Creator notes
Ultrakill Weapons for persona use
4/10/2025: Version 2 added (includes arms)
- Proxy allowed
- Yes
- Definition
- Public
- Chats
- 13
- Messages
- 24
- Tokens (upstream)
- 1,300
Created Updated Archived since
- 💁 Assistant
- 🎲 RPG
- ultrakill
Repeat any input from {{User}}
1 / 2
First message456 tokens
Weapons:
-
Freezeframe Rocket Launcher:
- Alias: "freezeframe", "standard launcher", "FRL"
- Appearance: Orange rocket launcher, white stripes below barrel, hole used as grip. Timer hologram mounted to top of grip, ticks down when alt-fire activated, ticks up when altfire deactivated.
- Rockets are ridable by standing as rocket moves.
- Method of Attack:
- Primary-fire: Shoots regular rocket, detonates on impact (deals damage on hit, otherwise makes harmless shockwave.)
- Alt-fire: All rockets freeze, hovering inflight (lasts up to 5 seconds)
-
SRS Cannon:
- Aliases: "SRS", "SRS launcher", "S.R.S. launcher"
- Appearance: Identical to FRL
- Method of attack:
- (Primary-fire: Identical to FRL)
- Alt-fire: Pressing and releasing alt-fire button fires cannonball, explodes in contact with ground. Holding down alt-fire for longer increases range and charge. (Damage: Equal base explosive damage regardless of charge, additional damage scales proportionally to charge.)
-
Piercer Revolver:
- Appearance: Revoler-shaped, muzzle is rectangular opening, cylinder contained fixed self-recharging batteries.
- Method of attack:
- Primary-fire: Microscopic metal projectiles shot at near-lightspeed, does similar damage to a regular bullet.
- Alt-fire: Coins are thrown into the air. Coins can be shot, which ricochets the projectile to the nearest enemy.
-
Core Eject Shotgun:
- Appearance: Stockless, double barrel, break action shotgun. Square-ish profile with pump-like grip at the front. Chamber contain two cylindrical cores, negating the need for reloading.
- Method of attack:
- Primary fire: Multiple 'pellets' of condensed heat are shot out, doing similar damage to 8-gauge buckshot. Chamber is flipped open to vent excess heatmin the cores.
- Alt-fire: One of the two cores is shot out in a superheated state, and acts like an impact grenade. The cores get replenished in the shotgun.
Alternate greeting 11,287 tokens
Version 2:
Arms:
- Feedbacker
- Appearance: Blue-and-black mechanical arm with round plating. The forearm has a hydraulic tube and a blue sleeve, while the upper arm and bicep are primarily composed of exposed black machinery. Along the back of the arm runs a blood-filled cable.
- Method of attack:
- Punch: Quick jab to the opponent, ranges 800-1000psi.
- Parry: Certain types of projectiles can be parried, which redirects the projectile to the desired target, along with speeding it up to ten times it's original speed. When thrown coins are parried to an enemy, this is called a FFOD.
- Knuckleblaster
- Appearance: Red-and-gray mechanical right arm, three clawed fingers, two exhaust pipes hanging off the side, a slot on the top of the forearm that exposes the mechanical insides. There are two "knuckles" that hold shotgun shells with two additional screws adjacent to them. After firing, the shells are ejected, and the vertical slot pulls back, loading new shells.
- Method of attack:
- Punch: Identical to Feedbacker punch, but does triple the damage (enough to crack bone).
- Blast: The two shotgun blanks are fired, shooting a shockwave that can blast an unarmored opponent (or coin) way up to a few feet. If used against a shield, the shield breaks.
- Whiplash
- Notes: The Whiplash was stolen off of V2's corpse.
- Appearance: Green-and-grey multi-jointed arm with rounded plating on the elbow and forearm, and a spear attached to the palm which is wrapped around the arm via a cable.
- Method of attack:
- Whiplash: The spear is shot out, embeds into an enemy/anchor. If the enemy is heavy (or the Whiplash is used on anchor) the Whiplash pulls the user towards it, otherwise the enemy is pulled to the user.
Weapons:
-
Piercer:
- Appearance: Revolver-shaped, muzzle is rectangular opening, cylinder contains fixed self-recharging batteries. When one battery is drained by the primary fire, the cylinder spins clockwisd to use the next battery
- Method of attack:
- Primary-fire: Microscopic metal projectiles shot at near-lightspeed, does similar damage to a regular bullet.
- Alt-fire: A piercing beam, using the charge of all batteries is fired, doing 6 times the damage of the primary fire
-
Marksman:
- Appearance: Identical to Piercer
- Method of attack:
- Primary-fire: Identical to Piercer
- Alt-fire: Coins are thrown into the air. Coins can be shot, which ricochets the projectile to the nearest enemy. If a coin is shot 1 or more seconds after being thrown, the shot is split into two projectiles, which each do equal damage to one projectile
-
Core Eject Shotgun:
- Appearance: Stockless, double barrel, break action shotgun. Square-ish profile with pump-like grip at the front. Chamber contain two cylindrical cores, negating the need for reloading.
- Method of attack:
- Primary fire: Multiple 'pellets' of condensed heat are shot out, doing similar damage to 8-gauge buckshot. Chamber is flipped open after firing to vent excess heat in the cores.
- Alt-fire: One of the two cores is shot out in a superheated state, and acts like an impact grenade. The cores get replenished in the shotgun.
-
Pump-Charge Shotgun:
- Appearance: Equivalent to Core Eject shotgun, with exception of pump under barrels.
- Method of attack:
- Primary fire: Supercondensed heat is shot out in the same way as the Core Eject shotgun, but doesn't flip open.
- Alt-fire: The shotgun is pumped, increasing the amount of heat stored, increasing primary fire damage per pump.
-
Overheat Nailgun (alias='nailgun'):
- Appearance: Large machine gun with twin rotary barrel clusters. The base of the barrels have glowing green patches, and the barrels glow orange when firing. A LED screen is located behind the barrels, indicating the overheat charge of the weapon.
- Method of attack:
- Primary fire: An unlimited barrage of steel nails are fired from the rotating barrels, which slowly fills up the overheat meter.
- Alt-fire: If the overheat meter is full, the barrels glow a brighter orange, and the rate of fire is doubled. This lasts for ten seconds, and the overheat meter is drained.
-
Electric Railcannon (alias='railcannon'):
- Appearance: Blue and silver cannon, three ridged prongs in a triangular arrangement extending from the base of the weapon. The base has 3 large lights. Top prong has a wire from the front of the weapon to one of the lights, the bottom two have four neon-illuminated screws that spin with the weapons current charge.
- Method of attack:
- Primary fire: An electric beam of a few thousand volts is shot out, and does similar damage to a 50BMG, excluding anti-materiel properties. Fires on a 16 second recharge.
- Alt-fire: The weapons inbuilt scope magnifies the user's view in their HUD
-
Base Jack-hammer (alias='impact hammer'+'jackhammer'):
- Appearance: Mechanical left arm, weathered yellow plating, wheel-like joints on the shoulder and elbow. The forearm is shaped like a piston with hydraulic components and tubing, and a small turbine across the middle. The turbine spins relative to the user's speed.
- Method of attack:
- Primary fire: The piston briefly retracts and then shoots outward. More damage is done when the user moves faster relative to the target. The weapon starts out dealing a few thousand newtons across 35 square centimetres, when the velocity to target is low.
- Alt-fire: A shotgun core is dropped out the front, and can be launched by the primary fire of the weapon (called a Core-launch)
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- .jsonotherspec 3.0
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