 2020 10:33 pm, edited 1 time in total.

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Left-wing Utopia

v 2.050.000 – Adrian makes an electrifying entry.

Postby Valentine Z » Sat Jun 20, 2020 4:46 pm

No. 46 - 2nd Warrant Officer Adrian - viewtopic.php?p=34943199#p34943199
  • Rework, Lore, Cosmetic Change.
    • Meet Adrian, the one that uses his knowledge of electricity to establish perimeters that would prove to be a shock and awe for many unfortunate enough to be fighting against him, along with additional lore. His previous appearance will very likely be re-used for another suitable character.

The original appearance and abilities are preserved for reference.
Image
Shot of 2nd Warrant Officer Adrian.


ClassHPMag. SizeDmg.ROF / sDPS
Defence200058850.4354

Primary: Semi-automatic crossbow that fires lead spears. Slow-travelling, but linear and high-damage dealers. Damage fall-off of 90 % at 100 m.
Trip Bolt: Converts all the bolts in the magazine into trip wires. Electrified line wires last indefinitely, has 50 HP, & deals 400 one-time shock dmg.
Incinerating Bolt: Converts all the bolts in the magazine into fire bolts. Ignites an enemy, dealing 200 impact damage, 200 damage for 5 seconds.
Grappler: Fires a grappling hook at en enemy (50 dmg), dragging it towards Adrian, who then melees and stuns the enemy for 700 damage & 1 s.
Harpoon (Ultimate): Coverts all the bolts in the magazine into harpoons, which pin enemies if hit. Pinned enemies suffer 100 + 50 / s dmg for 5 s.


For side-by-side comparison, this is the current version of Adrian.
Adrian is a Defence character, using his knowledge of electricity to establish perimeters that would prove to be a shock and awe for many unfortunate enough to be fighting against him. His primary weapon is a semi-automatic crossbow that fires lead spears, which are slow-travelling, but they travel linearly and deals high-damage. As a secondary attachment, Adrian also can fire smaller electrified bolts that travels faster than the lead spears, deals lesser damage, but stuns the target for a bonus attack. Adrian has two types of trip bolts to help him out with a defence situation – trip bolts that electrocutes enemies when tripped upon, along with an incinerating bolt that ignites an enemy with fires that last for 5 seconds. In the event that Adrian needs to escape, or to get a far-reaching enemy, Adrian can grapple and hook an enemy towards him, only to bash the target with 700 damage for 1 second stun following after. Ultimately, Adrian can fire a capacitor in a 5-meter area, unleashing formidable damage over 10 seconds. The damage is multiplied by 2.00 when the capacitor is in a water.

Image
Shot of 2nd Warrant Officer Adrian. Credit: STALKER: Call of Pripyat.


ClassHPMagazine SizeDamage Per Hit (DPH)Rate of Fire (ROF) / Hits per secondDamage Per Second (DPS)
Defence240020 / 10700 / 50021400 / 1000

Primary: Semi-automatic crossbow that fires lead spears. Slow-travelling, but linear and high-damage dealers. Damage fall-off of 50 % at 100 m.
Secondary: Semi-automatic attachment that fires electrified bolts. Slightly faster, lower base damage, and stuns for 1.5 seconds. Does not stack.
Trip Bolt: Reloads all the bolts in the magazine with trip wires. Electrified line wires last indefinitely, has 50 HP, & deals 600 one-time shock dmg.
Incinerating Bolt: Reloads all the bolts in the magazine into fire bolts. Ignites an enemy, dealing 200 impact damage, 1200 damage over 5 seconds.
Grappler: Fires a grappling hook at an enemy (50 dmg), dragging it towards Adrian, who then melees and stuns the enemy for 700 damage & 1 s.
System Shock (Ultimate): Lobs a Supercharged Capacitor in a 2.5 m area, deals 800 damage / 0.7 sec for 10 sec. 200% damage when in water.
Last edited by Valentine Z on Sat Jun 20, 2020 4:46 pm, edited 1 time in total.

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