Star Wars Roleplay: Chaos

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Approved Tech Shooting Star

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Intent: To elaborate on Syd's main side arm.

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Image Source: https://www.google.com/amp/s/www.pinterest.com/amp/pin/420242208965266176/

Canon Link: N/A

Primary Source: N/A

PRODUCTION INFORMATION

Manufacturer: Syd Celsius

Affiliation: Syd Celsius

Model: Little Joe Crossbow Pistol.

Modularity: Yes (Ammo)

Production: Unique

Material: Durasteel, specialized fibers

TECHNICAL SPECIFICATIONS

Classification: Enchanted crossbow pistol.

Size: Small

Weight: Average

Ammunition Type: Crossbow bolts, both regular and special issue.

Ammunition Capacity: One (Must be manually loaded)

Reload Speed: Very Low

Effective Range: High (700 meters)

Rate of Fire: Very Low

Stopping Power: High (Against Dark Adepts) Average (Everyone else)

Recoil: Low

SPECIAL FEATURES

Enchanted to enable a Force Teleport whereever a standard bolt fired from it lands.

Enchanted so that when bolts are fired, once the bolt comes within a thirty meter radius of a Dark adept, the bolt "locks" on to the adept.

Enchanted so that regular steel bolts are extraordinarily painful to Dark Adepts.

Enchanted so that bolts fired with this crossbow have immense range

Reusable standard ammo. Bolts can be retrieved from targets.

Ammunition can be modified.

Immune to fire

Naturally accurate.

Strengths:

Where does it hurt?: The enchanted crossbow has been modified to do heavy damage to dark beings. A dark adept being hit by this will feel in capacitating pain where they are hit, almost as painful as a disruptor shot. Regular ammo also hits with much more force than normal, dealing additional kinetic damage and burying the bolt deep in tissue or solid material of sufficient low density, such as light armor. Medium armors and heavy armors will have better chances of stopping the regular bolts.

High Range: The bow's enchantments allow any bolt placed in it to have the same range as an average blaster rifle.

Homing: Firing this bolt at any dark adept in range will cause the bolt to track them, once it enters a thirty meter radius. It will even chase them until stopped. This is due to an enchantment on the pistol that takes effect whenever a regular bolt is loaded, applying that magic to the bolt temporarily so that when fired a temporary tether between the bolt and any nearby dark side adept is created.

Magic trick: Firing a regular steel bolt at anything in the distance will allow Syd to teleport to that bolts immediate position a meter away from it so long as she is holding the pistol and concentrates. This is due to a specific magical enchantment that creates an invisible "tether" between the bolt is where ever the pistol that fired it is, though the user must have line of site and a solid surface underneath for safety reasons, though this last caveat can be exploited for sneak attacks, such as dropping above people, which this pistol is already an excellent choice for, though one with imagination could fire the bolt very close to an enemy then teleport.

Modded ammo: Incendiary, explosive, tranquilizer, and acid tipped bolts can be fired from it as well.

Silent: Whisper quiet, even at extremely close range.

Fire Immunity: Can function even in the hottest blaze.

High Accuracy: Pinpoint, to be exact.


Weaknesses:

Void vulnerable: Entering a force void leaves it an ordinary crossbow until it leaves the area.

Modded ammo, less magic: If anything but regular steel bolts are loaded, while they will still retain the extraordinary range, they will not be able to cause increased pain to dark adepts, nor will they home in on a target. They will also not be able to act as a teleportation relay.

Slow reload: Its not easy to cock.

Slow rate of fire: Don't expect anything but well planned, carefully aimed shots. This thing can't fire quickly enough to compensate.

Cryo weakness: Exposure to intense cold prevents it from firing for five minutes. This is due to the fact it was personally enchanted by Syd, in an early effort. While she was able to strengthen her own armor against cryo attacks, she was not as successful when trying the enchanting process on a weapon, thus some of her own weaknesses transfered to it.

Teleport limits: One must be able to see where the bolts will hit, thus one is generally limited to a distance of two hundred meters when teleporting. Also, once teleporting, the user must wait another ten minutes so their body can recover. Too many teleports in a short span of time, will weaken Syd considerably and start causing her psychic shell to break down, necessitating an immediate need to feed off a heat source to recover.

Homing limitations: Steering towards a dark adept slows it considerably, and can be stopped completely by sufficiently heavy cover or even out ran, and if locking on the bolt fails to hit after ten seconds, the bolt loses energy and falls to the ground harmlessly. Plus if up against a combatant of sufficient skill they can either, shoot it or bat it out of the sky, or even catch it with telekinesis if they have sufficient skill.


DESCRIPTION

Shooting Star was the primary side arm of The Flame Geist, designed for missions where a more quiet approach is necessary. A silent weapon for assassination, the pistol enables teleportation wherever a bolt is fired, as well as seeking out and causing extreme pain to dark adepts. Syd used this to get the drop on a hundred sith who would have escaped otherwise. Though limited by its reload time, firing rate and nature of its ammunition, its deadly and cunning niche abilities render it a deadly ally to have for the silent, ultra long range approach.
 

Ravenfire

King of Pumpkins
Moderator
[member="Syd Celsius"]

Hi, really interesting Idea you have here for hunting down some darksiders but just a couple of questions for you. Firstly how does it teleport the user to the bolts and why isn't this in strengths also how far does this teleportation stretch out over a battlefield or less? Second how is it immune to extreme heat but not extreme cold? Third how does the bolt home in on a darkside user?
 
Addressed all three concerns of yours with additional information, [member="Tom Taff"]. Also, I did list the teleport thing as a strength the first time under the category 'Magic Trick' in the strengths section. Also added accuracy as a strength.
 
Good evening, so while this weapon in of itself is not crucially overpowered the ability to teleport such large distances with so little cost kind of off sets me. What im getting from this weapon is it will almost never miss due to it's ability to "track" Dark Side Adepts. To your credit you gave it a very low reload time and in the heat of combat reloading a crossbow is something that is generally pretty tough to do. It's ratings are balanced for a unique weapon however given the HEAVY amount of alchemization done to this weapon and all it's strengths, I'll need you to bring down the total range of the weapon and add another solid weakness, or even expand on one of the ones already presented. Also I will need you to be very careful not to abuse this submission as I believe it could happen quite easily.

[member="Syd Celsius"]
[member="Tom Taff"]
 
Altered so that the bolt only tracks a dark adept when the bolt comes within a thirty meter radius of the target, added extra weakness to that homing ability and elaborated more weaknesses for teleportation [member="Adron Malvern"]
 
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