Paladin Steel Nao Deep Space Mercantile Transport
http://i408.photobucket.com/albums/pp16 ... img173.jpg
Petty picture. Now need to read text. Looks good.
Moderators: Immortals, Supreme Beings, Old Ones
Paladin Steel Nao Deep Space Mercantile Transport
http://i408.photobucket.com/albums/pp16 ... img173.jpg
abtex wrote:Paladin Steel Nao Deep Space Mercantile Transport
http://i408.photobucket.com/albums/pp16 ... img173.jpg
Petty picture. Now need to read text. Looks good.
Patrol away.typo patrol:
Shark_Force wrote:typo patrol:
the gunship pod version of the MRMs should have either 60 missiles per launcher (240 total) or 30 missiles per launcher (120 total).
the 40mm rail guns are missing ranges for space, as well as any kitsune range at all (though we know they're measured in miles), and don't have damage for a burst listed (and there are no longer standard burst rules in the current version of the rulebook)
the 100mm massdriver cannon has the same range issues as the 40mm rail guns.
the pulse laser has the same range problem as the other two.
the heavy ion gattler has damage for all three cannons firing simultaneously. it is, however, a quad array (but does appear to do quad damage so presumably you simply meant for all four cannons)
also, is there provision for those "up to six weapon emplacements in the upper hull" someplace that i'm not familiar with? (it's probably your standard list anyways, mind you, just figured i'd ask )
now that that's out of the way, i like it
makes sense to have cheap mass-produced spaceships (or at least, as mass-produced as spaceships get).
Shark_Force wrote:hmmm... i'm envisioning these small power-armors with a wilk's laser welder built-in... very short range, but very impressive damage. it should be pretty popular with the little guys, i'd imagine ^^
taalismn wrote:Shark_Force wrote:hmmm... i'm envisioning these small power-armors with a wilk's laser welder built-in... very short range, but very impressive damage. it should be pretty popular with the little guys, i'd imagine ^^
Go wild, man, if you think of something I haven't.
Picture a squadron of these with TW Invisibility: Simple.
I'm thinking a squad of elite mech-hunter anti-vehicle saboteurs, myself. Another take on the 'tech-gremlins' said to trouble aircraft. In this case, though, mobbing a SAMAS at altitude and torch-cutting off the wings and thrusters, then waving bye-bye as the rest of it plunmmets to the ground.
Shark_Force wrote:[
oh, i wouldn't bother cutting it off. it is, after all, a laser welder, right?
just weld his ailerons in place and he's plenty screwed ^^
taalismn wrote:Paladin Steel PS-McPA03 Darter Micro-Power Armor
http://i408.photobucket.com/albums/pp164/taalismn/img177.jpg
“Ever see sparrows hunting moths? Or harassing hawks MUCH bigger than themselves? I saw a little bit of both witnessing a flight of Darters going after a Kittani power armor that was trying to ice my Glitterboy. Damn brain-ape didn’t know what to make of his attackers or what to do. Oh, he gave it a good go, swing that plasma blade of his like a flaming flyswatter, but those little guys were just too quick and too many, and they actually might have pecked him to death if the guy’s buddies hadn’t shown up. At that point I finished him off quick with a heavy rail gun blast and covered the retreat. Gave the little guys credit for the kill, though; they earned it.”
The ‘Darter’ can be considered to be the flying SAMAS version of the ‘Scamper’ power armor. Though originally intended for use by the smaller rodents and gnomes of the smallkin kingdoms, the Darter has become the standard PA of the smaller avian members of such groups as the Chirpasee Greater Flock.
The Darter keeps much of the Scamper’s design, with a more streamlined look and slightly different lower legs and feet. The back is mated to a folding wing triangular lifting body flightpack. To save weight, without sacrificing protection, PS engineers built the Darter mostly out of lightweight orbital composites and MagePlate (Formulation-1C), albeit at greater expense. The Scamper’s NEMA drone-inspired sensor systems have been retained, giving the Darter the same utility as a scout unit. The weapons remain largely the same, with the exception of the heavy backpack weapon replaced by wing hardpoints.
Because they aren’t as heavy as a ‘normal-sized’ power armor, Darters have to be used carefully, especially against larger opponents. They are typically deployed as anti-personnel raiders, operating in squadron strength, the power armors ganging up on a single target in harassing hit-and-run attacks to wear the opposition down. They are also used as scouts and as annoyance raiders, targeting specific small targets such as fuel drums, communications antennae, sensor mounts, and individual soldiers.
Type: PS-McPA03 Darter
Class: Power Armor, Micro
Crew: One, Size Level 1-2(Small Build) or Size Level 1(Medium Build) mutant animal or humanoid.
MDC/Armor by Location:
Main Body 50
Arms(2) 20 each
Legs(2) 22 each
Wingpack 30
Height: 17 inches
Width: 12 inches 20 inches with wings fully unfolded
Length: 12 inches
Weight: 46 lbs
Cargo: None, aside from what can be carried externally.
The pilot typically wears a pocketed survival vest with a small survival kit, nanite injector pen, folding thermal foil mini-tent, and one week of pill rations.
Phsyical Strength: Robotic P.S. of 20
Powerplant: Long Duration Isotope Power Cell(LDIPC) w/ 2 year energy life
Speed:
(Running) 45 MPH; note that the pilot fatigues at 10% of normal
(Leaping) 3 ft up, 6 ft across, increase by 50% with a running start
(Climbing) Fairly profficient
(Flying) 65 MPH, maximum altitude of 5,000 ft
(Underwater) Run along bottom at 11 MPH, maximum depth of 600 ft
Note: NO prowl penalty
Market Cost: 460,000 credits
Systems of Note:
Standard(albeit miniaturized) Power Armor Features, plus:
-Multi-Optics(2,000 ft range)
-Telescoping Zoom Lens(2,000 ft range)
-Micro-Magnifying Lens(x2, x10, x50 magnification)
-Thermal Optics( 1,000 ft range)
-Camera/Video w/ live transmission capability)( 15 miles range)
-Electronic Ear and Audio Transmitter w/ scrambler capabilities( 1.5 miles range)
-Laser Distancer( 1,000 ft range)
-Radiation Detector(100 ft diameter area)
-Air Thermometer(20 ft diameter area)
-Molecular Analyzer(20 ft diameter area)
*Molecular Adhesion Feet---The splay-toed feet of the Darter have ultra-small ‘gecko velcro’ pads that allow the small power armors to cling to just about any surface able to hold the PA’s weight.
Weapons Systems: None standard, but can be fitted with the following:
1) Forearm Hardpoints(2)---Each arm can be fitted with ONE of the following:
a) Vibroblade/Claws(1-2)---1d4 MD per blade. 10,000 credits per blade.
b) Tool Laser----50 ft range, 1d6 or 3d6 SDC per blast, Effectively Unlimited payload linked to the power cell, 5,000 credits.
c) Finger Blaster----300 ft range, 1d4 MD per blast, Effectively Unlimited payload linked to the power cell, 20,000 credits.
d) Mini-Shot Gun---Can be either a single-barrel revolver-drum-fed weapon or a double-barrel ‘metalstorm’-loaded weapon.
Range: Varies(see below)
Damage:(12 Gauge)
*Standard Shotgun shell--100 ft range, 5d6 SDC
*Standard Buckshot shell---100 ft range, 4d6 SDC to 5 ft area
*Teargas shell---100 ft range, 25 ft radius---victims are -10 to strike, parry, and dodge, -3 initiative, lose 1 melee attack/action, for the next 1d6+1 melees
*Baton shell---100 ft range, 2d6 SDC, plus humans and human-sized D-Bees must roll a D20 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174).
*S-9Dex Incapacitation Munition ---100 ft range, Essentially a paper-shelled shotgun shell-sized gas-propelled 'cold rocket', packed full of taser beads. Beads powder on impact, reducing the chance of bystanders or ingoing police stepping on undischarged beads. Great for crowd control and dealing with closed-space situations(alleyways, rooms, vehicle interiors, etc...)
Effective Range: 100 feet, w/ 20 ft radius
Damage: Nil. Humanoids struck with this weapon must save vs. coma or be shocked unconscious for 1D6 minutes.
Cyborgs have a 60% chance of having their cybernetics disrupted for 1D10 minutes, and a 30% chance of a non-vital system being permanently shorted out.
*High Explosive Armor Piercing Shell---400 ft range, 6d6 MD(no blast radius)
*Mini-Grenade(plasma)--- 400 ft range, 5d6 MD to 5 ft blast radius
*Mini-Grenade II(Fragmentation)---400 ft range, 2d4 MD to 10 ft blast radius
*Standard HESH Shell---400 ft range, 2D4 M.D. plus 4D4 S.D.C. to the person(s) inside of EBA power/body armour & roll versus knockdown (14)
Rate of Fire: Single shot, or double-shot for the twin-barrel model
Payload: 6
Cost: 5,000 credits for single-barrel revolver-style model, or 6,000 credits for double-barrel model.
A box of 100 shotgun slug rds costs 60 credits
A box of 100 baton rds costs 45 credits
A box of 100 tear gas rds costs 80 credits
A box of 100 S-9Dex Incapacitation Munition rds costs 360 credits
A box of 100 Mini-Grenade rds costs 2,000 credits
Options:
*Mini-Silencer---An aerogel jacket wrapping in and around the barrel. Reduces the effective range by half, but reduces the accoustic report to a light cough. Good for ten shots before needing replacement. Cost: 400 credits
e)S-9 ‘Sandman’ Stun Pistol
Weight: .5 kg
Range: 200 ft
Damage: Nil. Humanoids struck with this weapon must save vs. coma or be shocked unconscious for 1D6 minutes. EBA defeats it, but partial body armor and heavy clothing provide only partial cover against a taser bead strike.
Partial Cyborgs have a 50% chance of having their cybernetics disrupted for 1D10 minutes, and a 20% chance of a non-vital system being permanently shorted out. Full conversion cyborgs have only a 25%/5% chance, and Assault Cyborgs and those with hardened systems aren’t affected at all.
(Taser Grenade) Roll percentile dice---10% chance of a successful strike per bead remaining in the magazine. Does normal taser damage to targets in a 20 ft radius
Rate of Fire: ECHH
Payload: 20 taser ‘beads’ in a screw-on magazine. The gas cylinder has enough inert gas propellant for 40 shots.
Bonuses: Lightweight construction and superior ergonomic design give this weapon a +2 to strike
Special Features: Composite plastic construction(able to pass through metal detectors undiscovered), low recoil, low acoustic signature, no thermal emissions, laser spot-sight.
Cost: 3,000 credits. 300 credits per magazine. 25 credits per gas cartridge
Options:
*Extra-Large Magazine---A larger magazine with 50 rds(and a correspondingly larger gas cartridge as standard). Great for auto-spraying crowds. 500 credits per magazine. 40 credits per gas cartridge
f) Bionic Finger Joint Grenades---Up to 6 can be carried, and thrown up to 100 ft. 2d4 MD to 10 ft area. Cost: 1,000 credits per grenade.
g) Micro-Missile Launcher(PAMcML-04)---3 per forearm. Can use either 15mm or 20mm format McMs(any Pattern). Cost: 5,000 credits, 1,000 credits for the laser guidance upgrade.
h)Drug Injector Needle and Drug Dispenser. Can be fitted with a vibro-stilleto needle for drugging MDC beings(stilleto does 1 MD). 20 dose capacity. Cost: 3,000 credits, 6,000 credits for vibro-stilleto model
i) Mini-SMG----Modified PS-NC-I ‘Hailburst’ .22 mini-gatling.
Weight: 2.75 lbs
Range: 300 ft
Damage: (.22)1d6 SD per rd or 3d6 SD per 3-rd burst, 6d6 SDC for a six-round burst.
(Wellington/PS Exploders) 3d6 SD per rd or 9d6 SD per 3-rd burst, 1d4x10 SDC for a six-round burst.
(PSX-2) 1d4 MD per rd, a three round burst does 2d4 MD, a six-round burst does 4d4 MD.
Rate of Fire: Single shot, 3-shot burst, or 6-shot burst
Payload: 18, 24, 30, or 50 rd clip
Special Features:
*Underbarrel Mounting Lug(for optional mounting of laser spot sights)
Cost: 1,500 credits
Options:
*Laser Spot/Flashlight---Clips on under the barrel. +1 to strike. Cost: 400 cedits
j) Jolt Tazer----Contact zapper. Range: Melee, Damage: Victims roll versus non-lethal poison or be -8 to strike, dodge, and parry for 2d4 melees, Cost: 200 credits
k) Stun Blaster---Ranged electrical blaster. Range: 100 ft, Damage: Victims roll versus non-lethal poison or be -10 to strike, dodge, and parry for 2d4 melees, Cost: 4,000 credits
l)Model 1d Zap Taps
Range:(Model 1d Stud Pad) Melee
Damage:(Model 1d Stud Pad) Two settings; 1d4x10 SDC or 2 MD
Rate of Fire: ECHH
Payload: Effectively Unlimited payload linked to the power cell
Cost:(Model 1d Stud Pad)15,000 credits
2) Wing Hardpoints(2)---Two hardpoints are fitted to the top upper surface of the wingpanels, on the PA’s back.
FOUR hardpoints can be fitted in total, an additional two being fitted on the wing ends on the FRONT of the wingpack, but the additional two will impose a -20% penalty to maximum speed and HALF bonuses until the additional weight of ordnance is launched/dropped.
a) Micro-Missiles---3(any type) per hardpoint
b) Grenade-Bombs---One standard handgrenade per hardpoint
c) 23mm Mini-Grenade Launcher
Range: 250 ft
Damage: (High Explosive)2d4 MD to a 10 ft area
(Incendiary)---A slug of thermal gel that does 1d6 MD to a 12 ft splash, and an additional 1d4 MD per melee for 1d6 melees
(Flare) Burns with blinding incandesence for 1d6 melees, each round brightly illuminating an area roughly 100 ft in radius. These are NOT parachute flares, but fall normally.
Rate of Fire: ECHH; single shot
Payload: 4 shots
Cost: 1,200 credits. HE Shells cost 400 each, incendiary 450 each, and flare rounds 30 each.
d) .22 Micro-Gunpod
Range: 300 ft
Damage: (.22)1d6 SD per rd or 3d6 SD per 3-rd burst, 6d6 SDC for a six-round burst.
(Wellington/PS Exploders) 3d6 SD per rd or 9d6 SD per 3-rd burst, 1d4x10 SDC for a six-round burst.
(PSX-2) 1d4 MD per rd, a three round burst does 2d4 MD, a six-round burst does 4d4 MD.
Rate of Fire: Single shot, 3-shot burst, or 6-shot burst
Payload: 30 rds
Cost: 1,000 credits
e) Flare/Chaff Launcher---Standard countermeasure
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is nuetralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will aslo temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 1 flare/chaff bundle per hardpoint
Cost: 50 credits
f) Rocket Booster---A single use rocket bottle, that can temporarily boost the Darter’s maximum flying speed to 720 MPH for 30 seconds.
Cost: 100 credits
g) Mini Ion Blaster Pod
Range: 300 ft
Damage: 2d4 MD single shot
(Ion Scatter-Shot Mode) A twist of the barrel converts the ion derringer into a short range shotgun with an area of effect blast. Reduce range to 150 ft, but does 3d6 MD to a 12 ft wide area
Rate of Fire: Standard
Payload: 10 shots
Cost: 8,500 credits
3) (Optional) Hand-Held Weapon(s)---Typically an energy pistol, light SMG, vibro-knife, or shock-stick
Hand to Hand Combat:
Use Standard Power Armor Training, plus the following:
+2 to Roll
+1 Dodge
+3 to Dodge in Flight
Paw Strike 1d6+5 SDC
Power Paw Strike(counts as two attacks) 3d6+2 SDC
Restrained Pounce Attack 2d6+2 SDC
Full Strength Pounce Attack 4d6+5 SDC
Body Block/Tackle 2d6 SDC
Variants:
“Darter’ Variants are lifted almost wholesale from the variant lines of the ‘Scamper’, with few, if any, differences, aside from the original platform;
-PS-McPA03TW---Techno-Wizard version of the Darter, powered by a PPE Power Crystal. Incorporates the following spells(Equiv. to 6th level):
*Cloud of Smoke (1)
*Escape (4)
*Shadow Meld(5)
*Invisbility: Simple (3)
*Superhuman Speed(5)---Applied for the extra dodge bonuses
*Superhuman Strength(5)
TW Optics include(NO ongoing PPE cost):
* See Invisible
*See Aura
-Additional spells can be added at extra cost. Favorites include:
*Multiple Image (4)
*Impervious to Energy(10)
The McPA03TW is powered by two Ghanam Powerstone matrices (a cylinder or hexagonal rod of crystal 3-5 inches long and 3-4 inches in diameter0, one powering the armor and the other associated spells.
PPE Capacity:(Light)----100 PPE battery capacity; recharges at 5 PPE per hour, 10 PPE/hour at a leyline, 20 PPE/hour on a nexus or in a dimensional pyramid
Note: The user can pump his or her own PPE or ISP into the weapon to recharge it an emergency, but at DOUBLE the above listed PPE cost(x4 if ISP; so 10 PPE battery shot takes 20 PPE/40 ISP to manually recharge)
Cost: 980,000 credits. A second ‘accessory’ Powerstone can be added for 350,000 credits, giving an additional 100 PPE capacity(or the power armor can simply mount a ‘Regenerator’ Gun on its back hardpoint.
-PS-McPA03S---Spacesuit version, with extra radiation shielding and life support insulation. Thruster jets allow the ‘suit to fly in zero gravity at roughly 160 MPH. Cost: 970,000 credits
--PS-McR03 ‘Nipper’---This is the robot drone version , which replaces the pilot with a small combat-rated AI. The AI has generally the same programming and capabilities as the Pup Scout(programming was copied). Nippers are slightly more expensive than manned Darters, but have the advantage of being expendable. The GNE deploys hordes of these things around installations(one enemy nicknamed them ‘screamers’, a moniker that once PS learned what it was refering to, launched a public relations campaign to defuse any misgivings about the little ‘bots among their own populace), as well as deploying them by air and artillery round to wreck havoc in enemy lines. The ‘Nipper’ often is deployed in support of regular ‘Darter’ squads to draw enemy fire and probe defenses.
5 Actions/Attacks Per Melee
+2 Strike w/ weapons
+3 Strike w/ paws/arms
+1 Parry
+6 Automatic Dodge
+2 Roll
Basic Math 98%
Radio Basic 98%
Prowl 60%
Detect Ambush 50%
Camouflage 50%
Tracking 60%
Land Navigation 86%
Cost: 780,000 credits
taalismn wrote:More Nutkin military personnel:
http://www.freakingnews.com/Spy-Squirrel-Pics-45936.asp
http://www.freakingnews.com/Sniper-Squirrel-Pics-45935.asp
http://www.freakingnews.com/Squirrel-Soldier-Nuts-Pictures-50854.asp
taalismn wrote:And to add more to the visual library of the Nutkin in action:
http://3.bp.blogspot.com/-K4DPq_cLACQ/TlvvlVc46VI/AAAAAAAAD_o/NYPW7R8GDzk/s1600/Funny+squirrels+with+guns2.jpg
Now, here's a scary thought, after seeing all the 'Jedi Squirrel' pictures:
Are we ready for mutant squirrel CyberKnights(sans cyberarmor).
Or maybe just squirrels with the ability to generate psi-swords?
I'll leave you with that thought for tonight...
Aramanthus wrote:Don't worry Zino. The Federated States will be buying some arms from your company too.
Aramanthus wrote:That sounds good to us. We can use it for certain projects.
Shark_Force wrote:i vote the modified helmet escape pod should be a hamster ball
Shark_Force wrote:i vote the modified helmet escape pod should be a hamster ball
taalismn wrote:Shark_Force wrote:i vote the modified helmet escape pod should be a hamster ball
Well it is, sorta. Actually it's a way of using off-the-shelf gear in new ways to reduce cost, since the helmets are already durable, have environmental protection, HUD and comm hookups, and some come with water sippers and nutrient pill dispensers already built in.
'Hamster Balls' are slated for later vehicles, as the 'microscale' line becomes more lucrative and specialized.
Maybe the 'HB' device can utilize wrap-around airbags like the ones used to drop the robot rovers on Mars.
taalismn wrote:Shark_Force wrote:the 100mm massdriver cannon has the same range issues as the 40mm rail guns.
.... Quality Inspector #5 has been fired.
taalismn wrote:(Kera-Tech courtesy of The Raven)
Paladin Steel APC117 ‘Dancat’ Armored Car
http://i408.photobucket.com/albums/pp164/taalismn/img179.jpg
abtex wrote:taalismn wrote:(Kera-Tech courtesy of The Raven)
Paladin Steel APC117 ‘Dancat’ Armored Car
http://i408.photobucket.com/albums/pp164/taalismn/img179.jpg
Nice. Does that armored car have "hamster ball" wheels?
You should try to get Raven to post his old Kera-Tech stuff.
taalismn wrote:abtex wrote:Aramanthus wrote:It would be interesting to see a vehicle with a hamster wheel powering it!
Will a Buzzball do?
Now just need some way to arm the thing.
The Buzzball? It would make a great alien tank...armament would be in the form of internal articulated weapons mounts that could be run out through sealable gunports on each facet of the spheroid...Would be a really STRANGE(possibly non-humanoid) species to have built such a think and made it practical as a fighting vehicle...
abtex wrote:I was thinking about the the wheel design not the carrying of troops. Smallkin would just take the "hamster ball" wheels and keep on rolling down the battle field.
abtex wrote:waiting. Clue of event? Maybe.
abtex wrote:I was thinking about the the wheel design not the carrying of troops. Smallkin would just take the "hamster ball" wheels and keep on rolling down the battle field.
Besides Aramanthus got his wish.taalismn wrote:abtex wrote:Aramanthus wrote:It would be interesting to see a vehicle with a hamster wheel powering it!
Will a Buzzball do?
Now just need some way to arm the thing.
The Buzzball? It would make a great alien tank...armament would be in the form of internal articulated weapons mounts that could be run out through sealable gunports on each facet of the spheroid...Would be a really STRANGE(possibly non-humanoid) species to have built such a think and made it practical as a fighting vehicle...
Another Buzzball site, shows drive system in galley.
Need to refind that picture of a vehicle using a "hamster ball" wheel, big one as a drive system.
abtex wrote:I was thinking about the the wheel design not the carrying of troops. Smallkin would just take the "hamster ball" wheels and keep on rolling down the battle field.
Besides Aramanthus got his wish.taalismn wrote:abtex wrote:Aramanthus wrote:It would be interesting to see a vehicle with a hamster wheel powering it!
Will a Buzzball do?
Now just need some way to arm the thing.
The Buzzball? It would make a great alien tank...armament would be in the form of internal articulated weapons mounts that could be run out through sealable gunports on each facet of the spheroid...Would be a really STRANGE(possibly non-humanoid) species to have built such a think and made it practical as a fighting vehicle...
Another Buzzball site, shows drive system in galley.
Need to refind that picture of a vehicle using a "hamster ball" wheel, big one as a drive system.
abtex wrote:taalismn wrote:(Kera-Tech courtesy of The Raven)
Paladin Steel APC117 ‘Dancat’ Armored Car
http://i408.photobucket.com/albums/pp164/taalismn/img179.jpg
Nice. Does that armored car have "hamster ball" wheels?
You should try to get Raven to post his old Kera-Tech stuff.
Carl Gleba wrote:Well said Raven
The Raven wrote:abtex wrote:taalismn wrote:(Kera-Tech courtesy of The Raven)
Paladin Steel APC117 ‘Dancat’ Armored Car
http://i408.photobucket.com/albums/pp164/taalismn/img179.jpg
Nice. Does that armored car have "hamster ball" wheels?
You should try to get Raven to post his old Kera-Tech stuff.
As to getting me to repost old material, one day perhaps. Kera-Tech is on the backburner as I work on a Rifter submission and the last thing I need is to get distracted with Kera-Tech...
glitterboy2098 wrote:at least you can write up kera-tech stuff for the rifter. classes keep killing my muse when it comes to scandinavia..i never have enough time to write between the classes, and the 20+ books i have to read and write essays on. good thing i enjoy the subject, or i'd go crazy. as it is, reading the books keep unveiling new details to go into my notes for the worldbook. i have to constantly prioritize the stuff to determain what can fit in the book, and what can be hinted at without taking up space, and what needs to be put aside for future projects...
Carl Gleba wrote:Well said Raven
taalismn wrote:abtex wrote:waiting. Clue of event? Maybe.Spoiler:
It's the magic portion that's taking up my time currently.
taalismn wrote:Actually, I DID do a giant driving Eight-Ball-'o-Doom vehicle. Maybe I should scale that down?
The Raven wrote:glitterboy2098 wrote:at least you can write up kera-tech stuff for the rifter. classes keep killing my muse when it comes to scandinavia..i never have enough time to write between the classes, and the 20+ books i have to read and write essays on. good thing i enjoy the subject, or i'd go crazy. as it is, reading the books keep unveiling new details to go into my notes for the worldbook. i have to constantly prioritize the stuff to determain what can fit in the book, and what can be hinted at without taking up space, and what needs to be put aside for future projects...
Kera-Tech wouldn't qualify for the Rifter. The old Kera-Tech material was posted to the PML back in the day along with the 5ST Prepost mailing list.
As to writing on the submission for the Rifter, its a major change from the Kera-Tech material and what I do for a living. Reviewing technical documentation for large format printers and condensing the material for the development department wears down the urge to write anything high-tech.
abtex wrote:Need to do a battlefield Pizza delivery cargo plane as well.