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The Grand Army Waits
STAR WARS EPISODE I: The Phantom Menace 01:48:32
#Star Wars#Episode I#The Phantom Menace#Naboo#Naboo system#Battle of Naboo#titavian feather#Jar Jar Binks#fambaa skin saddle#unidentified militiagung#unidentified Gungan#unidentified kaadu#Captain Roos Tarpals#Swamptoe#personal energy shield#Gungan Grand Army#cesta#Gungan shield generator#fambaa#shield energy emitter#Gungan energy shield
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Artwork I commissioned from @rainbow-zebra-art of my Sabezra fankids, Brycan and Mazal Wren-Bridger! Thank you so much for this, RZ!
As a reminder for anyone interested, these two exist in my personal Star Wars AU, which is a hybrid of the Legends EU, Disney Canon, and other SW properties I want to squeeze in. I'll put some more specific stuff about them under the cut.
BRYCAN WREN-BRIDGER
Brycan was born on Krownest in 10 ABY, growing up in the immediate aftermath of the Thrawn Campaign. He grows up as a close friend of Jacen, Jaina and Anakin Solo, while also being super close to his "uncles" Kanan and Zeb and "aunts" Hera and Ketsu. Brycan is a kind and friendly boy who nontheless has a sarcastic streak rivaling his parents, and his passion for athletics and martial arts serves him well in his Mandalorian upbringing and Jedi training. Unsurprisingly, Brycan still grows up with a good deal of pressure, what with being descended from two cultural factions known for conflict with each other and being the child of two prominent war heroes. Determined to live up to his heritage while also stepping out of his parents' shadows, Brycan becomes a passionate Mandalorian warrior before enrolling in Luke Skywalker's Jedi Paraxeum on Yavin 4 at age 14. He does struggle to reconcile the contradictory aspects of the Mandalorians and the Jedi, but he does eventually learn to form a good balance with the help of his parents and Din Djarin.
The Yuuzhan Vong War puts Brycan though the biggest wringer yet, as the horrors of war cost him multiple friends and his mother is grievously wounded shortly after giving birth to his sister Mazal. He is roped into a faction of more militant Mandalorian crusaders who encourage him to give into his passions and pain, leading to a tense conflict with his father and a personal vendetta with the Vong commander Nas Choka. However, Ezra manages to save his son from falling down the dark path, and he rejects the hollow promises of revenge. He finally comes into his own as a Jedi Knight by wars' end, priding himself as a credit to his forebearers as a true Mandalorian Jedi.
Other notes:
-Brycan built his lightsaber in imitation of designs favored during the High Republic, featuring a physical crossguard below the emitter. Reflecting his mixture of Jedi and Mandalorian tradition, the crossguard is composed of solid beskar while his kyber crystal is an Adegan sapphire.
-Brycan is one of the most accomplished lightsaber duelists of his generation, mastering both the Shien and Djem-So sides of Form V as well as boasting a comprehensive academic understanding of numerous martial arts from across the galaxy. Thouhg he favors his lightsaber, he always wears a Mandalorian vambrace wherever he goes, loaded with a Dur-24 wrist laser, a fibercord whip, a portable energy shield, and whistling birds.
-Brycan's strength in the Force is easily comparable to his dad, though he appropriately focuses on the more physical aspects of his power. He's not as advanced a telepath as Ezra, but he compensates by being an awesome telekinetic and taking up a special interest in energy diffusion.
-While not as vibrant as his mom, he still inherited Sabine's artistic skill, particularly as a sketch artist. He can produce a nearly flawless rendering of someone in a heartbeat and has a talent for hand-drawn maps and starcharts. He occasionally cooks up new designs for his mom to try out.
-His best friend is Han and Leia's daughter Jaina, both of their natural fighting instincts feeding their desire to test and improve themselves. Sparring together is their favorite pastime, where they have traded wins and losses over the years.
-While a combat-oriented Jedi raised as a Mandalorian does raise some immediate assumptions, Brycan's passion for fighting is not as a blood sport. He sees it as a way of expression of his spirit, and he puts it to use for the good of others. He lives by the Form V maxim of "peace through superior firepower", wielding his skill to strike out at injustice and protect the innocent, not to flaunt his power. He doesn't go looking to pick a fight, but if fighting needs to be done, he is razor-keen and committed.
-Teenage rebellion and war trauma aside, he loves his parents more than anything in the world and adores his younger sister Mazal.
-Despite lacking Ezra's strong affinity for animals, Brycan does owns a Loth-wolf he rescued as a cub named Beskad (the mando'a word for "sword"). The two are nearly inseparable, though his efforts to mold Beskad into an oversized hunting dog have had minimal success.
MAZAL WREN-BRIDGER
Mazal was born on Mandalore in 26 ABY during the height of the Yuuzhan Vong invasion. Growing up in the shadow of the conflict, Mazal resolved to do her part to help put the galaxy back together after being nearly ripped apart. Like her older brother, Mazal initially wanted to become a powerful Mandalorian Jedi warrior, joining in the battles and adventures. However, this was shattered when she went on her first serious combat mission, helping in an effort to subdue a combine of pirates seeking to exploit the post-war chaos on Carlac. The mission ended in a horrific disaster, with the strike team being decimated in an ambush and narrowly escaping back to GA space. Traumatized by her experiences, Mazal found her previous passion lost, even considering turning in her lightsaber and throwing out her armor so as to never be stained by that violence again. Fortunately, Mazal received much-needed counseling from both Jedi Healers and more mundane therapists, and Sabine helped her daughter rediscover her calling. Feeling that the galaxy needed healing hands far more than warriors, Mazal was drawn to the ideals of the late Duchess Satine Kryze, seeing the value of promoting peace over the use of force. Taking up the path of a Jedi Healer and joining the reformed Mandalorian Protectors, Mazal channeled her passion into humanitarian aid, traveling the galaxy to help pick up the pieces of disaster and conflict. In a way, she does manage to become just as much of a Mandalorian Jedi as Brycan, albeit one dedicated to the higher calling of the Force and the more grounded tenents of the Resol'nare.
Other notes:
-"Mazal" is a Hebrew name meaning "good fortune". I chose this to fit a naming theme with her father Ezra as well as to reflect the safety of her birth given Sabine's injuries soon afterward.
-Despite no longer being a dedicated fighter, Mazal still keeps up on her training. She may not like fighting, but if the people she's helping need a lightsaber to protect them or Mandalorian armor to shield them, she won't hesitate to use it.
-Powerful in her own right, Mazal's Force abilities manifest strongest in her advanced skill in the healing arts, directly studying under Master Cilghal at the Jedi Academy. She also shares her father's sense-based aptitude, focusing on life-detection and projective telepathy to aid in her relief work.
-Unlike Brycan, Mazal is just as much of an artist as Sabine, constantly redecorating her room with new paintings and sketches. Her hair is her most common canvas, rarely going a month with the same dye job.
-Mazal is a self-professed daddy's girl; not even the Force can get Ezra to say no to her. At the same time, possibly as a result of having come so close to losing her and her mother, Ezra is almost overprotective of her, and was beside himself when she came home shell-shocked from Carlac. Sabine grows closer to her during her recovery period, and their time painting together played a big part in getting her back on her feet.
-She gets along well with Ben Skywalker, both being close to each other during their training. Outside of her family, Ben's the one she can confide in the most.
-Mazal is bi and dates Zay Versio as a teenager.
Feel free to ask me more about these two!
#star wars#star wars rebels#star wars au#sabezra#sabezra fankids#ezra bridger#sabine wren#oc brycan#oc mazal#rainbow zebra art
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I´m bored...
so i´ll give some ideas for quirks for BNHA DRs or OC:
Script Template: @/mx.levias on TikTok — linktree (NOT MY SCRIPT)
PSYLOCKE:
Powers MASTERLIST
Quirk Inspired By: Psylocke (Marvel Comics - X-Men)
¦ ⌈Quirk Type⌉ ⩵ Emitter
APPLICATIONS:
Psionics
Psychic Energy Manipulation
Telepathy
Empathy
Mind Control
Enhanced Conditions
Psychic Shield
Danger Detection
Mind Reading
Ergokinetic Combat
Psychic Construct
Psychic Attacks
Special Moves:
| ⌜Puppet Master⌟ ⋯ Temporarily takes control of an enemy’s actions, turning them into an unwitting ally.
| ⌜Astral Construct⌟ ⋯ Creates solid constructs from psychic energy, such as weapons, barriers, or even temporary allies.
| ⌜Mental Blast⌟ ⋯ Unleashes a focused blast of psychic energy to incapacitate or disorient opponents.
| ⌜Thoughts Unveiled⌟ ⋯ Reads the thoughts of enemies to anticipate their moves and strategies.
Backlash:
Psychic Shield
Weakness: Maintaining a psychic shield requires constant focus and energy. Prolonged attacks can weaken the shield and eventually break through.
Psionics
Weakness: Overuse can lead to severe mental fatigue, headaches, or even unconsciousness. Strong mental barriers or psychic-resistant foes can nullify its effectiveness.
#desired reality#reality shifting#shifting community#shifting stories#shifting blog#shift#shiftblr#bnha#bnha oc#bnha quirk#quirk ideas#bnha shifting
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No, we’re not doing that
Dr. Evelyn tea, a rather buxom blue mouse was carefully measuring out lengths of thin wire for her lab partner, Morghanna to solder into place in the over-sized beam emitter they were currently working on. The blue-haired Calico carefully took each color coded wire in her claws and deftly tacked them into place with her soldering gun. Giving a soft purr of satisfaction she turned to nod at Eve and carefully closed up the side of the device.
Their little lab assistant, Keykito, sneaked into the lab, giggling softly to himself. Creeping over to a switch on the wall, the yellow nimbat flicked it, causing the overhead lights to take on a greenish hue. He smiled and closed his eyes, basking int the glow, feeling the energy soaking into him, his lab coat tightening over his body.
Evelyn blinked as she looked down at herself. She felt the front of her blouse pulling tighter over her prodigious chest. A button shot off of her top, ricocheting off of the table and hitting the poor feline next to her right in the eye! She let out a yowl, clapping her hand over her eye as Evelyn stomped over towards the little nimbat, the floor echoing a little louder with each step as she flicked the switch off.
She leaned down over her assistant and poked him in his chest fluff. “No, we're not doing that!”
Shaking her head, she walked back over to Morghanna, reaching out to comfort the kitty and trying to pry her hands away from her face so she could get a better look at her eye. She clucked her tongue off of the roof of her maw and shook her head.
“I keep telling you. This is why I always wear eye protection in the lab. I swear you're going to end up with an eye patch like Victor.”
Keykito, in the meantime, had crept up to the beam emitter that they had just finished working on. Pulling a screwdriver out of his pocket, he popped open the shielding that housed the energy source for the device. He stifled a giggle as he saw the pale blue crystal starting to glow and vibrate. He ducked under the metal table, out of sight and out of mind.
The next thing he knew there was a blinding flash and a shout, followed by the sound of shards of crystal scattering everywhere. From his perspective below the table, he saw two sets of paws slowly starting to swell and stretch across the floor. Knees slowly rising out of sight past the edge of the table as the cuffs of the ladies' pants rose away from their ankles as the cloth began to tear. The seams strained mightily before giving way with a series of loud POPS! He could hear buttons scattering across the metal table top followed by gasps of surprise and shouts. The two ladies argued with one another for a few minutes. Evelyn tuned towards the table, her paw slowly growing across the floor towards Keykito! He scrambled back from the swelling, stretching toes and almost ran into Morghanna's bulging, fluffy paw!
Suddenly, Evelyn's voice rang out high overhead, “Hold on, Where's Key at?”
Huge hands gripped the table, lifting it up and out of the way. The two huge and growing women glared down at the tiny nimbat who looked like he wanted to melt into the floor, both from embarrassment, and because this was something he'd dreamed of over and over again. Huge, slender hands grabbed for him, dragging him out of his hiding place.
Giving a little bit of an evil grin, they pinned him between their growing bodies. Sitting down on the floor, swelling hips and thighs were shoving sensitive equipment out of the way, crushing some of it against the walls. Finally the two stopped growing when they nearly filled the room together. Keykito gave out a soft churr of delight, his little wings fluttering behind his back!
Barely kept decent by a few scraps of cloth, the cuddled their little assistant, petting and nuzzling him, giving him every bit of attention that he dreamed of and craved. Then, Morghanna picked him up, giving him a playful nuzzle and kiss. Evelyn leaned down to give him a smooch as well before stretching her long arm across the lab to retrieve a push broom. Shoving the tool into his hands, she gave him a little evil grin.
“Well, since you decided you wanted to do this, even after we told you no. Then you get to clean up all of this mess.”
His ears wilted as he took the broom, looking up at the two of them.
Morganna grinned down at him, “But, if you get finished before we shrink back all of the way, maybe we might have a fun little reward for your hard work...”
The two ladies shifted around in the wreckage, getting onto all fours, giving the little nimbat quite the view and a lot of motivation as the two of them crawled across the room and carefully squeezed their way through the huge double doors.
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This is a fun Quirk Marriage I thought up a while ago. Clones x Slide & Glide
New Quirk Name: Forces OR Push Pals
This Emitter type Quirk allows the user to push out translucent copies of themselves, creating up to twelve in total. These copies of the user produce a repulsive energy from their form, letting them move and float around similar to ghosts. This repulsive force works to supplement the clones' lackluster physical abilities by pushing themselves or others around them. This can be used to move the clones around, blast someone back through sheer force, or block attacks by pushing them away. The user can choose to amplify this force from any point on their clones, letting them do things like push back cars or send a clone flying in the air. The user can mentally control these clones and detect where they are over medium ranges. This gives the user a versatile option, able to apply their copies powerful pushes to control the battlefield. They can knock foes around with their clones, use their copies as human shields, have their clones carry objects, unleash a bunch of explosive force like a bomb, or simply use their clones like scooters. Though the user will need to be careful with the clones positioning, as the repulsive energy they output can be dangerous for the terrain, other people, or even other clones. The repulsive force can be overpowered with enough pushback, leading to the relatively fragile clones to be damaged, and using it too much can weaken the clones' integrity.
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Mercenary Dope from before, modified for midlands use with larger, claw-like toes on its feet - the better to dig into the soft clay of the region.
Being tighter-knit groups and usually having access to skilled (or merely cocksure) mechanics, mercenary outfits tend to deviate more heavily from standard patterns, replacing reactors and servos for more powerful - and more temperamental alternatives. Such modifications allow the use of advanced, energy-guzzling equipment like reflector shields.
Interestingly, the chest-mounted laser on this unit has been replaced with a minigun, likely for the intimidation factor such a loud weapon brings to the field, rather than any direct boost to combat effectiveness. The laser rifle provides the bulk of the machine's firepower, and its four-aperture converging-beam configuration offers it a degree of redundancy: A hit to the weapon may not break all four emitters, allowing the mech to continue fighting at only moderately reduced effectiveness.
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How are starkillers piloted?
There are usually two pilots, both of them psychics with a high degree of cohesion. They must be able to freely communicate by telepathy alone.
Pilots all have surgically implanted plugs on their neck, back, wrists and ankles. These are attached to cables for nerve interaction.
Both pilots have full access to the machine, but there is some degree of specialization. Usually one pilot will handle the energy systems and weapons, and the other body movements.
Starkillers can't be remotely controlled. Ensuring stable and trustworthy connection to any kind of outside base is impossible. Stars will always be louder than any emitter you can find, and can be quite incredible at electronic warfare. Pilots usually lose connection when they get too close to a star. The machine also needs shielding in all frequencies.
The pilot chamber is itself very heavily shielded, and usually an independent kill machine, because the physical conditions inside the starkiller don't even allow for ordinary biochemistry. It can also survive near-star conditions for a moment if it needs to eject.
Only psychics are elegibile pilots, not because telepathy is so crucial, but because psychics have near instantaneous reaction speeds which are absolutely necessary.
The machines have a high degree of autopilot assistance, but individual decisions must be made by people. The machine can't be trusted.
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Developed from captured Rick Doms, the CSS-10-80 Dunas was made due to the growing ineffectiveness of the ballistic weapons fielding by the Halo as well as the increased risk of ship damage posed by close combat encounters, a high powered beam launcher is typically equipped to punch straight through the armour and any shields of enemy mobile suits before they can effectively use Jupiter Energy Fleet ships as cover, however the Dunas has also been used as a platform for more exotic weapons such as a mobile suit portable pulsed laser cannon or an ultraheavy microwave emitter developed to destroy the internal systems of enemy mechanics. The heavy energy weapons fielded by the Dunas to hamper mobility, and as a result the specialised cooling systems of the Dunas allow it to shunt out hot air or heat saturated cooling gasses with enough force to offer some form of propulsion allowing the Dunas to quickly repositon after firing.
Armaments:
Handheld
J-BL-04 Beam Launcher
J-CL-07 Pulsed Laser Cannon
CDB-Ultra Heavy Microwave Pylon
Fixed
50mm chest vuclans
Sealant Spray
#my art#my artwork#artists on tumblr#digital art#digital artwork#art#digital illustration#mecha#mech art#mechanical design#mech suit#mech#mobile suit gundam#gundam#fan mobile suit#callisto
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Jack Builds Spaceboats: The Rally Vincent, Part 3: All of the Torpedoes for Everyone Forever
Disclaimer: I am not an expert on this game, and some information I present may be erroneous.
So let's talk about how i took my beloved Akira-class USS Rally Vincent, and make Star Trek Online's engine cry by having to render too many objects at once via torpedo spam.
If you recall Part 3 of the USS Martinet's build, a lot of this is going to seem very familiar because this is the build the Martinet is extrapolated from.
Up front she rocks a single phaser beam array, three crafted photon torpedo launchers with the [Spr] modifier (as explained in the Martinet's build), and a Maelstrom Quantum Torpedo Launcher, with two [Spr] photons and a Mael in the back. I'll discuss the Maels in a bit.
The DECS are similar to the Martinet as well; Colony deflector, Adapted MACO impulse and shields. The Warp Core is an Elite Fleet Plasma-Integrated core, with admittedly not much of note to it.
Upgraded to Tier 6-X2, this gives her two universal console slots, which are filled with the Hangar Craft Power Transmission advanced consoles mentioned in I think Part 2. The Engineering console slots are also filled with them, for a total of seven. Each of these boosts the ship's pets' weapons power (which boosts energy weapon damage) and torpedo damage, as well as boosting the Rally Vincent's torpedo damage.
For the two science console slots, we have a Swarmer Matrix console with boosts pet speed and damage as well as the Rally Vincent's torpedo damage, while also providing a clicky that summons a drone swarm. The other slot is an Ominous Device, which grants the Rally Vincent +20% to all damage, and a clicky that I tend to forget exists.
The five tactical console slots mostly contain toys that also boost torpedo damage. Lorca's Custom Fire Controls, which I covered with the Hyperion's build, is a staple. Next is the Torpedo Point-Defense System, which grants a clicky that fires six torpedoes at up to eight nearby targets, which is just beautiful to watch. She also has the Covert Warhead Module for reasons discussed in the Martinet's Build (that is, reduced global torpedo cooldown). She is also equipped with the Tricobalt Tear Launcher, which is a neat little long-range click that deals a lot of damage as well as dropping an AOE DOT and providing a passive boost to torpedo damage. Lastly, there's the Multi-Directional Artillery Barrage which is similar to the Torpedo Point-Defense System.
The Rally Vincent's single hangar bay is equipped with a Elite Valkyrie Fighter Squadron, which allows her to launch up to six squadrons of Valkyrie fighters. Valks are fun, because they're the first pets (that I'm aware of) to be more torpedo-focused than energy-weapon focused; each squadron has access to Torpedo: Spread III and Torpedo: High-Yield III.
Now let's talk about the Maelstroms. Maelstrom Quantum Torpedo Launchers behave differently to other torpedo launchers in STO. You really don't want to keep them on autofire; they hold three charges, and regenerate a charge every 25 seconds. Maels have a much higher base damage than other torpedoes, and each charge multiplies their damage. So if you combine Maels with, say, Torpedo: Spread III, it is entirely possible to relegate an entire wave of enemy warships to the past tense.
They're fun.
On to the Bridge Officer abilities!
The Rally Vincent sports two Tactical seats, one at Lieutenant Commander and one Ensign. The Ensign rank is slotted with Kemocite-laced Weaponry, which has a change to make each attack with an energy weapon cause an AOE radiation explosion on the target - which is guaranteed to happen on torpedo attacks. The LtC seat has Tactical Team I for reasons explained in the Hyperion series, BFAW II, and Torpedo: Spread III.
The Lieutenant-rank universal seat is occupied by a science officer, granting us Science Team I and Hazard Emitters II for science cleanse and minor shield heal, and hazard cleanse and hull HOT respectively.
Then we have a hybrid Science/Miracle Worker seat. This is slotted with Align Shield Frequencies I (which grants an AOE shield heal and shield resistance buff), Photonic Officer II (combined with Boimler, as explained in Hyperion Part 2 for cooldown management), and Mixed Armaments Synergy II. When you activate MAS, for ten seconds, firing a Beam, Cannon, Mine, or Torpedo weapon will boost the other types by 40%. Having both beams and torpedoes on the build, activating MAS means both get boosted by 40%.
Lastly, we have a Commander-level hybrid Engineering/Command seat. First up on that is Deploy Construction Shuttle Wing, which grants us a hull HOT with the caveat that the things giving us the HOT might explode. Next is Engineering Team II for the Engi cleanse and hull heal. Then, we have the beloved Concentrate Firepower III. CF marks your targeting enemy, making them take 20% extra shield-bypassing damage from torpedoes, and every 2 seconds a player and a pet attacking the target get a free activation of Torpedo: High Yield I that also resets their torpedo cooldowns.
Now, the traits. Of course we have Ceaseless Momentum (covered in Part 2 of the Martinet series), to further shore up torpedo cooldown times.
Next the ship has Entwined Tactical Matrices. What this trait does is every time I activate any rank of Beams: Fire At Will or Cannons: Scatter Volley, I am granted a free Torpedo: Spread I activation. And any time I activate any rank of Torpedo: Spread, I am granted a free activation of Beams: Fire At Will I and Cannons: Scatter Volley I. Normally this is used to extend the uptime of BFAW, here it's used to spam Torpedo: Spread.
The next trait I have equipped is Piercing Projectiles. This is straightforward enough; activating any torpedo-enhancing ability (such as Spread or High Yield) grants 15 seconds of enhanced shield and armor penetration for my torpedoes.
Next is Angle On The Bow, which again grants stacking shield penetration and damage when I deal damage with a torpedo.
Now, for the three traits that really crank up what the Rally Vincent can do.
First is Repurposed Cargo bay Hanger. This trait allows the Rally Vincent to launch an additional Advanced Valkyrie Fighter Squadron every time she launches a pet, up to six times. This functionally gives the Rally Vincent a second hangar bay, doubling the amount of fighters she launches (and thus their damage, even if they are only Advanced and not Elite).
Remember the trait Superior Area Denial from the USS Hyperion series? That's here too, granted BFAW and CSV to all my pets every time I activated BFAW or CSV, and debuffing enemies I hit.
Next, we have Target That Explosion. When I activate a torpedo or Command bridge officer ability, it causes my next torpedo hit to grant up to six nearby allies (including pets) a free torpedo attack on the target. It's beautiful.
Lastly, we have Torpedo Command & Control, the trait from this ship. Whenever I use a Command BOFF ability, my pets' torpedo attack grant a stacking kinetic resistance debuff for two minutes. Additionally, whenever I use a Miracle Worker BOFF ability, it causes my own torpedo attacks to do the same. Remember how the BOFF seating had both Miracle Worker and Commander? haha, yeah.
So there she is, a breakdown of my much-cherished Akira-class torpedo-spamming cruiser-carrier, the USS Rally Vincent. I love to her pieces, and she's an absolute beast of a ship.
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Power Armor Stuff it seems weird Fallout 4 didn't have
I'm feeling ramble-y.
Junk/Salvage Armor Types for the Minutemen, Railroad, Children of Atom, and Atom Cats. With the role power armor plays, variants of the "Raider" type for other factions with slightly different stats but very different aesthetics would have seemed a no-brainer. (That and making all the paint jobs work on all the models so you can mix-and-match your look, but hey.)
Minuteman armor would be junk-y but cleaner than raider armor and with revolutionary touches to the plating. The face-shield of the helmet would be repurposed from a destroyed minuteman statue, and the helmet would have a tri-corn hat design. It would have the option for a backpack mod for the chest for extra storage, since transporting supplies is part of the whole "help-the-commonwealth" ethos.
Railroad Armor would be locomotive themed and designed around fighting robots and synths. Special options for a stealth chest mod that would give a big bonus against robots/synths with a lesser one to other enemy types. Railroad paint job provides protection against energy weapons, etc.
Children of Atom armor would be like raider armor but made of higher-tech parts, while being more ramshackle, with glowing green chunks of exposed power source visible in the armor. Rad-emitter mod. Has almost no radiation shielding.
Atom Cat Armor would be made of car parts. Exhaust pipes, bumper-shoulders, basically think an Autobot not designed to transform and made out of a muscle car. The Atom cat paint deco should be as shiny and clean as imaginable without looking completely out of place.
And while not faction-based, a raider armor type that clads their armor in repurposed super-mutant armor is just... so obvious.
As for DLC Power Armor:
How is it that the Rust Devils don't have an armor type built from robot parts? How does the faction of robot-obsessed weirdos not have robot power armor?
And imagine how cool it would be if the custom power armor for Nuka world was an anamatronic park mascot armor? Cartoony Nuka-Bear Head, the kids would love it.
You could put the Children of Atom armor in Far Harbor, but the lack of a diving suit armor is striking.
Some of these could just be specific parts, like helmets, but the power armor just seemed undercooked for how big of a mechanic it was.
-
And speaking of power armor, there should have been a power armor factory in/outside of Boston.
Or, if not a factory, a military depot specifically for power armor, or an armor-developing vault. This would be a higher-tier area, one you'd hear about in rumors. This is the first Fallout with a heavy power armor focus, and the first with salvaged/junk armor, so tying that to a regional abundance of armor makes sense and would put the concept front-facing in the story as well as the gameplay.
When you get there there's actually not much in the way of power armor left because you've been beaten to the punch... which is why every Tom, Dick, and Immorten Joe has power armor by the time you're high level. The Commonwealth has been raiding this place a bit at a time since the war, and the use and maintenance of power armor is now a part of the post-war society.
This could be its own area, or it could be a better use of Fort Strong (More power armor in the basement would be a big temptation for the Brotherhood, maybe unlock a new brotherhood armor style post-mission).
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Wrong Place, Wrong Time, Wrong Everything || Pt 1
Echo hauled on her jumpship's flight controls, dancing her ship between the simulated Vex debris. They'd found it - one of the core systems in the VexNet that regulated Vex travel. They'd come tracking in Vex from Neomuna and found not just an Incursion Vex Mind, but an entire system of data routes diverging like space lanes!
At its center was an enormous Vex Mind. Like a giant traffic controller, the Vex Mind, Laertes-α, had been assisting in the directing of each cast - The Sol Collective, Sol Divisive, the Encursionists, and numerous others she only happened to glimpse as they passed through the portals and data streams.
It was the Hub of Hubs and her fireteam and a set of others had been tasked with tearing it down. With their modified Jumpships, the three teams had managed to do just that. Unfortunately, dropping bombs on a load-bearing vex mind like Laertes-α, means the entire surrounding Vexnet goes down. And when it goes down, it goes down on top of whoever's inside.
"Oh, this was a bad idea," Echo growled between her mouth plates. Tapping her controls, she shifted the overshields to the front of her ship. A blue glow surrounded her ship as it pulled energy from the Vexnet, the turquoise light deflecting the shard-like debris that spattered along her ship.
A strained voice filled her comms as her other teammates wove between the debris. Bright kaleidoscope disks burst open and closed at random, forcing Echo to weave and juke between them. The first fireteam had already made it out, but the debris was coming from everywhere now, and destabilized gates were appearing and vanishing, sending in debris or pulling it away at random!
Her warlock teammate ducked and wove off her three-o-clock, trying and failing to keep in formation. "Lead, portals are popping up everywhere! I'm trying to keep clear, but they just keep cropping up!"
Echo grit her mouth plates before keying her comms.
"Alright, everyone! Line up high on my six! There's too much debris to fly horizon. Kal, bring your wing in behind Riggs. Stack together so you're not in each other's sights. Kal, you and I will fly add-clear with debris. Riggs, you fly center, keep us buffed with area overshields. If we can focus our firepower on the blocks in front of us, we'll be able to clear the way to our exit! Ghosts keep scanning for debris and Vex Gates and we'll make it out of this!"
"Roger that!"
With the confirmations ringing in her receivers, Echo steeled her light and took point, keeping herself just below Riggs' Sailing Shield to avoid being in his line of sight. This was going to be difficult, but with the pattern of debris and the randomness of the portals, this was the best she could come up with. Really, it was like playing Land Mine Vex edition! But with the Titan projecting his Light through his jump ship emitters and the two of them running their guns, Echo saw the odds a bit more in their favor.
"Alright! Keep on me!" She called and throttled forward. Like an angled worm, the three ships worked to fly in tandem, all three ghosts taking, processing, and sharing data as it came in. Echo kept an eye on her scanners her other on the Net space in front of her. As they went, their first target materialized and she made the call,
Shards of debris shattered under the force of energy and kinetic rounds, smaller bits sending ripples along their overshields as they flew. If Echo could sweat, her chassis would've been soaked right through, but as they dodged and maneuvered around the larger debris, vaporizing what they couldn't dodge, Echo felt almost excited that they were going to make it!
A ghost's voice snapped over the comms. "Debris vertical, Heavy, twelve-o-clock!"
"Split!" Echo shouted, shoving her nose down to duck her ship under a chunk of forward debris. She heard and saw the flash of energy rounds and the after-light of blue vexnet energy. "Report!"
"Kal here," came the warlock's tenor over the coms, "lost heavy weapons to debris but I'm heading back to Riggs' six!"
A low, gruff voice crackled over the comms after Kal. "Riggs here, I'm fine. Heading to the portal. You need an assist?"
Echo swooped her jumpship from under the colossal debris block aiming her nose back toward the formation. With the two larger blocks disintegrating with the net behind her, Echo shook her head habitually at the comms. "Nope! All clear down here. Rejoining formation behind Kal in 5 seconds! Head through and head home!"
.4.
"Rodger, Echo," Kal called back, "heading through!"
.3.
The titan's Sailing Shield vanished in a flash of light, passing through the brilliant swirl of the vex portal. Behind him, Kal's Brazen Spark flew in right after him.
.2.
Echo pulled the nose of her Velocimancer up, the shine of the vex gate glaring across her ship. She had almost nosed into the portal when--
.1.
"ECHO!"
A flash of blue white filled the cockpit as a new Vex portal opened, swallowing the Velocimancer before closing right behind it, leaving only the startled cry of the hunter's ghost hanging in the comm lines.
#Wrong time wrong place wrong everything#starwars verse#crossover verse#//THE CROSSOVER BEGINS#drabble#ficlet#into the known universe
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The Trade Federation Batters the Gungan Shield
STAR WARS EPISODE I: The Phantom Menace 01:46:17
#Star Wars#Episode I#The Phantom Menace#Naboo#Great Grass Plains#Gungan energy shield#shield energy emitter#Kaadu Cavalry#fambaa#overload discharge prong#Gungan shield generator#Gungan Grand Army#Battle of the Great Grass Plains#Battle of Naboo
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Hi, before I explain my post, I want to say something important.
• What you see my blog has become a major overhaul. And despite the changes, I decided that my 2nd account will be now my artwork blog with a secret twist.
⚠️NEW RULE! (W/ BIGGER TEXT!)⚠️
⚠️ SO PLEASE DO NOT SHARE MY 2nd ACCOUNT TO EVERYONE! THIS SECRECY BLOG OF MINE IS FOR CLOSES FRIENDS ONLY!⚠️
• AND FOR MY CLOSES FRIENDS, DON’T REBLOG IT. INSTEAD, JUST COPY MY LINK AND PASTE IT ON YOUR TUMBLR POST! JUST BE SURE THE IMAGE WILL BE REMOVED AND THE ONLY LEFT WAS THE TEXT.
⚠️ SHARING LINKS, LIKE POSTS, REBLOG POSTS, STEALING MY SNAPSHOT PHOTOS/RECORDED VIDEOS/ARTWORKS (a.k.a. ART THIEVES) OR PLAGIARIZING FROM UNKNOWN TUMBLR STRANGERS WILL IMMEDIATELY BE BLOCKED, RIGHT AWAY!⚠️
😡 WHATEVER YOU DO, DO NOT EVER LIKED & REBLOG MY SECRET POST! THIS IS FOR MY SECRET FRIENDS ONLY, NOT YOU! 😡
Okay? Capiche? Make sense? Good, now back to the post…↓
#OnThisDay: Jan 15th, 2018
Title: Strike MuruKir's Striker Trio Packs
I made a remake from my three Strike MuruKir's "Striker Trio Packs" (minus the normal Strike MuruKir, which I did since 2009). All three I submitted, since January 8th, 9th, and 19th, 2010. 🙂
Here are Strike MuruKir's Strike Trio Packs info. 🔵⭐🤖😁
Aile, Sword, and Launcher Strike MuruKir All three came from: Strike Gundam's Striker Packs: • Aile [AQM/E-X01] [CLICK ME! #1] • Sword [AQM/E-X02] [CLICK ME! #2] • Launcher [AQM/E-X03] [CLICK ME! #3]
Armament(s):
- Aile Strike MuruKir - 🤖💨
Beam Saber • Stored in the Aile Striker is a pair of beam sabers. These are the Aile Strike's primary close range combat weapons and can slice through any armor that does not have an anti-beam coating.
57mm High-energy Beam Rifle • Aile Strike's primary ranged combat weapon.The beam rifle can easily destroy any Mass Production Armors with one shot, but is mostly ineffective against suits with anti-beam coating. It has an additional handle that can shift to the side, and is often used for extra stability when the Aile Strike is firing its rifle rapidly.
Shield • A piece of equipment designed to increase the Strike's defensive capability, it is mounted on the left forearm and/or handheld. The shield does not have phase shift armor, so it is not as durable as the Strike's armor, however it also does not drain energy each time it is hit. The shield's major advantage is that it is anti-beam coated and can block or deflect beam weapon attacks, against which phase shift armor is ineffective.
Bazooka • The bazooka is an optional weapon that fires explosive shells and is loaded with four magazines. Because it is a conventional weapon, the bazooka does not draw power from the Strike's battery and this results in extended combat endurance. Another advantage is that the bazooka can be used underwater, unlike a beam rifle. The disadvantage is that its greater size and weight makes it somewhat less mobile then the beam rifle.
- Sword Strike MuruKir - 🤖⚔️
"Schwert Gewehr" 15.78m Anti-ship Sword • The "Schwert Gewehr" 15.78m anti-ship sword is the Sword Strike's largest and primary weapon. It is a large physical sword that has a laser blade along the cutting edge. The large blade is designed to easily slice mobile suits in half or to cut off sections of a ship such as the guns. Although "Schwert Gewehr" was designed to have a laser gun at the bottom end, Strike only uses the prototype model which lacks this feature and has it replaced by a short beam blade emitter. Due to its sharp tip, the sword can also be used for aquatic combat. It is stored on the right side of the backpack when not in use.
"Panzer Eisen" Rocket Anchor • Mounted on the left forearm, the front portion is a rocket-propelled grappling claw that is shot out on a line to hit or grab an enemy unit. The whole weapon itself can function as a shield and has anti-beam coating to defend against beam weapons. It can also be used for aquatic combat and can defend against the Phonon Maser.
"Midas Messer" Beam Boomerang • The "Midas Messer" beam boomerang is a throwing weapon that emits a short beam blade on one end, and can return to the owner after throwing, often catching enemy units by surprise. It is stored on Sword Strike's left shoulder armor when not in use.
- Launcher Strike MuruKir - 🔫🤖
"Agni" 320mm Hyper Impulse Beam Cannon • The primary weapon of the Launcher Strike is the powerful "Agni" 320mm hyper impulse beam cannon. At its introduction, it was one of the most powerful mobile suit mounted weapon and is capable of blasting a hole through a colony wall. It is mounted on the left side of the backpack via an arm unit, and held under the left shoulder when in use.
Combo Weapons pod • The secondary weapon of the Launcher Strike, it contains a multi-barreled 120mm anti-ship Vulcan gun and a pair of 350mm gun launchers. It is mounted on the right shoulder armor and mainly used to defend against missiles and enemy mobile suits.
Special equipment(s)/ feature(s) [For Strike, Aile, Sword, and Launcher]:
Phase Shift / "PS" armor • An armor system that uses electricity to reduce the damage from all forms of physical attacks although in most practicalities, PS armor makes a armor virtually immune to solid body impact attacks. The manufacturing of PS armor can only be achieved under microgravity. When PS armor powers up, a hissing sound can be heard and the grey surface of the armor suit is overlaid in color, which appears to be alterable by entering different values in the Armor Voltage section of the OS. Once powered up, the PS armor requires a steady flow of energy to maintain although power consumption spikes momentarily whenever the armor is hit.
Previous: • Strike MuruKir [Dec 30th, 2009] • Aile Strike MuruKir [Jan 8th, 2010] • Sword Strike MuruKir [Jan 9th, 2010] • Launcher Strike MuruKir [Jan 19th, 2010]
MuruKir (Kirby OC) - created by ME! Armor (Mobile Suit Gundam SEED) - Gundam series © Bandai Namco Filmworks, Inc. (SUNRISE), Sotsu
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I´m bored...
so i´ll give some ideas for quirks for BNHA DRs or OC:
Script Template: @/mx.levias on TikTok — linktree (NOT MY SCRIPT)
PYROFORCE:
Powers MASTERLIST
Quirk Inspired By: Firebenders (Avatar: Leyennd of Aang) - Phoenix Force (Marvel Comics)
¦ ⌈Quirk Type⌉ ⩵ Emitter
APPLICATIONS:
Fire Augmentation
Fire Manipulation
Fire Aura
Fire Armor
Fire Boundary
Fire Defense
Fire Empowerment
Fire Sealing
Fire Teleportation
Fire Transmutation
Firestorm Creation
Flame Shield
Glowing Eyes; when the user's powers are active.
Healing Fire
Pyrokinetic Cloning
Pyrokinetic Combat
Pyrokinetic Invisibility
Pyrokinetic Regeneration
Pyrokinetically Enhanced Condition
Special Moves:
🌪️ Inferno Vortex 🌪️: The user creates a large, swirling vortex of fire that pulls enemies towards the center and engulfs them in flames. It can also serve as a barrier or trap, keeping enemies from escaping
⚔️ Scorchblade Assault ⚔️: The user manifests flaming swords, whips, or any other weapon made of fire. These weapons burn intensely and can cut through most materials with ease. The move is ideal for close-combat fighting
🌋 Flamebound Shield 🌋: The user generates a large, swirling dome of fire that surrounds and protects them from incoming attacks. The shield can repel most physical and energy-based attacks
☀️ Blaze Nova ☀️: The user releases an intense burst of fire from their body, creating a massive fiery explosion that incinerates everything within a certain radius. This move can be used both offensively and defensively
Backlash:
🔥 Overheat: Using too much fire power or maintaining intense flames for too long causes the user's body to overheat, leading to exhaustion, dizziness and potential fainting
🔥 Heatwave Weakness: The user becomes vulnerable in extremely cold enviroments, where their fire powers are signifcantly weakened, and its takes more energy to summon flames
🔥 Emotional Amplification: Fire is tied to the user's emotions. If they lose control of their emotions, the flames can become erratic and dangerous, increasingg in intensity unpredictably and harming anyone nearby, including the user.
#desired reality#reality shifting#shiftblr#shifting community#shift#shifting blog#shifting stories#bnha#dc comics#bnha oc#quirk oc#quirk ideas#power ideas
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Random Voyager headcanon:
The alien and non-human characters aren't weird enough on the show. It's too easy for everyone to forget that they aren't human. They need some quirks that show up occasionally to remind everyone that they're just a little different. Therefore:
Sometimes, in rare cases where he's injured or some place bright or windy, Tuvok's third eyelid will blink or partially close, which is normally hidden beneath his regular eyelids.
When the Doc's portable emitter needs to charge, it'll reduce his image quality to conserve power, making him appear pixilated, like a 480p video. The same thing would happen in sickbay sometimes, to the point where he'd drop frames and appear to be blinking as he walked across the room. They upgraded the memory in the sickbay projection systems after that.
B'Elanna is tougher and stronger than she looks for someone her size, which everyone knows. What they don't know is that her denser bones allow her to feel vibrations below the hearing threshold. She can walk into engineering and put her hands on the support beams and tell what systems need tuning before reading a report. Sometimes before diagnostics will pick up the error.
Seven's cybernetic implants will sometimes pick up interference from ship's systems and feed back as sensory hallucinations. She can 'hear' when an EPS conduit needs repair, since the first thing to go on a conduit is the shielding, which lets energy leak.
Neelix has partially reflective retinas, so in certain conditions they catch the light, making them glow like a cat's. Like
but it's rare because neelix hates the dark so he's never out in it.
#human alien hybrids would have to contend with the Uncanny Valley instinct of humans#st:voy#random voyager headcanons
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Can you make a Quirk that is similar to Waston Interception Pylon Ult from Apex legends?
I see it working as an Emitter type Quirk that allows the user to send out arcs of blue, electricity-like energy up to a ten-meter range from their body. This can be applied to any organic target within this range. After doing so, the target is covered in a shield of energy. This works to protect the target from harm. The barriers do not hinder movement and can take a decent amount of damage without breaking. If the shields are damaged or broken, they can slowly begin to heal themselves to full power. The user can apply this to themselves and can be selective with who they apply it to. This gives the user a good tool for defense, able to protect any of their allies from whatever may try to harm them. If nothing else, the energy can make it easier to find their allies in the dark. Though the protection the Quirk offers can be quickly worn down, breaking through with a few strong hits, or if they leave the barrier. Taking out the user can do in the shields as well, leaving everyone exposed. Making too many shields, whether it be from them constantly recharging or applying them to too many targets, will drain the user's stamina. A possible name for the Quirk could be "Energy Block".
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