Ranged Armaments Glitch-based Elemental Magic Hand-Emitters

Discussion in 'Approved' started by Deleted Account, Jun 27, 2018.

  1. Deleted Account

    Deleted Account Galactic Prodige Impervium Donator

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    Name: Glitch-based Elemental Hand-Emitters


    Description: A series of small emitters built into the hands of hivemind glitch sorcerers and wizards that allow a type of elemental pseudo-magic to be undertaken and used. These emitters are laid upon the hands of glitch with a larger main emitter upon the palm, and smaller fingertip emitters upon the fingers and thumb. The currently documented elemental types to exist are currently fire and ice. Wondrous flames are able to be generated by those using pseudo-kinesis, and a menu of frost-related abilities such as frost creation, generic ice, snowballs and even spikes when trained enough for those aspiring pseudo-cyrokinesis users. These emitters are controlled by glitch thought.


    Abilities: These emitters, of either elemental type, allow the glitch caster a selection of fire and ice based pseudo-magic. Those built to use fire are able to produce flames to heat a surrounding area, ignite items and generally perform things that can be achieved with fire. Ice-based emitters work with a variety of ice-related abilities; such as the formation of light snowballs, generic ice shards, and even larger spikes. Said spikes can even provide use of a weapon, resembling that in power of a small blade.


    Conditional Abilities (Optional): Both specialised emitter types are capable of influencing the temperature of nearby or held objects, depending largely on the type of object. A glass of water could be potentially cooled or heated. Free-minded glitch doctors with emitters installed could potentially find uses for them.


    Limitations: Having such intricate engineering put into them, the emitters can easily fall victim to the roughness of a hive-minded glitch’s life. Arm injuries can damage the internal components for these emitters, rendering them useless unless the glitch in question is able to reach modern methods of repair. Slight damages can incur an array of malfunctions of the emitters, they could perform poorly or even misfire, calling upon the same fate as the last mentioned limitations. EMPs are capable of shorting and or even destroying the internet components, as expected for the glitch user as well. Another limiting factor is the range of the devices abilities, flames can barely breach three meters with two being enough of a challenge. Ice spikes are limited to a size around eight inches, with any longer being prone to brittleness. Being built physically into the glitch’s hands and arms, they can restrict movement of those limbs to a slight percentage, as to accommodate the internal constructions. They also increase the weight of both arms and often result in them being constructed thinner to again accommodate. Wear and tear is often common, and a further result in degraded performance often referred to a loss in magical skill by glitch wizards.


    Conditional Limitations (Optional): Used excessively and continuously within a short period, can see a large drain on a glitch’s energy, as the devices pull energy from a glitch’s internal battery to function. These emitters are also a one-way road for many glitches, as the type installed are only capable of producing the ‘element’. For example, a fire-user would not be capable of producing ice with their emitters. Emitters are only capable of being changed through extensive physical modern modification, which is often expensive and not worth it.


    How does it work: These emitters function through extensive nano-tech built within the arms of hive-minded glitch wizards and are directly powered through internal connections to the glitch’s battery as expected with other bodily systems. Built into glitch during the ‘birth’ phase for those destined in the spot of the mage, they are eventually awoken through ‘study’ into the magical arts as a simulated honing of skill. Upon added thin plating to the top side of a glitch’s forearms are added intake vents which draw in molecules of oxygen, having harvested these molecules they are then further manipulated and excited to create fire. For those emitters utilising the colder end of the spectrum, the process is slightly similar. Air is held in the intake area, slowing down the vapour and moisture hiding in the air, forming ice in the process. The process for this is achieved through ways of small-scale matter-manipulation within these intake areas. In terms of materials, these emitters are often constructed using the same materials of those used for a bog-standard glitch, with metal and polymer housing over many of the components.


    Flavour text: A trait theorised to arise from further simulations into glitch magics, and potentially constructed from ever special blueprints as the expected form of creation of glitch magic. These emitters have been seen upon those of glitch archmages and sorcerers alike to be often displays of their so-called magical and unexplainable ‘powers’.


    Referenced Technologies (Optional): Specialised Elemental Gauntlets


    Attainability: [Semi-Closed] These emitters are only often built into hive-minded glitch upon creation, or perhaps added by a third party.


    Tags: [Military]


    Category: Ranged Armaments
     
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  2. 9K

    9K Galactic Officer Staff Member Administrator

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    Hi. I'll be grading your application today.

    My only concern is this line:
    ...in relation to this, specifically the highlighted bits:
    My concern is that you're saying two potentially contradictory things. It can manipulate nearby or held objects, but you're also saying that the actual act of burning air or freezing moisture takes place within the vents/intake areas, meaning it's more converting this matter into a different state than previously and thus has to be moved. This brings up a few questions.

    Does the material being frozen or burned have to pass through the vents and thus into the hand/arm in order to undergo these processes? Because if it does, that means that if you go along with the example of freezing a glass of water, the water from the glass would have to be siphoned from it first and then put back where it was rather than frozen right where it's contained. If this isn't the case though, then I need an exact numerical range from the hands that these emitters reach.

    What's the maximum temperature the emitted flames can reach, and what's the lowest temperature water can be frozen to?
    Since the example being given for freezing is specific to water vapor, I assume that they are only capable of directly lowering the temperature of water, limiting them to using water to lower the temperature of other things should they want to. Is this correct?
     
    Last edited: Jun 27, 2018
  3. Deleted Account

    Deleted Account Galactic Prodige Impervium Donator

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    That kinda was a mal-proper use of words, the item in question are those held in the hand. Items held in the hand can have their temperature influenced by a degree, as discussed. For the numerical ranges, palm emitters are at least an inch thick, with fingertip emitters two-thirds of an inch thick.

    The flame emitters are currently capable of emitting flames at a max temperature of 1000C, reached by 20-25 seconds of continuous flame. Freezing temperatures often hover about -15F (-26C).

    Yes.
     
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  4. 9K

    9K Galactic Officer Staff Member Administrator

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    Alright, that's acceptable. Normally I wouldn't be accepting of that temperature of flame without it taking time to heat up to that point, so it's good that you mentioned that.

    With all my questions answered and no more I can think of, I'll give this its first pass.
     
  5. Pinkbat5

    Pinkbat5 pocl v3.7.2 Staff Member Administrator Diamond Donator

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    Hey, Pink here- just a few questions I need answered before I can second this application!

    For the ice emitters– how does it get water that quickly without internal reserves? Even with high humidity, there isn't a lot of water in the air, so it would have to filter quite a bit of air quickly. Would an ice mage grow more powerful in high humidity? This technology might be more viable if the glitch had internal water reserves that could replenish themselves using air humidity or with manual refill. If there are no internal water reserves, the glitch might have to take in quite a lot of air before they cast their "spells."

    Something similar goes for the flame emitters. From flamethrowers to campfires, all fires need fuel along with oxygen to burn. What is the fuel in this case?
     
  6. Deleted Account

    Deleted Account Galactic Prodige Impervium Donator

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    Yeah! As discussed over discord, there are water reserves built into them, which can be refilled through the two said methods. Outside humidity is pulled into this process too, aiding in a slight amount to create the 'powers' for an ice mage.

    Fuel, in this case, happens to be excess left-over from the glitch's synthetic digestion process. Another optional feature for some is an external port built into the arm that allows some combustion energy to be utilised in the form of pushing burning splinters and protruding smoke.
     
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  7. Pinkbat5

    Pinkbat5 pocl v3.7.2 Staff Member Administrator Diamond Donator

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    [​IMG]
    Seconded!
     
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