IN-GAME GLOSSARY/INVENTORY/ABILITIES
Aug. 1st, 2025 08:58 am- 'Handshake' gesture, picked up from Royse; if someone holds out their hand, you smack it, this is correct yes
- ASL signs for 'easy'.
INVENTORY:
Drum - gift from Daniel (
long_lost)
Fishing rod
Custom cable that plugs into Leaf for transferring data (given by Tony Stark/
ironypoisoned)
Pile of ruby jewellery, some broken, from TDM 6: Stored in room
FAE ABILITIES:
For surviving the Wild Hunt (October 2025)
- Growth - The ability to make plants or fungi grow instantly. The more growth required, the more energy it saps from the Adopted. This can be serious enough to kill the Adopted if they try to do too much at once, but more often it simply results in them passing out from exhaustion. Use it too often for long enough, and the Adopted will begin growing plant or fungi features on themselves as well...
Day Court fae trait: Vision that can detect magic (i.e. can see through glamours such as their invisibility court power and can sense magic)
Standard Piercer Revolver
All revolvers are electric pulse weapons that use microscopic pieces of metal as ammunition. Each of V1's revolvers has a rotating multi-battery cylinder that allows it to fire rapidly without stopping to wait for the battery to recharge.
The Piercer Revolver can drain all its battery charges simultaneously to create a burst of electrical energy that explodes on contact with a hard surface or target. It must recharge after this, and cannot fire again for a little while.
Variant Standard Revolver: Marksman
The Marksman comes equipped with a small stock of coins, which can be shot by the revolver (or any other projectiles, from anyone else) to bounce the shot with pinpoint accuracy into the nearest hostile target. These coins are made from siphoning the iron from blood, so as long as V1 has fuel, it can keep generating coins freely.
Alternate Revolver: 'Slab' Revolver
Secret weapon gained from Limbo that resembles a more traditional revolver with a hammer, though still electrical-based. Has four batteries in a cross shape. Fires more damaging shots than the piercer, but hammer must pull back after every shot, so it's slower.
Core Eject Shotgun
A close range weapon that uses hyperconcentrated heat as projectiles, making its ammunition functionally limitless. It must be opened after every shot to vent excess heat from the cores that power it, so that the cores don't explode or melt. It fires a close-range spread of heat pellets that V1 can punch with the Feedbacker to increase its speed and range.
The core eject shotgun does as its name suggests, and is able to launch a superheated core from the gun to cause an explosion on contact with a target or a hard surface. This core can be shot (by itself or by others) to detonate it prematurely.
Variant Shotgun: Sawed-on Shotgun
A shotgun with a chainsaw attached to the side of the weapon by a tether. This chainsaw can be used as-is by activating it and using it as a melee weapon, or it can be launched into targets while still switched on to cause further damage. It will be automatically yanked back after a certain time, unless the tether is cut or the chainsaw's teeth become stuck in something that it can't be freed from.
Alternate Shotgun: Pump Charge Impact Hammer
A melee weapon that deals more damage the more speed V1 gains before striking a target. This variant allows V1 to pump the weapon repeatedly, giving it a larger attack radius. It can pump the Impact Hammer up to three times for progressively larger shockwave strikes, with the third time turning the strike into an explosion that also causes backlash damage to V1.
Attractor Nailgun
A combination of an industrial nailgun and an old bullet gun. It regenerates its ammunition slowly over time, but must be fed metal scrap to do so after running out of its reserves. It effectively serves as a machine gun, firing nails instead of bullets that embed in a target, but it overheats quickly and needs to be allowed time to cool down between bursts.
The Attractor Nailgun can also fire magnets that embed to a surface or target, which will explode in a matter of seconds. Before that, they attract any magnetic projectiles towards themselves and magnetize them; these projectiles will begin to orbit the magnet, creating a temporary deathtrap. This gun starts with three magnets; the remains from the exploded magnets are viable scrap, and can be recycled to create new magnets.
Variant Nailgun: Jumpstart
A nailgun with an electric cable attached. This cable can be stuck to targets to deliver a delayed, potent electric shock from the nailgun's systems. When it does so, any nails inside the target will conduct the electricity and explode, launching lighter targets into the air and delivering a secondary shock to anything within a small radius around it.
Alternate Nailgun: Sawblade Launcher (Attractor)
A scrap gun similar to the nailgun that launches sawblades that ricochet off solid objects. Has a lower fire rate, but less ammo for immediate use. Has no overheating, unlike the nailgun.
Electric Railcannon
A handheld electrical generator repurposed into a single-shot weapon that takes some time to recharge. The Electric Railcannon fires a single high-damage blast of electricity that pierces through conductive targets.
Variant Railcannon: Screwdriver
A launcher that fires a single fast-moving drill projectile that sticks into a target, causing constant damage and encouraging bleeding that V1 can refuel from.
Variant Railcannon: Malicious
A launcher that fires a single beam that explodes on contact with viable targets. The explosion itself is more devastating than the beam.
For nerfing purposes, V1 has to recharge the Railcannon's battery with fuel from their own tanks after firing it, leaving them with the choice to trade off between damage and health for a limited number of powerful shots. The Screwdriver will start off empty and need to be refueled by V1 in-game.
Freezeframe Rocket Launcher
A repurposed industrial tool that generates explosives, rockets that are set up for chemical reaction. Upon contact with the blood of a living target, it completes the chemical payload and explodes, causing appropriate damage. Incomplete explosives do not cause direct damage, but will launch lighter targets into the air to make them vulnerable.
Does not have a damaging effect on targets that don't have any blood, and is only capable of causing damage indirectly (explosive impact, knockback, etc).
The Freezeframe can be used to send an electronic signal that will freeze any rockets it launches for a few seconds. V1 is light enough to ride one of these rockets, allowing it greater aerial freedom, though it will lose altitude over time.
Variant Rocket Launcher: SRS Cannon
This launcher generates and fires cannonballs that explode in a shockwave upon hitting a surface, launching lighter targets into the air. If given proper airtime, they can also crush targets simply by hitting them at high speeds coming down.
The cannonballs can also be punched by V1's Feedbacker to increase their speed and lethality.
Miscellanea:
Power Washer and Vacuum - cleaning attachments. Capable of rinsing off blood and suctioning body parts. The vacuum can switch between pushing and pulling.
Since V1 is no longer in Hell, the vacuum bag will need to be emptied out and has a capacity similar to a heavy-duty vacuum. Mercifully, the contents don't smell until it opens the bag.
The power washer has a water capacity of fifty litres, somehow entirely contained within a small tank the hose is connected to. It needs refilling....eventually, but it starts with a full tank.
A bar of soap - It's an ordinary bar of soap.
Flashlight- an ordinary crank flashlight. It must be cranked repeatedly to charge its battery and light it up.
- ASL signs for 'easy'.
INVENTORY:
Drum - gift from Daniel (
Fishing rod
Custom cable that plugs into Leaf for transferring data (given by Tony Stark/
Pile of ruby jewellery, some broken, from TDM 6: Stored in room
FAE ABILITIES:
For surviving the Wild Hunt (October 2025)
- Growth - The ability to make plants or fungi grow instantly. The more growth required, the more energy it saps from the Adopted. This can be serious enough to kill the Adopted if they try to do too much at once, but more often it simply results in them passing out from exhaustion. Use it too often for long enough, and the Adopted will begin growing plant or fungi features on themselves as well...
Day Court fae trait: Vision that can detect magic (i.e. can see through glamours such as their invisibility court power and can sense magic)
V1's Stupid Fucking Amount Of Weaponry
Standard Piercer Revolver
All revolvers are electric pulse weapons that use microscopic pieces of metal as ammunition. Each of V1's revolvers has a rotating multi-battery cylinder that allows it to fire rapidly without stopping to wait for the battery to recharge.
The Piercer Revolver can drain all its battery charges simultaneously to create a burst of electrical energy that explodes on contact with a hard surface or target. It must recharge after this, and cannot fire again for a little while.
Variant Standard Revolver: Marksman
The Marksman comes equipped with a small stock of coins, which can be shot by the revolver (or any other projectiles, from anyone else) to bounce the shot with pinpoint accuracy into the nearest hostile target. These coins are made from siphoning the iron from blood, so as long as V1 has fuel, it can keep generating coins freely.
Alternate Revolver: 'Slab' Revolver
Secret weapon gained from Limbo that resembles a more traditional revolver with a hammer, though still electrical-based. Has four batteries in a cross shape. Fires more damaging shots than the piercer, but hammer must pull back after every shot, so it's slower.
Core Eject Shotgun
A close range weapon that uses hyperconcentrated heat as projectiles, making its ammunition functionally limitless. It must be opened after every shot to vent excess heat from the cores that power it, so that the cores don't explode or melt. It fires a close-range spread of heat pellets that V1 can punch with the Feedbacker to increase its speed and range.
The core eject shotgun does as its name suggests, and is able to launch a superheated core from the gun to cause an explosion on contact with a target or a hard surface. This core can be shot (by itself or by others) to detonate it prematurely.
Variant Shotgun: Sawed-on Shotgun
A shotgun with a chainsaw attached to the side of the weapon by a tether. This chainsaw can be used as-is by activating it and using it as a melee weapon, or it can be launched into targets while still switched on to cause further damage. It will be automatically yanked back after a certain time, unless the tether is cut or the chainsaw's teeth become stuck in something that it can't be freed from.
Alternate Shotgun: Pump Charge Impact Hammer
A melee weapon that deals more damage the more speed V1 gains before striking a target. This variant allows V1 to pump the weapon repeatedly, giving it a larger attack radius. It can pump the Impact Hammer up to three times for progressively larger shockwave strikes, with the third time turning the strike into an explosion that also causes backlash damage to V1.
Attractor Nailgun
A combination of an industrial nailgun and an old bullet gun. It regenerates its ammunition slowly over time, but must be fed metal scrap to do so after running out of its reserves. It effectively serves as a machine gun, firing nails instead of bullets that embed in a target, but it overheats quickly and needs to be allowed time to cool down between bursts.
The Attractor Nailgun can also fire magnets that embed to a surface or target, which will explode in a matter of seconds. Before that, they attract any magnetic projectiles towards themselves and magnetize them; these projectiles will begin to orbit the magnet, creating a temporary deathtrap. This gun starts with three magnets; the remains from the exploded magnets are viable scrap, and can be recycled to create new magnets.
Variant Nailgun: Jumpstart
A nailgun with an electric cable attached. This cable can be stuck to targets to deliver a delayed, potent electric shock from the nailgun's systems. When it does so, any nails inside the target will conduct the electricity and explode, launching lighter targets into the air and delivering a secondary shock to anything within a small radius around it.
Alternate Nailgun: Sawblade Launcher (Attractor)
A scrap gun similar to the nailgun that launches sawblades that ricochet off solid objects. Has a lower fire rate, but less ammo for immediate use. Has no overheating, unlike the nailgun.
Electric Railcannon
A handheld electrical generator repurposed into a single-shot weapon that takes some time to recharge. The Electric Railcannon fires a single high-damage blast of electricity that pierces through conductive targets.
Variant Railcannon: Screwdriver
A launcher that fires a single fast-moving drill projectile that sticks into a target, causing constant damage and encouraging bleeding that V1 can refuel from.
Variant Railcannon: Malicious
A launcher that fires a single beam that explodes on contact with viable targets. The explosion itself is more devastating than the beam.
For nerfing purposes, V1 has to recharge the Railcannon's battery with fuel from their own tanks after firing it, leaving them with the choice to trade off between damage and health for a limited number of powerful shots. The Screwdriver will start off empty and need to be refueled by V1 in-game.
Freezeframe Rocket Launcher
A repurposed industrial tool that generates explosives, rockets that are set up for chemical reaction. Upon contact with the blood of a living target, it completes the chemical payload and explodes, causing appropriate damage. Incomplete explosives do not cause direct damage, but will launch lighter targets into the air to make them vulnerable.
Does not have a damaging effect on targets that don't have any blood, and is only capable of causing damage indirectly (explosive impact, knockback, etc).
The Freezeframe can be used to send an electronic signal that will freeze any rockets it launches for a few seconds. V1 is light enough to ride one of these rockets, allowing it greater aerial freedom, though it will lose altitude over time.
Variant Rocket Launcher: SRS Cannon
This launcher generates and fires cannonballs that explode in a shockwave upon hitting a surface, launching lighter targets into the air. If given proper airtime, they can also crush targets simply by hitting them at high speeds coming down.
The cannonballs can also be punched by V1's Feedbacker to increase their speed and lethality.
Miscellanea:
Power Washer and Vacuum - cleaning attachments. Capable of rinsing off blood and suctioning body parts. The vacuum can switch between pushing and pulling.
Since V1 is no longer in Hell, the vacuum bag will need to be emptied out and has a capacity similar to a heavy-duty vacuum. Mercifully, the contents don't smell until it opens the bag.
The power washer has a water capacity of fifty litres, somehow entirely contained within a small tank the hose is connected to. It needs refilling....eventually, but it starts with a full tank.
A bar of soap - It's an ordinary bar of soap.
Flashlight- an ordinary crank flashlight. It must be cranked repeatedly to charge its battery and light it up.