Name: Plasma Gauntlet Description: Plasma gauntlets are metal gauntlets worn on a hand that includes a gas canister and battery mounted underneath the wrist; the pads of the fingers are lined with conductive ferozium that creates the plasma, allowing the user to create balls of plasma in order to throw them. Abilities: Creates balls of plasma in the user's hand that can be thrown - the gauntlet assists the throw with a short-range magnetic field that increases the velocity of the projectile. Can be charged to create larger balls With no charge, a ball is equivalent to a single plasma rifle shot. It flies very fast, like a baseball thrown by a pitcher. With a turn of charging, the ball is larger and has a splash radius of a couple feet, capable of slagging an area of more than just the impact zone. Getting hit with one is pretty nasty. About as fast as a soccer pass. With two turns of charge, the ball is around the size of a basketball, and being hit with it is the equivalent of a plasma caster shot. It can also splash up to a meter around it. About as fast as a basketball pass. Charging past two turns is dangerous, as the plasma can become too big for the magnetic field to stabilize. Charging up to three turns causes the plasma to become unstable, which will cause it to explode in the hand if it is struck against an object, shot, or EMPed. More overcharge means it becomes a bigger target, as well as more self-damage if it explodes. At three turns of charge, it has a diameter of 16 inches and can splash up to 2 meters. It is possible to use two gauntlets at once, expanding its limits: The gauntlets can charge a plasma ball twice as fast. The gauntlets can overcharge a single plasma ball up to 4 turns. At four turns of charge, it has a diameter of 25 inches and can splash up to 3 meters. Overcharging a ball up to three turns is safe. Lets you 'split' a larger ball held with both hands into two smaller balls. Need only cool for a turn after five turns of consecutive fire or charging. Conditional Abilities: Can act as an oven mitt due to the ferozium lining. The plasma can be held without charging, to 'hold' the attack. Plasma will cool, so don't hold it for over 2 turns. Can just burn stuff if the hand is held against something. Limitations: While the gauntlet is charging, you (shouldn't) do anything with that hand, as the suspended plasma might destroy something. Don't scratch yourself, but do slam it right into the enemy's face. Must take a turn to cool down after three turns of consecutive fire or charging. If EMPed, the gauntlet is disabled until repaired. If EMPed while charging, the plasma ball is released. In order to cancel it, it must be held for two turns so it can dissipate. Gas canister and battery have a capacity of 20 turns of firing or charging. Makes electrical noise as it is charging and fired. How does it work: The user can make a hand gesture or interface it with a neural interface (or other trigger) to trigger its charge, after which they can simply throw the ball to release it. A magnetic field suspends the ball as it charges, prevents contact with the hand, and launches the ball as it is thrown - this magnetic field can only be used in this way, as it is very weak and only meant to contain the plasma. Flavor text: People wanted to throw plasma, so they made this in order to do that. Referenced Technologies (Optional): (If your application is piggybacking on the use of another one as a component of it or as a use of the original app, list said applications here) Attainability: Open Tags: Military Category: Ranged Armament
Alright I'll be grading this application. I have a general couple of questions before moving forward. If someone were to want to cancel making a ball of plasma entirely, say they change their mind entirely, do they only have to hold it without charging for over two turns to effectively dissipate the ball? Does charging past two turns add any benefits or is it generally only presenting the user with risk? I ask primarily since percent chances are involved. Battery and gas considered, how much could this weapon be used before either or needs to be replaced? (Example: say, just firing a basic shot costs 1 unit of gas, and each turn of charging after that initial unit costs an additional unit.) Pending.
yep. yep. makes the ball bigger, which means overheating and ball too big for the zpem field to hold probably like 20 units
Alright, edit in the cancel and the capacity of the gas canister. As for overcharging the gauntlet, while I'm not against charging it beyond its designed capacity, I don't like throwing in percent chances. The reason being that it gets dice involved, and the last thing you'd want is someone forging dice rolls for an advantage, so on. Alternatively I'd prefer a more hard-cap with it, but not get rid of overcharging it entirely. Maybe you can charge it for a third round for some added bang for your buck, but while overcharging it and while holding overcharged plasma, maybe the containment for it fails when jostled instead. (Maybe when they're tackled, they or their arm gets shot, so on.) But, I will leave creative freedom with you on how to work that in, I'm just tossing in a suggestion that may work. I just want to avoid the percent chance sort of thing in apps. Pending.
How about when overcharged on a third or fourth turn, it'll just straight up blow up if shot at or EMPed. More overcharge = bigger target and more self damage.
I think I'd be fine with that, capping it at four turns. Lest another grader thinks otherwise. Edit that in and I'll give the initial pass.
Alright, with everything we also talked about outside of forums, I'm going to give this an initial pass, awaiting seconding.