*opens up shop in Starbucks*
Hello, ladies and gentlemen. It is your favourite arms dealer and barista, Phoenix. With me today is my fellow weapons producer and favourite Jurassic bipedal darkness warrior, Dinorush.
To keep things fresh, I'm starting something new. Last Monday was lacking in melee weapons (sorry, that was my fault) but today... Today is FIREARM FRIIIIIDAY!
*gunshots are heard*
*faint screaming heard from afar*
Should've fired blanks... Anyway, the daily specials for today and all Fridays will revolve around guns, projectiles, and things that can get object C from point A to point B, and do some damage to point B.
Same as last time, please ask to purchase items (with prices) from their respective manufacturers. Any questions regarding the product should be sent to them as well.
Custom modifications will still be made if requested, so don't worry I haven't stopped from what I began with. We're also still in Starbucks, so order a drink or something of you want.
Alright, lets get to business.
Daily Specials:
[spoiler]World’s Blessing (Hand cannon)
"Only for the worthiest holsters.”
This gun can cause Marks of the Assassin, Wizard, and Knight. (Only one is active at a time)
Mark of the Assassin: Weak spot shots increase movement speed by 20% and reload speed for 30% for 3 seconds. Weak spot kills last 5 seconds.
Mark of the Wizard: Shooting enemies reduces your magic abilities' cool down (if there is one) by 10%.
Mark of the Knight: Shooting enemies reduces incoming damage by 10% and increases melee damage by 25%
Appearance: a shining, white, long hand cannon. Has an aura of magic.
Manufactured by Dinorush.[/spoiler]
[spoiler]One Question (Scout Rifle)
"Explosions guaranteed!"-ES Industries
This weapon fires as fast as you can pull the trigger.
This weapon's damage is fully explosive, and fires big explosions. Weak spot hits cause for larger, and more damaging explosions.
Red Scout Rifle. The paint is chipping off, most noticeably around the edges, revealing a silver-ish bronze color. On the left side of the gun is the word ES in big white letters, with a black outline around them. On the right side is a black plastic half-circle like shape, right above the clip. From the front of these are two see-through tubes, that connect to a small black plastic rectangle that runs along he barrel. The tubes connect along the front and back. When shooting a few yellow lights on the two objects light up, and additionally the tubes light up entirely. When aiming down the sights a holographic ES takes up a small square, and in the middle is a dot, where the bullet will hit.
Manufactured by Dinorush.[/spoiler]
[spoiler]Spellbane (Shotgun)
Magic is a pain in the ass. What's more annoying than bringing your favourite machine gun to the party, and then someone just shoots lightning from their hands and shocks the hell out of you. Well, no more.
Introducing Spellbane, the magic disrupting SPAS-12. Buckshot rounds are fitted with potent arcane disruptors (powdered wizard bone, holy water, rock salt, silver, etc) and to top it all off, the barrel of the gun is custom made to release a magic interference frequency whenever the gun is fired, disrupting spells even more. A guy throws a fireball at you. You take out Spellbane, fire a round at that fireball, and suddenly, you get a small singeing instead of being incinerated.
A buckshot spray from these rounds will effectively disrupt any form of magic, including magic defences. It will screw with (if not dispel) any arcane usage, but don't rely on it too much. Since the rounds of this weapon are dedicated to counter magic, there's not that much room for conventional munitions, so don't expect it to do too much damage to a regular target.
Black SPAS-12 fitted with some various polished wood in the stock and under barrel. Some silver symbols are carved within the handle of this gun, as well as the butt of it. Barrel glows silver when fired, as if it overheated.
Manufactured by Phoenix.[/spoiler]
English
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*puts 50 pounds of exotic materials (assorted) on the table*
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*checks materials* Nice. Alright then, here you go. Remember, only one "Mark" perk can be selected at a time during battle. *gives hand cannon*
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Thanks
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I can bring you weapons to modify should you need them. Just ask
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*nathan takes them all*
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*stasis cannons rise behind counter and shoot Nathan* No super speed for you bud... *takes guns back* *places latte in your hand*
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*has given money*[spoiler] I bought them[/spoiler]
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Oh... Whoops. *presses button on cannons* *stasis wears off* Sorry. Thanks for business, I guess. Keep the latte. [spoiler]Well f*ck me in the ass with a bejewelled strap on and call me Ford, whoops.[/spoiler]
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[spoiler]kek[/spoiler]
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Can you add all those effects to my gunblade?
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Wow... This is awkward. Sorry for the bad service... So, like every weapon listed? To the World's Blessing's "mark" perks, to the explosives of the One Question, and the magic disruption of Spellbane?
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Eh it's ok, and yeah, trying to buff my gunblade as much as possible
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Alright, I'm assuming you're referring to the ammunition of the Gunblade, correct? The World's Blessing is no problem, it's just you have to have one Mark selected at a time during battles. The One Question and Spellbane however... Those both have to do with the actual rounds, since one dominates the body of it. Having both would be useless, as you have the drawback of an explosive round and not really "combat suited" materials inside your round. Spellbane's perk would act differently in a non-buckshot round. It wouldn't fire a wave of magic disruption materials, but would instead fire a concentrated round meant to wound magic users and disrupt spells from that. Again, not a buckshot. So it would actually do more damage than the actual Spellbane wound wise. One Question's perk would remain the same, more or less. Caliber changed might adjust a few very minor things, but it would still cause the much wanted explosions from each shot, staggering and sending shrapnel flying upon micro detonation. So I really comes down to your preference. What do you think?
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Hm, it's a tough choice, what do you think, I want your opinion on how my gunblade should be buffed, cause remember, you added the hardlight mod to it, and it has to runes on it, one that increases the sharpness of it, and one that gives me control over lightning and lets me shoot lightning rounds
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If you're going to be facing other magic users, and there's quite the bunch here, then I'd stick with Spellbane. Lightning rounds combined with this can make a deadly combo of dispelling enemy magic and them shocking them with your own. That being said, One Question is more versatile. Lightning rounds combined with staggering explosions that can dispatch groups of enemies quick is another good option, and not only restricted to one type of enemy. Personally, I'd go with One Question. Even though I face the jinx-flinging likes of you, Mage, Deth, and others, some people use shields or temporary armour that can be shattered from explosions, and then possibly disabled from a lightning shock.
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Interesting, il go for the one question buff then, and thanks for your input
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Edited by Dinorush: 3/28/2015 12:00:28 AMAll? As in every weapon listed?
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Sorry but my two girls pack a big enough punch for me
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My girls
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Edited by Guardian0611: 3/28/2015 1:12:14 AMHellsing?
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Maybe
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Do you have anymore... [spoiler]Shameless promos?[/spoiler] [spoiler]Jk.[/spoiler]