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11-03-2017, 05:00 PM
(This post was last modified: 02-17-2018, 04:58 PM by Lambert.)
Name: Mordin Solus
Spent OM: 6500
Consumed OM (100): Items (100)
Proficiencies (3000): Ranged (1000), Area Defense (400), Debuff (1000), Area Attack (600)
Powers (1600/8000): Insight (1600)
Moves (1800): M-12 Locus w/ Pyro Ammo (600), M-6 Carnifex (300), Kinetic Barrier (300), Incendiary Grenade (300), Cryo Grenade (300)
Super Moves (0):
Transformations (0):
Assists (0):
Items: Dataverse Device
Artefacts:
Bases:
Unlocks (0):
Base stats:
ATK: 2
DEF: 1
SPD: 2
TEC: 5
Posts: 14
Threads: 4
Joined: Apr 2016
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11-03-2017, 05:01 PM
(This post was last modified: 02-17-2018, 04:59 PM by Lambert.)
Firearms
Rules on Special Ammo: Mordin cannot use special ammo if his kinetic barrier is active. He can only use it on one magazine at a time and there is a one minute cooldown before that gun can use any special ammo again.
Rules on Firearms: Mordin can carry up to twelve heat sinks on his person - he can replenish these when he has enough time to summon more between fights. The twelve heat sinks work on all of his firearms, so he must be conservative in use as when he is out, he'll need to summon more to use any gun. Mordin stores his small firearms in his lab coat, so it can be grabbed on the fly.
M-12 Locus Sub-Machine Gun
A machine-gun pistol weapon which can be used while moving. It fires energy bursts using a small mass effect accelerator. It fires two shots per second. it can shoot 20 shots straight before the gun will overheat and needs a new heat sink. It takes only a second to replace the heat sink. The effective range is 200 yards (180 meters), but accuracy dips the longer the burst and the farther the target. It's fairly accurate, but the bullets themselves do little damage.
With Incendiary/Pyro Ammo
Add-on: He can set his weapons to fire off one magazine's worth of flaming bullets, which will cause lingering burn damage to his opponents for five seconds.
M-6 Carnifex
A heavy pistol weapon which can be used while moving. It fires energy bursts using a small mass effect accelerator. It fires 2.5 shots per second. It can shoot 6 shots straight before the gun will overheat and needs a new heat sink. It takes only about 1.5 seconds to replace the heat sink. The effective range is 200 yards (180 meters). Unlike his machine pistol, ths gun does not lose accuracy within the effective range. The shots can do decent damage at shorter range, but it loses power the further away the target is.
Grenades
Rules on Grenades: Mordin can carry eight and only eight grenades of any type at one time. This means that if he has more than one type, he must determine what grenade he wants to use having only 8 slots. They are stored in his lab coat, ready for use when he is. They can be thrown ten yards from the user's stationary position effectively. Anything more then 10 yards then he is throwing blindly. The ignition is released by pressing a button on the grenade, after that, it has 5 seconds until it blows up. Finally, because of tech restrictions, Mordin can only activate one grenade at a time.
Incendiary Grenade
A hand-sized grenade that erupts in an explosion of fire from its location. The blast of the grenade can damage with a sort of force that can push them to the ground, though it doesn’t hurt as much as one would think. The real danger is the fire, which burns the victims badly and lingers the damage for ten seconds. The force blast reaches only three feet past the blast point, but the fire and burn risk itself flies between five and ten feet.
Cryo Grenade
A hand-sized grenade that erupts in an explosion of ice from its location. The blast of the grenade can damage with a sort of force that can push them to the ground if they are not frozen/slowed, but it doesn't hurt that much. The real danger is the ice, which can hurt the victims badly and can potentially freeze the enemy. The force blast reaches only three feet past the blast point, but the ice and freeze risk itself flies between five and ten feet. The chance of the enemy getting frozen or slowed depends on their stats. Someone with equal DEF+TEC to Mordin's ATK+TEC slows to about half speed when initially hit by the blast, and gradually recovers entirely over the course of thirty seconds. A comparatively stronger opponent will have lessened effects/duration relative to the difference in strength. An opponent with less than half of Mordin's ATK/TEC can be frozen entirely for up to a second, and will gradually regain their movement over the course of thirty seconds.
Defense
Kinetic Barrier
A repulsive mass effect field that surrounds Mordin to the shape of his body. It takes about a second to activate. When activated, These shields safely deflect small objects traveling at rapid velocities. It is most effective against ranged attacks but can still block a weapon melee strike, as well. The shielding does not protect against extremes of temperature, toxins, or radiation. It can be disapated by a strong attack (or several weaker attacks) or by Mordin himself. It requires a minute to cool down if it is destroyed by an attack. The shield is powered by the same tech that Mordin uses to modify his gear, so he is unable to use upgrades for his weapons (such as elemental ammo). He can still use the base weapons themselves. Maintaining the shield doesn't effect Mordin physically, but if it is destroyed then he does take a stamina hit until he can bring it back up. He can activate and maintain this shield while moving. The actual implant for the shield is in his right palm.