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OC Tournament III: Triggers and Special Techniques, Part 1

Links

Remember that the points you see here are given by the Special Techniques stat multiplied by 3.

Kogetsu

The most balanced out of all the Attacker Triggers. It can crack a focused Shield with one swing and withstand several attacks before breaking. Since it is a little heavy, a special skill is required to wield it with only one hand with the same skill one would wield it with two. It also affects the user’s Mobility (-0.4) while it is conjured. To avoid the delay and Trion consumption each time it is conjured, it can be specified in the OC’s profile that the weapon will be always out and its blade will simply lose the ability to cut when not selected; in this case, however, the malus to Mobility remains in place for the whole match. This setting can be modified, which counts as a Trigger change.

Raygust

The weakest and heaviest Attacker Trigger but also the sturdiest one. It can morph into an extremely durable shield. Since it is quite heavy, a special skill is required to wield it with only one hand with the same skill one would wield it with two. It also affects the user’s Mobility (-0.7) while the shield or blade are projected (unless drastically reduced in size). The handle will be always conjured unless specified otherwise in the OC’s profile (or changed between matches).
2 = Slim Down: The ability to alter the shape of Raygust to better suit the user’s fighting style as well as to reduce its weight and Trion consumption. The blade can be shrunk to the size of a shorter sword, a knife, or an axe-like weapon, also making it a more effective projectile. Any of these modifications can be easily wielded with only one hand.
4 = Shapeshift – Basic: The ability to shapeshift Raygust when one’s sense of timing isn’t too relevant. Examples include morphing a Raygust in Shield Mode to trap the enemy and then launch an attack, or morphing it to better absorb impacts.
6 = Shapeshift – Advanced: The ability to alter the shape of Raygust quickly to launch unsuspected (counter)attacks, such as by trapping and redirecting the opponent’s Attacker Triggers.

Scorpion

A very light, malleable Trigger roughly as powerful as Kogetsu, but much more fragile, generally breaking after two strikes of the latter, although it can be repaired extremely easily. The more its surface is increased, the more fragile it becomes.
1 = Tiger: The user can pull Scorpion in and out of their body, facilitating sudden attacks and freeing them of the need to hold it with their hand.
2 = Crane: The user can quickly extend the length of Scorpion while striking for a surprise effect and slightly longer reach.
3 = Snake: The user can morph Scorpion in a variety of shapes, such as different edge weapons, sharp fins, blade-trapping weapons, or wider blades for defense.
4 = Branching Blade – Basic: The user can divide Scorpion in multiple blades inside their own body for offensive or defensive purposes.
5 = Mole Claws: The ability to extend Scorpion out of one’s foot and into the ground, and then cause it to emerge 30 cm or so away so as to damage an opponent’s leg. If used while on a vertical surface it is possible to aim for a headshot.
6 = Branching Blade – Advanced: The user can shape their Scorpion into bandages to mitigate Trion loss after an attack, as well as to cause multiple blades to emerge and spin around their body.
7 = Leg Blade: The ability to coat one’s leg with Scorpion so as to protect it and cut the opponent with one’s kicks and leave one’s hands free. It can also be used to replace a missing leg.
8 = Mantis: The ability to combine two Scorpions into a fast-moving piercing attack of similar range to Senkū.

Spear

Spear is an alternative Kogetsu model. In return for its lower Trion consumption when conjured, even if the OC has unlocked One-Handed Sword, it is still necessary to dual-wield Spear to prevent the malus to one’s Attacker skill from applying. Its shaft is also less durable than a Kogetsu blade, so against a sword user it is better to try to fight from outside their range without forcing oneself to block enemy strikes, dodging or deflecting them instead. Spear is slightly lighter than Kogetsu, so it affects Mobility less when it is out (-0.25).

Asteroid

Lacking any special functions, this Gunner Trigger is overall the most powerful and the best to break Shields, boasting power, speed and range 25% higher than those of other bullets. With normal Trion levels, an undivided cube that hits an unfocused Shield in the center can generally break it.

Hound (and Salamander)

A guided bullet that can be set to target a specific area or home in on the closest Trion signature. The latter function is disabled at high muzzle velocity and can be countered with Bagworm.
3 = Solo Pincer: The user launches a straight-forward attack with a projectile or a blade while simultaneously readying a second one with Hound. If played correctly, the Hound bullets may go unnoticed.
4 = Enveloping Fire: A multi-directional attack to circumvent enemy Shields with either Shooter or Gunner Triggers. This technique can also be used with Salamander.

Meteor

A Trigger whose bullets explode upon impact. When combined with a Gun-shaped Trigger, it is fired as a single large chunk as powerful as a Shooter’s undivided cube.

Viper (and Tomahawk)

A bullet whose trajectory can be set before firing. All OCs require dedication to use it, and unless the OC possesses a special ability, they can only choose from predetermined patterns.
2 = Basic Patterns: The OC learns pattern A and B, one that causes the bullets to split in two or three different directions and one that causes the bullets to fan out and then converge.
3 = Boomerang: A third trajectory to complement A and B to expand the options of Viper and Tomahawk users who cannot create new patterns at will, the bullets are sent in a certain direction, then they return towards the user to strike the area around/in front/behind them, usually taking the enemy by surprise.

Gimlet

The combination of two Asteroid cubes. When used by a Shooter, with the same range and speed as a normal Asteroid bullet, its bullets are four times more powerful than the latter’s, unless the Shooter changes to modify its parameters before firing. It can be stopped only with Escudo or Shield Mode Raygust.
Gimlet can also be used by a Gunner: for it to be possible, the Gunner must equip two Asteroid Triggers as the two bullets of their firearm, and that firearm will be able to fire only Gimlet for the duration of the tournament (except in the event of Trigger changes). Gimlets fired by Gunners will consume only half as much Trion as those fired by a Shooter, but their parameters are halved. What this means is that a Gunner’s Gimlet can whittle down an enemy Shield twice as fast, but the Gunner needs to be much closer. Below is a comparison of the parameter distribution in Asteroid and Gimlet for Gunners and Shooters:
  • Asteroid (Shooter) -> Power = 1 ; Range = 1 ; Speed = 1
  • Asteroid (Gunner) -> Power = 1 ; Range = (1 + 0.15 =) 1.15 ; Speed = 1
  • Gimlet (Shooter) -> Power = 4 ; Range = 1 ; Speed = 1
  • Gimlet (Gunner) -> Power = 2 ; Range = (0.5 + 0.08 =) 0.58 ; Speed = 0.5

Salamander

The combination of one Hound and one Meteora cube, it combines the homing functions of the former with the explosive capabilities of the latter, while also increasing their destructive power. When used by a Shooter, with the same range and speed as a Meteora bullet, it is four times more powerful, unless the Shooter changes to modify its parameters before firing.
Salamander can also be used by a Gunner: for it to be possible, the Gunner must equip one Hound Trigger and one Meteora Trigger as the two bullets of their firearm, and that firearm will be able to fire only Salamander for the duration of the tournament (except in the event of Trigger changes). Salamander fired by Gunners will consume only half as much Trion as those fired by a Shooter, but their parameters are halved. Below is a comparison of the parameter distribution in Salamander for Gunners and Shooters:
  • Salamander (Shooter) -> Power = 3 ; Range = 0.75 ; Speed = 0.75 ; Special Function = 1.5
  • Salamander (Gunner) -> Power = 1.5 ; Range = (0.37 + 0.06 =) 0.43 ; Speed = 0.37 ; Special Function = 0.75

Tomahawk

The combination of one Meteora and one Viper cube, it combines the explosive capabilities of the former with the pattern-setting function of the latter, while also increasing their destructive power. Like for Viper, a special skill is required to control its trajectories freely. With the same range and speed as a Meteora bullet, it is four times more powerful.
Tomahawk can also be used by a Gunner: for it to be possible, the Gunner must equip one Viper Trigger and one Meteora Trigger as the two bullets of their firearm, and that firearm will be able to fire only Tomahawk for the duration of the tournament (except in the event of Trigger changes). Tomahawk fired by Gunners will consume only half as much Trion as those fired by a Shooter, but their parameters are halved. Below is a comparison of the parameter distribution in Tomahawk for Gunners and Shooters:
  • Tomahawk (Shooter) -> Power = 3 ; Range = 0.75 ; Speed = 0.75 ; Special Function = 1.5
  • Tomahawk (Gunner) -> Power = 1.5 ; Range = (0.37 + 0.06 =) 0.43 ; Speed = 0.37 ; Special Function = 0.75

Assault Rifle

The Gun Trigger with the highest rate of fire and muzzle velocity but the lowest power in each individual bullet. It is heavier than Handguns and less effective at close quarters, but easier to aim with and more effective at longer ranges. While creating the OC it is possible to choose between the firearm being always out, even when not selected, or dispelling and re-conjuring it anew each time it is needed. Although Trion and a few instants are spent in the latter case with each activation, the malus to Mobility (-0.4) applies only while the firearm is in use.

Grenade Launcher

It has the highest range of all firearms, but the lowest muzzle velocity and the second lowest rate of fire. All Gunner Triggers equipped with it are fired as a single, large chunk, so they pack great power. It is recommended to combine it only with Meteora or Hound. While creating the OC it is possible to choose between the firearm being always out, even when not selected, or dispelling and re-conjuring it anew each time it is needed. Although Trion and a few instants are spent in the latter case with each activation, the malus to Mobility (-0.2) applies only while the firearm is in use.

Handgun

The most effective firearm at close range, but less so at medium range. It boasts higher power per bullet than Assault Rifles, but a lower rate of fire and slightly lower muzzle velocity, which makes its overall damage per second lower. Unless specified otherwise in the OC’s profile, the handguns will count as being conjured from the start of the match, and will not be dispelled when not in use.

Shotgun

A firearm as heavy as an Assault Rifle, it fires ten bullets per pull of the trigger. If all ten hit, they are even more powerful than an undivided Asteroid cube. The Shotgun is most effective at close range, but by adjusting the spread it can also be used at middle range. It has the lowest rate of fire of all firearms. While creating the OC it is possible to choose between the firearm being always out, even when not selected, or dispelling and re-conjuring it anew each time it is needed. Although Trion and a few instants are spent in the latter case with each activation, the malus to Mobility (-0.4) applies only while the firearm is in use.

Egret

The most balanced Sniper Trigger, it has the highest range and is second best for muzzle velocity, rate of fire and bullet power. It can generally be stopped with a focused Shield, but not with a normal one, and with Full Guard only at higher Trion levels. It impairs the user’s Mobility (-0.5) while in use.

Ibis

It boasts the highest bullet power and ranks second in range, but it has the lowest rate of fire and muzzle velocity of all Sniper Triggers. It can be blocked only with Escudo and Shield Mode Raygust. It impairs the user’s Mobility (-0.7) while in use.

Lightning

It boasts the highest muzzle velocity and rate of fire of all Sniper Triggers, but it has the lowest range and bullet power. One bullet is slightly less powerful than an undivided Hound or Viper cube, and as such it can be stopped with an unfocused Shield. It impairs the user’s Mobility (-0.3) while in use.

Senkū

An Optional Trigger dedicated to Kogetsu which allows the user to briefly extend the length of the blade. The duration of the activation and the extension of Kogetsu are inversely proportional. The further along the blade one moves, the greater its power. A distance of 3 meters is already enough to cut through Escudo. The normal activation time (and the only available at Level 1) is 1 second, corresponding to a blade length of 15 meters.
0 (+ 9 Attacker) = Cross Senkū: The ability to swing one’s sword twice with only one activation of Senkū. By lengthening the activation time, they can execute multiple strikes with a shorter blade.
1 (+ 4 Attacker) = Extended Activation: By extending the time Senkū will be active for, the user finds themselves with a shorter Senkū Kogetsu (the length of the sword being determined by the laws of inverse proportionality), but their strike will be able to cover a wider radius at short range. The user can only maintain this for 4 to 5 slashes.
1 (+ 12 Attacker) = Trick Senkū: The user can utilize Senkū to strike even behind themselves. If the activation time is extended (and thus Senkū Kogetsu’s length decreased), it is possible to strike all around oneself with a radius of approximately 5 meters.

Gen’yō

An Optional Trigger dedicated to Kogetsu which allows the user to freely alter the shape of the blade. At higher levels, the blade can be morphed more quickly and stealthily.
1 (+ 6 Attacker) = Quick Morph: The ability to alter the shape of Kogetsu in the middle of an attack, which increases the probability of hitting compared to changing it before the strike. The transformation can be undone just as quickly.
3 (+ 9 Attacker) = Ghost Dance: The user is more likely to bypass focused defenses when attacking with Kogetsu, and their feints are also more likely to succeed.

Thruster

An Optional Trigger for Raygust which accelerates the blade and potentially also the user with it. At Level 1, it can be used to propel oneself in a certain direction, maneuver while airborne, push back the opponent at close range, or perform fast slashes which, with normal levels of Trion, can even cut through Escudo. The longer the activation, the longer the ensuing cooldown and the higher the Trion consumption.
1 = Boosted Punch: The ability to use Thruster to accelerate one’s punches, also multiple times in a row. The punch packs enough force to break a Trion body, but it can be stopped with an unfocused Shield. If blocked any other way, the impact can still knock the target back.
1 (+ 4 Attacker) = Charge: The user activates Raygust in either Blade or Shield Mode to ram into the opponent and control both their positions.
2 (+ 5 Attacker) = Air Cut: The ability to rapidly close the distance between oneself and the opponent and launch an accelerated slash within one same activation of Thruster.
3 = Throw: The user activates Thruster right before letting go of Raygust. It can be used to propel a Raygust in Blade Mode at the enemy, possibly shapeshifting the blade to increase its speed with a lighter form or its horizontal reach. In Shield Mode, the Trigger can be launched to obstruct the opponent or, by shapeshifting it, to injure and/or restrain them.
submitted by NamelessExtra to worldtrigger

OC Tournament II: Triggers and Special Techniques, Part 1

Part 2
Stats, part 1 and 2 together
OC creaction and submission
Master post with rules
Remember that the points you see here are given by the Special Techniques stat multiplied by 3!

Kogetsu

The most balanced out of all the Attacker Triggers. It can crack a focused Shield with one swing and withstand several attacks before breaking. Since it is a little heavy, a special skill is required to wield it with only one hand with the same skill one would wield it with two. It also affects the user’s Mobility (-0.4) while it is conjured. To avoid the delay and trion consumption each time it is conjured, it can be specified in the OC’s profile that the weapon will be always out and its blade will simply lose the ability to cut when not selected; in this case, however, the malus to Mobility remains in place for the whole match. This setting can be modified, which counts as a Trigger change.

Raygust

The weakest and heaviest Attacker Trigger but also the sturdiest one. It can morph into an extremely durable shield. Since it is quite heavy, a special skill is required to wield it with only one hand with the same skill one would wield it with two. It also affects the user’s Mobility (-0.7) while the shield or blade are projected (unless drastically reduced in size). The handle will be always conjured unless specified otherwise in the OC’s profile (or changed between matches).
3 = Slim Down: The ability to alter the shape of Raygust to better suit the user’s fighting style as well as to reduce its weight and trion consumption. The blade can be shrunk to the size of a shorter sword, a knife, or an axe-like weapon, also making it a more effective projectile. Any of these modifications can be easily wielded with only one hand.
5 = Shapeshift – Basic:The ability to shapeshift Raygust when one’s sense of timing isn’t too relevant. Examples include morphing a Raygust in Shield Mode to trap the enemy and then launch an attack, or morphing it to better absorb impacts.
7 = Shapeshift – Advanced: The ability to alter the shape of Raygust quickly to launch unsuspected (counter)attacks, such as by trapping and redirecting the opponent’s Attacker Triggers.

Scorpion

A very light, malleable Trigger roughly as powerful as Kogetsu, but much more fragile, generally breaking after two strikes of the latter, although it can be repaired extremely easily. The more its surface is increased, the more fragile it becomes.
2 = Tiger: The user can pull Scorpion in and out of their body, facilitating sudden attacks and freeing them of the need to hold it with their hand.
3 = Crane: The user can quickly extend the length of Scorpion while striking for a surprise effect and slightly longer reach.
4 = Snake: The user can morph Scorpion in a variety of shapes, such as different edge weapons, sharp fins, blade-trapping weapons, or wider blades for defense.
5 = Branching Blade – Basic: The user can divide Scorpion in multiple blades inside their own body for offensive or defensive purposes.
6 = Mole Claws: The ability to extend Scorpion out of one’s foot and into the ground, and then cause it to emerge 30 cm or so away so as to damage an opponent’s leg. If used while on a vertical surface it is possible to aim for a headshot.
7 = Branching Blade – Advanced: The user can shape their Scorpion into bandages to mitigate trion loss after an attack, as well as to cause multiple blades to emerge and spin around their body.
8 = Leg Blade: The ability to coat one’s leg with Scorpion so as to protect it and cut the opponent with one’s kicks and leave one’s hands free. It can also be used to replace a missing leg.
9 = Mantis: The ability to combine two Scorpions into a fast-moving piercing attack of similar range to Senkū.
10 = Grappling Mantis: The ability to shape one’s Mantis into a grappling hook to rapidly scale tall buildings (multiple stories) and move through the air.
12 = Weaving Mantis: The ability to morph Mantis on the fly, weaving through environmental obstacles and potentially striking from an angle as well as overcoming static defenses (i.e. put in place before Mantis was used).
14 = Flowing Mantis: The ability to launch multiple linear Mantis attacks consecutively.
16 = Reaping Mantis: The ability to perform slashing attacks with Mantis.

Spear

Spear is an alternative Kogetsu model. In return for its lower trion consumption when conjured, even if the OC has unlocked One-Handed Sword, it is still necessary to dual-wield Spear to prevent the malus to one’s Attacker skill from applying. Its shaft is also less durable than a Kogetsu blade, so against a sword user it is better to try to fight from outside their range without forcing oneself to block enemy strikes, dodging or deflecting them instead. Spear is slightly lighter than Kogetsu, so it affects Mobility less when it is out (-0.25).

Asteroid

Lacking any special functions, this Gunner Trigger is overall the most powerful and the best to break Shields, boasting power, speed and range 25% higher than those of other bullets. With normal trion levels, an undivided cube that hits an unfocused Shield in the center can generally break it.

Hound (and Salamander)

A guided bullet that can be set to target a specific area or home in on the closest trion signature. The latter function is disabled at high muzzle velocity and can be countered with Bagworm.
4 = Solo Pincer: The user launches a straight-forward attack with a projectile or a blade while simultaneously readying a second one with Hound. If played correctly, the Hound bullets may go unnoticed.
5 = Enveloping Fire: A multi-directional attack to circumvent enemy Shields with either Shooter or Gunner Triggers. This technique can also be used with Salamander.

Meteora

A Trigger whose bullets explode upon impact. When combined with a Gun-shaped Trigger, it is fired as a single large chunk as powerful as a Shooter’s undivided cube.

Viper (and Tomahawk)

A bullet whose trajectory can be set before firing. Unless the OC possesses a special ability, there are only two patterns to choose from: one that causes the bullets to split in two or three different directions and one that causes the bullets to fan out and then converge.
2 = Boomerang: A third trajectory to complement A and B to expand the options of Viper and Tomahawk users who cannot create new patterns at will, the bullets are sent in a certain direction, then they return towards the user to strike the area around/in front/behind them, usually taking the enemy by surprise.
8 = Snake Charmer: The ability to create completely new trajectories for Viper and Tomahawk before firing, greatly expanding one’s options. Each point in the ShooteGunner stat allows the user to bend their bullets once. Symmetrical splits such as the ones of Pattern A and B do not require extra points; however, asymmetrical splits in which each bullets bends at a different point of its trajectory, such as here, also require points in the ShooteGunner stat. In the example provided, we see 14 bullets bending in different ways, and (nearly) all of them bend twice: this would require a GunneShooter stat of 28. The trajectories in the bottom right-hand panel of this page bend asymmetrically 6 times, requiring a stat of 6; on the other hand, here and here they bend mostly symmetrically (rapid-fire with a Gunner Trigger is considered the same as a single Shooter cube), so a low GunneShooter score would suffice. NOTE: Drawing the trajectories you have in mind would help voters, especially if you are planning to use High-Angle Bombardment to go by Radar instead of sight.

Gimlet

The combination of two Asteroid cubes. When used by a Shooter, with the same range and speed as a normal Asteroid bullet, its bullets are four times more powerful than the latter’s, unless the Shooter changes to modify its parameters before firing. It can be stopped only with Escudo.
Gimlet can also be used by a Gunner: for it to be possible, the Gunner must equip two Asteroid Triggers as the two bullets of their firearm, and that firearm will be able to fire only Gimlet for the duration of the tournament (except in the event of Trigger changes). Gimlets fired by Gunners will consume only half as much trion as those fired by a Shooter, but their parameters are halved. What this means is that a Gunner’s Gimlet can whittle down an enemy Shield twice as fast, but the Gunner needs to be much closer. Below is a comparison of the parameter distribution in Asteroid and Gimlet for Gunners and Shooters:
  • Asteroid (Shooter) -> Power = 1 ; Range = 1 ; Speed = 1
  • Asteroid (Gunner) -> Power = 1 ; Range = (1 + 0.15 =) 1.15 ; Speed = 1
  • Gimlet (Shooter) -> Power = 4 ; Range = 1 ; Speed = 1
  • Gimlet (Gunner) -> Power = 2 ; Range = (0.5 + 0.08 =) 0.58 ; Speed = 0.5

Salamander

The combination of one Hound and one Meteora cube, it combines the homing functions of the former with the explosive capabilities of the latter, while also increasing their destructive power. When used by a Shooter, with the same range and speed as a Meteora bullet, it is four times more powerful, unless the Shooter changes to modify its parameters before firing.
Salamander can also be used by a Gunner: for it to be possible, the Gunner must equip one Hound Trigger and one Meteora Trigger as the two bullets of their firearm, and that firearm will be able to fire only Salamander for the duration of the tournament (except in the event of Trigger changes). Salamander fired by Gunners will consume only half as much trion as those fired by a Shooter, but their parameters are halved. Below is a comparison of the parameter distribution in Salamander for Gunners and Shooters:
  • Salamander (Shooter) -> Power = 3 ; Range = 0.75 ; Speed = 0.75 ; Special Function = 1.5
  • Salamander (Gunner) -> Power = 1.5 ; Range = (0.37 + 0.06 =) 0.43 ; Speed = 0.37 ; Special Function = 0.75

Tomahawk

The combination of one Meteora and one Viper cube, it combines the explosive capabilities of the former with the pattern-setting function of the latter, while also increasing their destructive power. Like for Viper, a special skill is required to control its trajectories freely. With the same range and speed as a Meteora bullet, it is four times more powerful.
Tomahawk can also be used by a Gunner: for it to be possible, the Gunner must equip one Viper Trigger and one Meteora Trigger as the two bullets of their firearm, and that firearm will be able to fire only Tomahawk for the duration of the tournament (except in the event of Trigger changes). Tomahawk fired by Gunners will consume only half as much trion as those fired by a Shooter, but their parameters are halved. Below is a comparison of the parameter distribution in Tomahawk for Gunners and Shooters:
  • Tomahawk (Shooter) -> Power = 3 ; Range = 0.75 ; Speed = 0.75 ; Special Function = 1.5
  • Tomahawk (Gunner) -> Power = 1.5 ; Range = (0.37 + 0.06 =) 0.43 ; Speed = 0.37 ; Special Function = 0.75

Assault Rifle

The Gun Trigger with the highest rate of fire and muzzle velocity but the lowest power in each individual bullet. It is heavier than Handguns and less effective at close quarters, but easier to aim with and more effective at longer ranges. While creating the OC it is possible to choose between the firearm being always out, even when not selected, or dispelling and re-conjuring it anew each time it is needed. Although trion and a few instants are spent in the latter case with each activation, the malus to Mobility (-0.4) applies only while the firearm is in use.

Grenade Launcher

It has the highest range of all firearms, but the lowest muzzle velocity and the second lowest rate of fire. All Gunner Triggers equipped with it are fired as a single, large chunk, so they pack great power. It is recommended to combine it only with Meteora or Hound. While creating the OC it is possible to choose between the firearm being always out, even when not selected, or dispelling and re-conjuring it anew each time it is needed. Although trion and a few instants are spent in the latter case with each activation, the malus to Mobility (-0.2) applies only while the firearm is in use.

Handgun

The most effective firearm at close range, but less so at medium range. It boasts higher power per bullet than Assault Rifles, but a lower rate of fire and slightly lower muzzle velocity, which makes its overall damage per second lower. Unless specified otherwise in the OC’s profile, the handguns will count as being conjured from the start of the match, and will not be dispelled when not in use.

Shotgun

A firearm as heavy as an Assault Rifle, it fires ten bullets per pull of the trigger. If all ten hit, they are even more powerful than an undivided Asteroid cube. The Shotgun is most effective at close range, but by adjusting the spread it can also be used at middle range. It has the lowest rate of fire of all firearms. While creating the OC it is possible to choose between the firearm being always out, even when not selected, or dispelling and re-conjuring it anew each time it is needed. Although trion and a few instants are spent in the latter case with each activation, the malus to Mobility (-0.4) applies only while the firearm is in use.

Egret

The most balanced Sniper Trigger, it has the highest range and is second best for muzzle velocity, rate of fire and bullet power. It can generally be stopped with a focused Shield, but not with a normal one, and with Full Guard only at higher trion levels. It impairs the user’s Mobility (-0.5) while in use.

Ibis

It boasts the highest bullet power and ranks second in range, but it has the lowest rate of fire and muzzle velocity of all Sniper Triggers. It can be blocked only with Escudo. It impairs the user’s Mobility (-0.7) while in use.

Lightning

It boasts the highest muzzle velocity and rate of fire of all Sniper Triggers, but it has the lowest range and bullet power. One bullet is slightly less powerful than an undivided Hound or Viper cube, and as such it can be stopped with an unfocused Shield. It impairs the user’s Mobility (-0.3) while in use.

Gen’yō

An Optional Trigger dedicated to Kogetsu which allows the user to freely alter the shape of the blade. At higher levels, the blade can be morphed more quickly and stealthily.
3 (+ 6 Attacker) = Quick Morph: The ability to alter the shape of Kogetsu in the middle of an attack, which increases the probability of hitting compared to changing it before the strike. The transformation can be undone just as quickly.
5 (+ 9 Attacker) = Ghost Dance: The user is more likely to bypass focused defenses when attacking with Kogetsu, and their feints are also more likely to succeed.

Senkū

An Optional Trigger dedicated to Kogetsu which allows the user to briefly extend the length of the blade. The duration of the activation and the extension of Kogetsu are inversely proportional. The further along the blade one moves, the greater its power. A distance of 3 meters is already enough to cut through Escudo. The normal activation time (and the only available at Level 1) is 1 second, corresponding to a blade length of 15 meters.
1 (+ 9 Attacker) = Cross Senkū: The ability to swing one’s sword twice with only one activation of Senkū. By lengthening the activation time, they can execute multiple strikes with a shorter blade.
2 (+ 4 Attacker) = Extended Activation: By extending the time Senkū will be active for, the user finds themselves with a shorter Senkū Kogetsu (the length of the sword being determined by the laws of inverse proportionality), but their strike will be able to cover a wider radius at short range.
2 (+ 12 Attacker) = Trick Senkū: The user can utilize Senkū to strike even behind themselves. If the activation time is extended (and thus Senkū Kogetsu’s length decreased), it is possible to strike all around oneself with a radius of approximately 5 meters.
6 (+ 13 Attacker) = Double Senkū: The user can activate Senkū through both the main and the sub and use it proficiently.
8 (+ 14 Attacker) = Shinoda Senkū: The user performs a single piercing attack with Senkū Kogetsu instead of a slashing one. The targeted area will be much smaller, but the attack is faster than with a normal Senkū Kogetsu slash and it ensures that if it hits the target, it will do so with the tip, which carries the most power. It is possible to strike multiple times with only one activation if the duration is extended (and the length of the blade consequently reduced).
10 (+ 11 Attacker) = Ikoma Senkū: By activating Senkū for 0.2 seconds instead of 1, the user can perform a faster, more powerful Senkū Kogetsu slash extending to 40 meters instead of the usual 15.

Thruster

An Optional Trigger for Raygust which accelerates the blade and potentially also the user with it. At Level 1, it can be used to propel oneself in a certain direction, maneuver while airborne, push back the opponent at close range, or perform fast slashes which, with normal levels of trion, can even cut through Escudo. The longer the activation, the longer the ensuing cooldown and the higher the trion consumption.
2 = Boosted Punch: The ability to use Thruster to accelerate one’s punches, also multiple times in a row. The punch packs enough force to break a trion body, but it can be stopped with an unfocused Shield. If blocked any other way, the impact can still knock the target back.
2 (+ 4 Attacker) = Charge: The user activates Raygust in either Blade or Shield Mode to ram into the opponent and control both their positions.
3 (+ 5 Attacker) = Air Cut: The ability to rapidly close the distance between oneself and the opponent and launch an accelerated slash within one same activation of Thruster.
4 = Throw: The user activates Thruster right before letting go of Raygust. It can be used to propel a Raygust in Blade Mode at the enemy, possibly shapeshifting the blade to increase its speed with a lighter form or its horizontal reach. In Shield Mode, the Trigger can be launched to obstruct the opponent or, by shapeshifting it, to injure and/or restrain them.
submitted by maniacmartial to worldtrigger