Since taking over Drum Island, Cyrus has built a massive laboratory in place of where the King's Castle once stood atop the center mountain. The laboratory is a sprawling building that stands at about three stories tall. Much of the lab is constructed as a large conveyor belt where Cyrus's robots can continue building more robots and other various inventions. Thanks to one of Cyrus's own creations, Aurora, the laboratory itself is mostly self sustaining and runs autonomously. Besides the actual laboratory part, the lab also has residence quarters and can sleep as much as fifty people for members of Cyrus's crew when docked in Drum Island.
Current Inventions at the Laboratory:
- 1x Aurora:
Equipment Name: Aurora Mk. VI
Equipment Type: Gadget
Strength Req.: N/A
Equipment Description:- Spoiler:
The true purpose of Aurora is to make the production line system as streamlined as possible. This means that any gadgets Cyrus has designed the schematics for can be created even when Cyrus is not in the Garage/Lab. At 6 upgrade points Aurora can produce a new gadget as if Cyrus himself produced it every 6 hours of real time. As she is upgraded more the time is lowered accordingly.
Materials: Titanium
Units per Slot: 1
Upgrade Points: 6
- 1x Ore Refinery:
Equipment Name: Ore Refinery Mk. VI
Equipment Type: Gadget
Strength Req.: N/A
Equipment Description: The Ore Refinery is a massive machine that must be installed on an island with a piece of territory (IE Garage/Lab). Once installed the refinery drills into the island and harvests that island's natural resources, bringing the metal ore topside and sending it down a conveyor belt where it is refined and melted down into usable metal. At six upgrade points this can harvest 5 pieces of usable titanium (or lower materials) or 1 piece of usable seastone every 6 hours IRL.
Materials: Titanium
Units per Slot: 1
Upgrade Points: 6
Registered Inventions That Can Be Built Here
- Ballistic Weave Mk. IV:
Equipment Name: Ballistic Weave Mk. IV
Equipment Type: Armor/Gadget
Strength Req.: -
Equipment Description: The Ballistic Weave is a type of cloth that can be added to any other form of clothing that is not made of metal or seastone. When a Ballistic Weave is added into clothing, it heightens that clothing's defensive capabilities remarkably. At four upgrade points Ballistic Weave is resilient enough to protect the wearer from titanium bullets/weapons and protect against 1 T4 skill or 2 T3 Skills or 5 T2 skills (unharmed by T1 skills). You must apply 1 set of Ballistic Weave to each article of clothing for it to be effective (IE 1 set of Ballistic Weave covers 1 jacket not 1 jacket, 2 gloves and 2 boots).
Units per Slot: 3
Upgrade Points: 4
- Anti-HACK Mk. IV:
Equipment Name: Anti-HACK Mk. IV
Equipment Type: Gadget
Strength Req.: 0
Equipment Description: The Anti-HACK isn't so much a gadget as it is coding for Cyrus's gadgets. Cyrus is someone who specializes in creating AI, each AI created ranging from lowly Gruntbots to more powerful and intelligent cyborgs are coded with Anti-HACK coding. This coding, at 4 upgrade points, prevents the AI of any of Cyrus's gadgets/robots/cyborgs from being hacked by 4 upgrade points or lower hacking gadgets/codes. The code allows the AI to see the exact location of the person/device attempting to hack them so long as it is 4 upgrade points or lower.
Materials: N/A
Units per Slot: 1 with every robot/cyborg/gadget created
Upgrade Points: 4
- Gruntbot Mk. IV:
Equipment Name: Gruntbot Mk. IV
Equipment Type: Gadget
Strength Req.: -
Equipment Description:- Spoiler:
Gruntbots have very linear AI in which they can be given voice commands to complete a specific task. For example they can be told to manufacture or told to engage in combat and told specific types of targets to attack. Their degree of thinking freely is severely limited to simply completing their assigned task. Once the task is over they must be verbally instructed in another task before they will do anything.
At four upgrade points the grunt bots have been equipped with steel blades that can flip out from their forearms to replace their hands. The blades are roughly a foot in length each and can freely switch between regular hand or blade form at will.
Materials: Steel
Units per Slot: 1
Upgrade Points: 4
- EMP Generator Mk. V:
Equipment Name: EMP Generator Mk. V
Equipment Type: Gadget
Strength Req.: 2
Equipment Description:- Spoiler:
Materials: Titanium
Units per Slot: 1
Upgrade Points: 5
Plans Uploaded From Guests:
- Birdie:
Equipment Name: Centurion
Equipment Type: Gadget
Strength Req.: 4 to lift them
Equipment Description: Centurion is an artificial intelligence that works to serve Birdie. Simply put Centurion is a robot or pacifista. They are fully mechanized and can be armed with Birdie's inventions. Like the Hunter invention, the Eye Scope can link to a Centurion and grant the user its field of vision if on the correct frequency. They can be crafted from any metallic materials, so their durability varies, but their other stats are static less they should be modified with additional hard or software. Centurions can only be made in Garages or Laboratories. Their height ranges from 6`0 to 8`6. Each of them has a bird shape carved into their chest to represent Birdie's brand.
Strength: 3
Durability: Dependent on base material
Speed: 2
Perception: 3
Materials: Varies
Units per Slot: 1
Upgrade Points: 3
Equipment Name: Thrusters
Equipment Type: Gadget
Strength Req.: N/A
Equipment Description: The Thrusters aren't a stand alone type invention like a jet pack and they must be integrated into something like a Cyborg. They don't only allow the cyborg a limited term of flight, but also grant them increased speed should they will it. It works based on a vacuum mechanism that sucks in air to the ventricle system. There the air is compressed and cooled, before being filtered through the combustion chamber. Here the air is exposed to extreme temperatures that disturbs the molecules and causes combustion, thus converting the air, primarily the oxygen, into the flames out the exhaust. This flame isn't to be used in an offensive manner and is just like the flame you'd see on a fighter jet's thrusters. This can grant the equipped cyborg a 3 post term of flight, needing a 2 post cooldown. It can be used a total of three times per topic and allows the Cyborg to instantly reach Tier 3 Speeds and sustain that speed. Can fly up to 300m high.
Materials: Steel, Copper, Iron
Units per Slot: 1
Upgrade Points: 4 (At a lab on Drum)
- Zanji:
Equipment Name: Air Cannon Schematics
Equipment Type: gadget/consumable
Strength Req.: 1
Equipment Description:
This is a consumable designed to be used by someone that can create weapons for ships. Using this item when crafting the cannons adds 50% of range onto what their range would otherwise be. Once used, this item is consumed. Specifics not listed are to be apped in the cannon app.
The air cannons have two functions, the first can shoot a projectile of condensed air much like a cannonball, the second is a 'coup de burst' type movement where the ship can shoot into the sky briefly.
The cannons are on a small track with iron coils. When the resultant force from firing sends the cannon back on it's track, a magnet attached to the cannon will be pushed through the iron coils, creating current. This does two things, one; creates a self sufficient energy cycle that will automatically reload the canon. Two; transmute the resultant force without it spinning/rocking the ship.
appearance:
Attachments: -
Curse or Devil Fruit: -
Materials: paper
Units per Slot: 1
Experience: 0
Upgrade Points: 0
Last edited by Kincaid on Sat May 27, 2017 2:53 pm; edited 3 times in total