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Re: Paladin Steel Storefront
Posted: Fri Apr 24, 2009 5:40 pm
by taalismn
runebeo wrote:abtex wrote:taalismn wrote:abe wrote:Anybody do a version of the easy-bake oven for rifts?(yes,I know it is a toy but it could acturally bake food)
That, and variants on the Solar Stove...
Or a
roll-up stove-top
Oh my! Bet they would be great for a picnic with a small generator and great for soldiers, they won't have to take a chance of their campfires giving away their location. In our game our Cyber Knight's robot horse has 4 fold down grills on the sides and a few refrigeration compartments.
Our operator built a mini-casino holographic projection system that sets to up 3 separate life size projections of Roulette table, Craps table, Big Six wheel, Sic bo table and Keno board with holographic dealers. built-in motion sensors can register on the hologram for placing chips and rolling dice. Great for around the campfire and a way to make money in outposts.
Gotta love those 'open projection' holographic projection systems...
And don't forget all the latest 'windup' products(LED flashlights, wind-up radioes, and combinations of both)...They're getting pretty darn efficient and good at storing a charge for awhile....
Re: Paladin Steel Storefront
Posted: Sat Apr 25, 2009 2:52 am
by Aramanthus
Now those two systems would be cool to see PS build them. I know they have a broad appeal to the masses.
Re: Paladin Steel Storefront
Posted: Sat Apr 25, 2009 3:57 pm
by taalismn
...and the latest in Motion Reclamation Systems; the Human Hamster Wheel! A metal and synthetic-wheeled hoop with clear plastic mesh sides offering light MDC protection(50 MDC), but when you run(or go careening downhill), boy, are your charging up your portable electronics with that recaptured energy!
...or should that be Human Hamster Ball?
Re: Paladin Steel Storefront
Posted: Sun Apr 26, 2009 2:08 pm
by abe
...and the latest in Motion Reclamation Systems; the Human Hamster Wheel! A metal and synthetic-wheeled hoop with clear plastic mesh sides offering light MDC protection(50 MDC), but when you run(or go careening downhill), boy, are your charging up your portable electronics with that recaptured energy!
You have found the set of double dare!
try silly putty as a form of letter lifting for translation later,if it comes from a peice of paper of course.
Re: Paladin Steel Storefront
Posted: Mon Apr 27, 2009 3:13 am
by Aramanthus
LOL Why not make one of them a variation of the other.
Re: Paladin Steel Storefront
Posted: Mon Apr 27, 2009 5:38 pm
by taalismn
Maybe change the Hamster Wheel to the People Ball....THat oughta go over great with the Crazies....
Re: Paladin Steel Storefront
Posted: Mon Apr 27, 2009 5:43 pm
by rat_bastard
So CM Manufacturing is thinking of developing a anti-Xitixix Rifle that is a microwave cannon that is set up to cook the bugs from the inside out, it would be short ranged but hopefully deadly, got any ideas?
Re: Paladin Steel Storefront
Posted: Mon Apr 27, 2009 5:59 pm
by taalismn
rat_bastard wrote:So CM Manufacturing is thinking of developing a anti-Xitixix Rifle that is a microwave cannon that is set up to cook the bugs from the inside out, it would be short ranged but hopefully deadly, got any ideas?
Toss on an underbarrel batter-sprayer as an accessory(garlic butter holder in the gunstock...maybe toss in a shell-cracker as a bonus)....Extermination AND a picnic afterwards....
Re: Paladin Steel Storefront
Posted: Mon Apr 27, 2009 6:00 pm
by rat_bastard
taalismn wrote:rat_bastard wrote:So CM Manufacturing is thinking of developing a anti-Xitixix Rifle that is a microwave cannon that is set up to cook the bugs from the inside out, it would be short ranged but hopefully deadly, got any ideas?
Toss on an underbarrel batter-sprayer as an accessory(garlic butter holder in the gunstock...maybe toss in a shell-cracker as a bonus)....Extermination AND a picnic afterwards....
Actually Dweomer wants the body mostly intact so they can turn them into zombies.
Re: Paladin Steel Storefront
Posted: Mon Apr 27, 2009 6:03 pm
by taalismn
rat_bastard wrote:taalismn wrote:rat_bastard wrote:So CM Manufacturing is thinking of developing a anti-Xitixix Rifle that is a microwave cannon that is set up to cook the bugs from the inside out, it would be short ranged but hopefully deadly, got any ideas?
Toss on an underbarrel batter-sprayer as an accessory(garlic butter holder in the gunstock...maybe toss in a shell-cracker as a bonus)....Extermination AND a picnic afterwards....
Actually Dweomer wants the body mostly intact so they can turn them into zombies.
do they need ALL the limbs? I like drumsticks...
Re: Paladin Steel Storefront
Posted: Wed Apr 29, 2009 3:21 am
by Aramanthus
Now that would be an interesting way to use them. They do zombies in Dwoemer? I always thought that was Soul Harvest?
Re: Paladin Steel Storefront
Posted: Wed Apr 29, 2009 9:54 am
by taalismn
Xiticix carapace is probably well sheilded against easy radiation penetration, but boiling them in their own shells even a little can't be good...I'd give the microwave cannon some sort of additional effect...like the Xits suffer some sort of nervous system damage for x number of melees/minutes after being struck by a microwave beam, scrambling their coordination and cognitive skills...
Re: Paladin Steel Storefront
Posted: Wed Apr 29, 2009 10:18 am
by Natasha
taalismn wrote:Xiticix carapace is probably well sheilded against easy radiation penetration, but boiling them in their own shells even a little can't be good...I'd give the microwave cannon some sort of additional effect...like the Xits suffer some sort of nervous system damage for x number of melees/minutes after being struck by a microwave beam, scrambling their coordination and cognitive skills...
Maser rifles!
(or a radio station set up near a hive?)
Re: Paladin Steel Storefront
Posted: Wed Apr 29, 2009 10:38 am
by taalismn
Natasha wrote:taalismn wrote:Xiticix carapace is probably well sheilded against easy radiation penetration, but boiling them in their own shells even a little can't be good...I'd give the microwave cannon some sort of additional effect...like the Xits suffer some sort of nervous system damage for x number of melees/minutes after being struck by a microwave beam, scrambling their coordination and cognitive skills...
Maser rifles!
(or a radio station set up near a hive?)
THERE'S an adventure idea! Set up a microwave antennae big and powerful enough, and tall enough, to scorch(or at least discombobulate) any Xiticix hive within line of sight...of course, while you're assembling it, it have to fend off any Xiticix that come investigating...and the mandatory gathering swarms come to subsequently eat you alive....
That's when you'll want LOTS of conentional weapons and heavy armor to protect your work...as well as bust open hives for the microwaves to penetrate inside...
Re: Paladin Steel Storefront
Posted: Wed Apr 29, 2009 2:19 pm
by Library Ogre
taalismn wrote:THERE'S an adventure idea! Set up a microwave antennae big and powerful enough, and tall enough, to scorch(or at least discombobulate) any Xiticix hive within line of sight...of course, while you're assembling it, it have to fend off any Xiticix that come investigating...and the mandatory gathering swarms come to subsequently eat you alive....
That's when you'll want LOTS of conentional weapons and heavy armor to protect your work...as well as bust open hives for the microwaves to penetrate inside...
Sounds like a job for the CS Engineers!
I'd roar in with a big transport and a pre-assembled antennae (in maybe about 3 pieces). First, you lay down some suppressing fire on the hive; bombs or missiles. You follow them with some air-dropped skelebots to keep fighting the Xiticix once they recover from the bombing. Meanwhile, your engineers slide tab A into slot B and set the thing upright. You then skedaddle, away and over the hive, drawing the Xits in your wake... away from the transmitter that won't look to be doing anything suspicious as it cooks them.
Re: Paladin Steel Storefront
Posted: Wed Apr 29, 2009 6:16 pm
by taalismn
Mark Hall wrote:taalismn wrote:THERE'S an adventure idea! Set up a microwave antennae big and powerful enough, and tall enough, to scorch(or at least discombobulate) any Xiticix hive within line of sight...of course, while you're assembling it, it have to fend off any Xiticix that come investigating...and the mandatory gathering swarms come to subsequently eat you alive....
That's when you'll want LOTS of conentional weapons and heavy armor to protect your work...as well as bust open hives for the microwaves to penetrate inside...
Sounds like a job for the CS Engineers!
I'd roar in with a big transport and a pre-assembled antennae (in maybe about 3 pieces). First, you lay down some suppressing fire on the hive; bombs or missiles. You follow them with some air-dropped skelebots to keep fighting the Xiticix once they recover from the bombing. Meanwhile, your engineers slide tab A into slot B and set the thing upright. You then skedaddle, away and over the hive, drawing the Xits in your wake... away from the transmitter that won't look to be doing anything suspicious as it cooks them.
Built using the long-secret files of Tesla and his Tower of Power...
Then send in the CS Army Cookies to harvest meat....the Army's going to be eating Chicken-Fried Xiticix, Microwaved Bug-Chiken Biscuits, and Bug-Puffs until they puke...
Re: Paladin Steel Storefront
Posted: Thu Apr 30, 2009 1:41 am
by Aramanthus
What about making that an airborne MASER? That way several aircraft could fly over in formation and lay a devastating fire on those insectoids. And if you had some mobile units they could really close in and destroy some of the hives.
Re: Paladin Steel Storefront
Posted: Thu Apr 30, 2009 1:56 am
by Library Ogre
Aramanthus wrote:What about making that an airborne MASER? That way several aircraft could fly over in formation and lay a devastating fire on those insectoids. And if you had some mobile units they could really close in and destroy some of the hives.
[singing]
I wanna shoot an airborne MASER
Don't want no UV laser
Cookin' bugs, that's for me
To hell with diplomacy!
[/singing]
Re: Paladin Steel Storefront
Posted: Thu Apr 30, 2009 2:06 am
by Aramanthus
ROFLMAO!!! I didn't realize I set up a song!
:::starts singing along with Mark!:::
Re: Paladin Steel Storefront
Posted: Thu Apr 30, 2009 7:44 pm
by taalismn
Dang....build it like an AWACS version of a DHT....'Flying Skull with a Beret'!
Re: Paladin Steel Storefront
Posted: Fri May 01, 2009 2:24 am
by Aramanthus
It would make a great vehicle for PS to manufacture! Or rather a series of vehicles linked by the weapon system. So that way you can have an aircraft, ground vehicles and naval weapons.
Re: Paladin Steel Storefront
Posted: Fri May 01, 2009 1:59 pm
by taalismn
Aramanthus wrote:It would make a great vehicle for PS to manufacture! Or rather a series of vehicles linked by the weapon system. So that way you can have an aircraft, ground vehicles and naval weapons.
Ah...when I get the time....been a busy week...recovering from a sore back, working extra hours, attending an awards ceremony, long hours on the road....extra money, and responsibility, yes, to avoid life's little pleasures...
Re: Paladin Steel Storefront
Posted: Tue May 05, 2009 2:26 am
by Aramanthus
That is understandable. Although we are looking forward to new PS material when you do get the chance.
Re: Paladin Steel Storefront
Posted: Tue May 05, 2009 9:27 am
by taalismn
Non-Metallics
Non-Metallic weapons were an exercise in building working hardware from non-magnetic and non-metallic exotic materials, in part to defeat weapons sesnsors, and with an eye towards environments where metal-based technologies were vulnerable and/or considered liabilities.
PS started with a series of ion weapons, an engineering exercise that was extraordinarily difficult, as almost all current ion projection technologies used metallic elements to produce electron flow. The program was almost given up in favor of laser technologies, but the engineers insisted that they could produce viable ion weaponry with the chracteristics stipulated by the proposal.
Non-Metallics are generally heavier and clumsier than their metallic counterparts, and their damage curve is lower, overall, but anybody who’s faced a mage throwing around magnetic attacks can tell you, having your weapon still in your hands is worth the inconvenience. Still, non-metallics occupy a niche market in PS’s overall sales. For some reason, the weapons are popular with members of the Cambridge Forest tribes, many of whom distrust metal weaponry.
PSIR-11 ‘DeWatti’ Non-Metallic Ion Rifle
“Heh-heh....my Rust Attack will have taken care of your precious toys! Now I hold the upper hand here! Foolish mundan---*SPRAK*(SPLOSH)”
The DeWatti was an experiment in producing a megadamage weapon that used NO metal parts; only advanced ceramics, composites, and synthetic superconductors.
The DeWatti is somewhat heavy; its standard ‘mail box’ battery pack(or ‘HE-Pack’) is twice as heavy as a regular e-clip, and the weapon is rather thick and bulky. The weapon comes with a fore-grip to help the user steady the greater weight of the weapon in operation, and a standard laser spot-sight. Its appearance has been described as looking somewhat like a fatter-barreled version of the old Soviet PPSh-41 submachine gun, with a square magazine, folding buttstock, and underbarrel foregrip added.
Weight: 9 lbs
Range: 1,000 ft
Damage: 2d6 MD single shot, 6d6 MD triple shot pulse burst
Rate of Fire: Standard
Payload: 55 shots HE-pack
Special Features:
*Non-Metallic Construction----80% chance of going undetected by standard EM weapons detectors.
*Laser Spot-Sight: +1 to strike
Cost: 27,000 credits
PSIP-20 ‘Khul’ Non-Metallic Ion Pistol
(aka ‘Electric Brick’)
“Oh, Lord Magnetic’s not going to see this one comin’....”
The Khul is a heavy, blocky, handheld ion pistol with a frame made largely of ceramics and composites. While the damage is modest by ion weapons standards, PS has managed to engineer in the ability to fire a ‘shotgun blast’ for area of effect ‘room-sweeper’ attacks.
The ‘Khul’ can only accept a special non-metallic e-clip( ‘LE-pack’), but the slightly oversized battery offers more spot capacity than a regular pistol e-clip.
Like the DeWatti Rifle, the Khul hasn’t sold very well to regular militaries, but it is enjoying a rise in popularity with Street Rats and other urban commandoes.
Weight: 5.5 lbs
Range: 400 ft
Damage: 2d6 MD single shot, or 2d4 MD to a 7 ft wide area
Rate of Fire: Standard
Payload: 30 shot LE-pack
Special Features:
*Non-Metallic Construction----80% chance of going undetected by standard EM weapons detectors.
Cost: 8,000 credits
PSIP-21B “Teraon’ Non-Metallic Light Ion Pistol
(aka ‘Soap Pistol’, ‘Beamer’)
“Yeah, his armor would have easily turned a blaster bolt, but this close, I was able to shoot him in the neck where the plate and padding didn’t cover....Good thing, too; if I hadn’t dropped him with the first and only shot, he’d have wiped me out seconds later...He’d still be alive if he hadn’t decided to frisk me instead of just trusting his sensor wand....”
The Teraon was designed with concealabilty in mind...looking roughly like a small box or cigar case, the Teraon can fit inside a pocket, and unfolds into a pistol for use. Using non-metallic ceramics and composites, it can pass through most weapons scanners unnoticed. Smoothed edges on the frame reduce the chances of the weapon being caught and tangled in clothing during a quick draw, though the soapstone-textured ceramic casing and the slightly melted look of the weapon have given it the nickname of ‘Soap Pistol’.
What the Teraon lacks is heavy power, even with the ramped-up ‘heavy shot’, stopping power being a tradeoff for its small size and concealability. Thus, it is most effective against unarmored, or lightly armored, targets at close range. Because of its small size and the need to use non-metallic components, the PSIP-21B uses its own special e-clip battery, which takes up nearly a third of the weapon’s mass.
Despite these shortcomings, the Teraon is popular as a holdout weapon and espionage tool.
Weight: 2.2 lbs
Range: 300 ft
Damage: 1d6 MD single shot, or a 3d6 ‘heavy shot’(uses three shots)
Rate of Fire: Standard
Payload: 18 shot LE-pack
Special Features:
*Folding Construction---Folds into a roughly 6 inch x 4 inch x2 inch box-shape.
*Non-Metallic Construction----85% chance of going undetected by standard EM weapons detectors.
Cost: 6,000 credits.
Options:
*-21C Variant---This variant does away with the heavy shot, modifying it instead to deliver an electronics-scouring shock blast. On an unmodified roll of 12-20, in addition to 2d4 MD, it causes unshielded BIONICS and man-sized(or smaller) robots to spasm for 1d4 melees(Cyborg/Robot is at HALF bonuses to strike, parry, dodge, roll, and is -3 to initiative. Reduce speed by HALF). Light power armors(200 MDC or less) will suffer a temporary loss of sensor systems, radio, and targeting capabilities for 1d4 melees). On a 6-11, it simply does 1d6 MD(though it still uses up three shots), but will still short out and wipe unshielded electronics like electronic door locks, electric fences, and automotive electrical systems. Cost: 7,500 credits
Re: Paladin Steel Storefront
Posted: Wed May 06, 2009 2:43 am
by Aramanthus
Very cool! We here at the Federated States have several agencies that could use those sort of weapons. And by the way, by any chance can we get several dozen crates of each of them.
Re: Paladin Steel Storefront
Posted: Wed May 06, 2009 2:54 pm
by taalismn
Hmm...if a Mystic Oak Staff gives the wielder supernatural strength...I wonder if a casing of enchanted oak staves would allow for easier portability of a heavy weapon?
Re: Paladin Steel Storefront
Posted: Thu May 07, 2009 2:32 am
by Aramanthus
It would be an interesting experiment. We here at the Federated States would be very happy to foot that bill. With of course the option to be the first after PS to purchase some for our own use.
Re: Paladin Steel Storefront
Posted: Thu May 07, 2009 6:31 pm
by taalismn
Heck...even a frame of enchanted oak might make for a good carry-all, provided the being had the P.S.(enhanced to supernatural levels) to lift the loaded weight...Backpack frames of the stuff?
Re: Paladin Steel Storefront
Posted: Fri May 08, 2009 12:43 am
by Ziggurat the Eternal
Backpack frames, hiking boot soles, gloves with panels across the backs of the hands. Weapon stocks, beating sticks, whooping rods, whaling clubs, spanking paddles, insert various bludgeon here. Various protective wear. That mystic oak stuff could be mighty useful.
Re: Paladin Steel Storefront
Posted: Fri May 08, 2009 4:31 am
by Aramanthus
Can't wait to see the results of this new gear!
Re: Paladin Steel Storefront
Posted: Fri May 08, 2009 4:57 pm
by taalismn
Doubt it will be that easy to convince the diehard mage-players out there...but how else is a mystic oak staff supposed to work...it's gotta amping your backpack carrying strength as you're using it as a walking stick, since it's rather impractical to be trying to lift a heavy load one-handed while holding the stick in the other, or held under your arm...
Re: Paladin Steel Storefront
Posted: Fri May 08, 2009 7:51 pm
by abe
What would the fridges of rift world be like?
Re: Paladin Steel Storefront
Posted: Fri May 08, 2009 8:19 pm
by taalismn
abe wrote:What would the fridges of rift world be like?
More varied...pre-Rifts, the big turn around would be fridges that used eco-friendly materials and cooling chemicals...who knows, room temperature super-conductors might have become cheap enough to use in novel new heat transfer systems...
Only in the most high-tech areas would that technology have survived most-Rifts, though a lot of the tech might have been preserved in military tech and bionics(gotta have some way of cooling down internal organics essentially cooking themselves inside a metal chest with their own wasteheat...).
Most parts of Rifts Earth, you have NO refridgeration, and it's back to the good old days of lard, pickling, and bottling(that's why Preserve Food is such a nifty skill to have)...a few areas might be able to use big kludge systems like advanced ice cellars or brine refridgeration systems, and a few industrial centers might be able to conjure up old-fashioned ozone-unfriendly freon systems...
Magic and TW systems can help, but their performance varies....parking your walk-in freezer on a leyline might insure a steady trickle of PPE to keep your system running, but that has its own hazards(including leyline wizards phazing into your locker to steal a snack and a beer), and constantly asking the local mage to come and renew the spells on your Wizardaire can be a real hassle, especially if the Coalition's closing in....
(I remember when I first started posting material for Palladium online, starting with a list of 'Useless Things for Rifts', one of the ideas I had was for a TW Freezer/Igloo Cooler, and one of my first repliers came back with a VERY funny vignette involving a more powerfully spelled rival design that promised even greater cold...so cold that the first person to stick his arm in to grab a beer suffered immediate traumatic frostbite to their arm that killed them through cryonecrotic shock....the wages of progress!)...
Re: Paladin Steel Storefront
Posted: Fri May 08, 2009 11:21 pm
by Ziggurat the Eternal
I want one of those murderous fridges. thats some cold beer.
Re: Paladin Steel Storefront
Posted: Sat May 09, 2009 4:07 pm
by taalismn
Paladin Steel ‘Mallard’ Light Amphibious Utility Vehicle
(aka ‘Rubber Ducky’, ‘Waterdoggie’, ‘Frog’, ‘Kermit’)
“The Hurricane of One-Eleven hit us hard, and a lot of the lower-laying communities of the East that didn’t get the warning in time got smacked by the flood waters. Good thing we had our Kermits; those stubby little amphibs were able to wade right into the floodwaters and through all the drifting garbage...Those hydrojets might not be able to push them very fast, but they deliver a LOT of power all the same, enough to maneuver and make headway in serious current...even when towing a raft full of refugees..Sure, we got some opportunistic predator action in the storm, and the Kermits didn’t mount anything heavier than a laser rifle or two, but that was what the hovertanks were for...Gun-tugs just can’t do the same sort of rescue work that the amphibs can.”
The Mallard LAUV is a light utility vehicle along the lines of an amphibious jeep or pickup truck. In appearance, the Mallard is wide and rather stubby, smaller than the much-famed DUKW, with a boat-shaped hull borne on six balloon tires, with a high-profiled cab for two(one traveler called them ‘toy-like’). A small open cargo bed is aft of the crew cab. Construction is of high-impact megadamage composites and plastics. The engine compartment is fully water-sealed, and can accommodate a liquid-fuel, fuel-cell, electric battery, or micro-pack nuclear powerplant that drives both the wheels and a pair of powerful water jet propulsors in the rear fantail of the jeep. The vehicle uses independant-wheel drive and steers like a tank; the Mallard can turn inside its own length. PS has thoroughly stress tested the vehicle; it can even handle brief submergances and capsizing, and still operate, and the engines approved for it are extremely reliable.
As a combat vehicle, the Mallard is a non-contender; it’s slow, possesses a high target profile, and lacks the capability to carry much in the way of weaponry. The vehicle is rather heavily armored for its size and type, given that it’s often subjected to the battering of the elements, and the crew cabin is fully air and water-tight, so it affords the passengers some protection from weapons fire. Compared to the DUKWII, the Mallard is more expensive, but also more durable and more powerful, with a higher-rated engine system.
The Mallard is surprisingly common in the GNE in both government and commercial service. The vehicle is a common sight around port and riverine communities, where it serves as both a light utility hauler and tug. The GNE State Police and Coast Guard use the Mallard for river and harbor patrol and security.
Type: PS-LAUV-030
Class: Light Amphibious Utility Vehicle
Crew: 1+1-6 passengers(2 can crowd into the cabin, and another four can sit in the cargo bed)
MDC/Armor by Location:
Main Body 200
Drivers’ Compartment 50
Wheels(6) 25 each
Height: 7 ft
Width: 7.8 ft
Length: 15 ft
Weight: 2.5 tons
Cargo: Small space in drivers’ compartment for survival packs, sidearms, and a few small possessions, and an open cargo bed behind (roughly 6 ft x 6ft x2.5 ft deep)
Powerplant: Liquid Fuel(300 mile range), Electric(360 mile range), or Nuclear(15 year energy life)
Speed:(Driving on Land) 65 MPH
(Water) 11 MPH
Market Cost: 28,000 credits for liquid fuel, 30,000 credits for electric, and 120,000 credits for nuclear
Systems of Note:
*Twin hydrojet water impellors
*Prow-mounted maneuvering impellor
*Wraparound Rubberized Fender
*IR/Normal Light Headlights
*Powered Winch and 60 ft of cable. A second winch and small derrick can be mounted in the rear cargo deck for hauling and trawling.
*Towing Mount---Can haul up to 6 tons without problem, 10 tons at 1/4 speed
Weapons Systems: None standard, but a rooftop pintle mount can be added for an energy rifle, rail gun, or light missile launcher. A ring-mount is typically fitted, if cargo capacity in the rear deck is not a concern. Some Mallards have been fitted with rooftop remote control weapons mounts(such as a Battleman powered gun cradle). A few harbor security versions have been fitted with mini-torpedo launchers(5-10 torpedoes) or depth charge launchers(1-4 standard depth charges, or 10-20 grenades) deploying over one or both sides of the vehicle.
Options:
*Applique Armor---Adds additional protection(and weight) to the main body. Up to 100 additional MDC can be added, at 7 lbs, and 150 credits, per 1 MDC point. Lighter armor can be substituted, at 1 lb per MDC point, but the stronger polycarbonate armor costs 400 credits per MDC point.
*Armored Cabin----Adds a 60 MDC hardshell sheath around the cargo bed, including armored doors and windows. Costs about 10,000 credits. Can be made air conditioned and airsealed with its own independent life support, similar to EBA(2 hour air supply, and 12 hour filtration/recycling) for an additional 30,000 credits.
*Mini-Radar----8 mile range
Cost: 12,000 credits
*Mini-Sonar---5 mile range
Cost: 10,000 credits
*Radar Detector----A dashboard ‘fuzzbuster’ for detecting other folk’s radar sensors.
Cost: 200 credits
*Motion Detector----In addition to alerting the driver of approaching objects, it can also tell them from what direction a projectile attack came from. 50 ft range.
Cost: 1,000 credits
*Engine Upgrade----A more powerful engine and more efficient power train can be added, improving overall speed, but at greater expense;
Speed: Can improve top speed by up to 50%
Cost: 5,000 credits per 10% of improvement over base.
*Mag Traction System-----The ‘economy’ version of the Virtual Tread Traction System, that allows a vehicle superior handling on wet ground and sloping surfaces. The downside of it is that in anything less than a nuclear-powered vehicle, the energy expenditure can quickly drain the car’s batteries.
Bonuses:+15% to control rolls
Penalties: If driving with a liquid fuel or electric engine, reduce baseline gas mileage/range by 10% per hour of activation that the MagTrac system is engaged.
Cost: 8,000 credits.
*Heavy Fender---This is a wraparound assembly that is larger and wider than the standard fender already integral to the design, that is composed of crush-foam and inflatable ‘smart bladders’ that reduce kinetic impact. Heavy Fenders add 3 ft to overall width and length of the Mallard, and provide partial coverage to the wheels(tires are -3 to target). The Heavy Fender can be jettisoned in an emergency. Nicknamed the ‘beer cozy’ because of its wrap-around appearance.
MDC: 80(Special: Takes HALF damage from kinetic impacts, crush attacks, and melee attacks like bites, kicks, and punches)
Cost: 10,000 credits
*Zap-Tap Fenders----This feature mounts several bars of blast-studs around the sides of the vehicle, inflicting a megadamage shock to anything trying to grapple the amphib. This is a fairly popular feature, especially along the waterways, where the water hides all manner of predators that like to entangle or swallow whole the unwary traveller. However, care should be taken when activating and ‘safing’ this system; several incidents have occured when vehicles fitted with this system pulled up alongside other craft...and inadvertantly contact-blasted them because the crews had neglected to switch off the blast-taps.
Range: Melee
Damage: 2d4 MD per contact-blast, 4d6 MD for the whole bar going off on full contact
Rate of Fire: Per contact
Payload: 50 shot battery, or unlimited if linked to a nuclear power source
Cost: 100,000 Credits per bar-strip of 4 blast-studs
*Barge Trailers---These are amphibious trailer barges bade of linked sections of bouyant foam encased in light megadamage plastic shell. The trailer-barges come with 2-4 wheels semi-recessed in the underside, that can be retracted/extended via a handcrank aboard, or an electrical motor(hooked to the tow vehicle).
The Mallard can haul one of these trailers without any problems. It can haul an additional one or two, but for each additional trailer, reduce maximum speed by 20% and impose a -15% to the Pilot Motorboats skill when trying to maneuver.
Size: 14 ft long, 7 ft wide, and 4.5 ft tall.
Weight: 1.5 tons
MDC: 50
Payload Capacity: Up to 8 tons
Cost: 20,000 credits
Re: Paladin Steel Storefront
Posted: Tue May 12, 2009 10:47 am
by taalismn
Paladin Steel Nahar Power Armor Extension System
“---but I’m Mechanized Infantry!---”
“Not any more...you got fifteen minutes to familiarize yourself with basic Nahar operations, then you saddle up...You’re in the Armored Cavalry now!”
The PS Nahar is another of the spin-offs of technology(and technicians) acquired from the Great Smackdown of Atlantis. The Nahar is based on the Kittani Equestrian Power Armor, a much-prized piece of Splugorth/Kittani hardware, especially with more examples of it becoming available after the Shriving of Atlantis, Duplicating(or at least approximating) the design became a priority among PS engineers reverse-engineering the power armor, what with rumors of similar reverse engineering programs going on among other nations salvaging Splugorth gear, and the greater attention being paid the East Coast by the Coalition States and their allies. Learning the strengths and weaknesses of the Kittani technology(with a mind towards developing countermeasures against future hostilities from Atlantis) and upgrading the GNE’s defensive capabilities spurred the work. The Nahar is the result of the research programme, and has only recently begun entering service with the GNE Regular Army.
The Nahar resembles a chunkier, blockier, heavier, version of the sleek Equestrian Armor, using different construction methods. The chassis is somewhat wider, and the sensor systems around the front and torso connection rather more prominent.
Unlike the Equestrian, the lower torso of the Nahar can operate independently as a robot laborer or weapons carrier(or can act as a semi-autonomous combat unit and perimeter patrol robot). Nor does the Nahar require a special humanoid torso unit; the Nahar is designed to be compatible with both the PSA-10 Pikeman and PSA-11 Gendarme power armors, both of which can simply step into the front of the robot horse-torso, lock the restraints, link power and control systems, and operate the ‘bot as an extension of their own suit(note that ONLY PS power armors are compatible with the Nahar). The Nahar thus acts as a utility vehicle or carry-all for the power armor, extending its operational range and firepower.
Compared to the Equestrian, the Nahar is larger and slower, but is arguably more versatile with its semi-autonomous mode and modular weapons load-outs.
The Nahar has begun appearing in PS corporate security and GNE Regular Army units as part of powered armor infantry companies, as a support vehicle and light artillery element.
Type: PS-PAH-14
Class: Semi-Autonomous Robotic Power Armor Extension System
Crew: 1 power-armored trooper in either Pikeman or Gendarme armor.
1-2 passengers can be carried externally on the back
MDC/Armor by Location:
Main Body 500
Sensor Nodes(3) 40 each
Legs(4) 150 each
Retractable Robot Arms(2) 60 each
Height: 13 ft at shoulders
Width: 12 ft w/ weapons mounts
Length: 21 ft
Weight: 5 tons +weight of power armor
Cargo: Only what can be carried externally
Physical Strength: Robotic P.S. of 35, robotic utility arms have a P.S. of 24
Powerplant: Nuclear Fusion w/ 20 year energy life.
Speed: (Running) 100 MPH
(Leaping) 25 ft up/across standing jump, 50 ft up/100 ft across running leap
(Flying) Not Possible
(Underwater) Can run along the bottom at 10 MPH, maximum depth of 500 ft
Market Cost: 42 million credits
Systems of Note:
Standard Robot Systems, plus:
*Retractable Robotic Manipulator Arms(2)---Housed in the forward end of the torso.
*Hitching Points---Allows for the fitting of hauling cables or harness rig.
Weapons Systems:
1) Lateral Hardpoints(2)---Similar to the Equestrian, the Nahar mounts two large weapons mounts on its flanks, but the PS version uses modular units that can hold heavier weapons. Each hardpoint can hold ONE of the following configurations:
a) Micro-Missile Launcher----Uses the same ‘cassette’ system as the McML-08 ‘BoomBox’----three cassettes, each with 25 shots, for a total per side of 75 shots
b) Mini-Missile Launcher---10 shot pod
c) Short Range Missile Launcher----A 4-shot pod can be mounted on each hardpoint
d) Copperhead Anti-Armor Missiles----(Range: 1 mile, Damage: High Explosive 2d4x10 MD, Rate of Fire: Volleys of 1, 2, or 4, Payload: 4, Bonuses: +5 to strike, Market Cost: 60,000 credits for the launcher, 8, 000 credits per missile)---6 shot pod
e)Medium Range Missile Launcher---2 MRMs can be mounted on each hardpoint
f) Slammer Missiles----The Nahar can carry 2 ‘Slammer’ Heavy-Hitter missiles similar to those used by Triax and the NGR
g) 40mm Grenade Launcher
Range:7,000 ft
Damage: Fragmentation: 4d6 MD to 12 ft area, 2d6x10 MD to a 40 ft area for a 10 rd burst.
Armor-Piercing: 1d4x10 MD to 3 ft area, 3d6x10 MD to a 8 ft area for a 10 rd burst.
Rate of Fire: Standard
Payload: 300 rd drum each AGL
Special Features: None
Cost: 50,000 credits for the launcher
h) PS-RG-44 Rail Gun(a copy of an imported Russian design)
Range: 4,000 ft
Damage: 1d4x10 MD per 20 rd burst
Rate of Fire: EGCHH
Payload: 3,000 rd drum
Cost: 75,000 credits
i) Massdriver Rifle---45mm PS-HRG05 'Hellshot' Rail Cannons: An early attempt to equal the power of the infamous "Boom Gun" carried by the Glitterboy, these fearsome weapons fire a much larger heavy metal kinetic energy penetrator with a massive punch. Unfortunately, the engineers were unable to equal the Boom Gun's long range or build the projectiles any smaller, limiting the payload. Up to four(two on each lateral point) can be carried by the Nahar.
MDC: 50
Weight: 500lbs
Range: 3,300 ft
Damage: 3D6x10 MD
Rate of Fire: Single shot only; EGCHH
Payload: 12 shots
Market Cost: 120,000 credits per cannon, 800 credits per penetrator round
j) Light Autocannon---35 mm Cannon, able to be used in either flat trajectory surface attack or high-angle anti-aicraft mode.
Range: 2.5 miles
Damage:(Proximity Fuzed Fragmentation) 3d6 MD to a 10 ft blast radius, 2d6x10 MD to a 30 ft blast radius per 10 rd burst.
(Armor Piercing Tracer) 4d6 MD single shot, 3d6x10+10 MD per 10 rd burst
Rate of Fire:EGCHH
Payload: 160 round drum
With a trained crew in power armor, a fresh drum can be changed in 3 minutes
Cost: 180,000 credits
k) 80mm Mortar/Howitzer--‘Mangonel-80’ 80-mm Gun Mortar----This weapon, named for an ancient low-trajectory catapult, trades the range and power of the 120-mm mortar and the 105mm L7 cannon, for a higher rate of fire, and capability in BOTH the direct- and indirect-fire roles.
Range:(Direct Fire) 3,200 ft
(Indirect Fire) 26,000 ft (5 miles!)
Damage:(Fragmentation)1d4x10 +5 MD to 25 ft blast area
(Armor-Piercing High Explosive) 2d4x10 MD to 6 ft blast area
Rate of Fire: Four times per melee
Payload: 30 rds
Cost: 80,000 credits
l) Pulse Laser Cannon
Range: 5,000 ft
Damage: 3d6 MD single blast, 1d6x10 +6 MD quad blast
Rate of Fire: EPCHH
Payload: Effectively Unlimited
Cost: 90,000 credits
m) Heavy Laser Cannon----A heavier single-barrel laser cannon, based on a weapon acquired from South America(the ATL-7 Anti-Tank Laser)
Range: 3,000 ft
Damage: 3d6x10+10 MD per single shot
Rate of Fire: Four shots per melee
Payload: Effectively Unlimited
Cost: 100,000 credits
n)Ion Cannon
Range: 4,000 ft
Damage: 1d6x10 +7 MD per energy burst
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: 60,000 credits
o) Plasma Cannon---Adapted from PS’s PPR-3 Serap Heavy Plasma Projector. The weapon also has the option of firing ‘hot shots’ of deuterium-enriched plasma feeding from a pressure cylinder
Range:(Plasma Stream) 2000 ft
(Plasma Bolt) 1500 ft
Damage:(Plasma Stream) 1d6x10 MD per blast*
*Can be increased by 50% with a ‘hot shot’ injection of deuterium gas
(Plasma Bolt) 1d4x10 MD to 8 ft blast radius
Rate of Fire: Single shot, ECHH
Payload: Effectively Unlimited
Deuterium Gas Reservoir has enough gas under pressure for 20 shots.
Cost: 100,000 credits, plus 800 credits per deuterium ‘hotshot’ cartridge.
p) Particle Beam Cannon
Range: 2,000 ft
Damage: 1d6x10 MD per blast
Rate of Fire: EGCHH
Payload: 80 blast battery per cannon
Cost: 120,000 credits
q) PS-DL-110 Razor-Frizzer( a copy of an imported Russian design). The PS version uses ceramic and light alloy discs that, either by accident or deliberate design, give off a very audible high-pitched shrieking or buzzing noise when fired.
Range: 2,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
Rate of Fire: EGCHH
Payload: 2,000 rd drum
Cost: 80,000 credits
r)Sensor Cluster--Small sensor dish on a turntable; typically placed on an optional top/back mount, rather than a side weapons hardpoint.
MDC: 25
Sensors: Mini-Radar--5 mile range
Motion Detector--200 ft range
Laser Illuminator-----6,000 ft range, Designates targets for laser-guided munitions/weapons
Laser targeting System(+1 to strike)
Cost: 12,000 credits
s) Lance Scanner---Looks like a long lance or a weapon barrel, but is a sensor antennae. The Lance Scanner contains a magnetometer() and a short-range microwave radar for groundsearching minefields(in theory, the ground radar sound be able to detect even non-metallic mines, but takes twice as long).
Range: The magnetometer has a range of 4,000 ft and can detect vehicles and other metallic structures with 80% accuracy
The ground radar has a range of 3,000 ft, and has a 90% chance of detecting metal-cased mines, 60% chance of detecting non-metallic ordinance.
Cost: 40,000 credits
2) Power Armor Weapons Systems---The embarked power armor can use any arm, shoulder, or handheld weapons normally available to it
3) (Optional) Hand Weapons---When acting as a semi-autonomous robot, the Nahar can pick up and use handheld weapons like normal-scale pistols, rifles, and melee weapons.
Hand to Hand Combat:(Robot A.I.)
Actions/Attacks per Melee: 4
Punch(Utility Arms) Restrained Punch 6d6 SDC, full strength punch 1d4 MD
Body Block 1d4 MD
Kick 2d4 MD
Rear Power Kick/Rearing Stomp(2 attacks)3d6 MD
Initiative +1
Strike +2
Strike w/ Ranged Weaponry +3
Dodge +2
Parry +2
Roll +2
Programming:
*Basic
Radio: Basic 98%
Math: Basic 98%
Read Sensory Instruments 98%
Land Navigation 94%
Language:(all at 94%)
American-English
Spanish
Dragonese
Euro
Techno-Can
Can identify common North American factions, equipment, insignia, and protocols(including Coalition and Triax), common Western Hemisphere monsters, demons, aliens, and d-bees.
W.P. Spear
W.P. Blunt
W.P. Sword
W.P. Handguns
W.P. Rifle
W.P. Heavy
W.P. Energy Pistol
W.P. Energy Rifle
Options:
*Rocket Boosters---Rechargeable rocket jets in the legs and hips that increase leap distance by 50%. Can also allow the robot to briefly hover for 1d4 melees.
Cost: 300,000 credits
*Third Hardpoint----A third hardpoint, similar to those on the flanks, can be added to the back...This precludes any cargo or passengers being carried there, however.
Cost: 80,000 credits
*Prehensile Battle Tail---A heavily armored tentacle-style tail, ending in a spiked club or large vibroblade
Length: 10 ft
MDC: 100
Damage: 2d4 MD on a lash/slap+ any possible damage from mounted vibroblades
Blast Mace Head: 4d6 MD
Vibrospikes: +3d6 MD
Vibroblade: +4d6 MD
Cost: 500,000 credits +
Blast Mace Head: 90,000 credits
Vibrospikes: 18,000 credits
Vibroblade: 19,000 credits
*Forcefield Generator---PS’s recent breakthroughs in manufacturing technological forcefield projection systems, acquired through laborious study of Triax, Naruni, and alien systems.
MDC: 140
Cost: 200,000 credits
*MagePod(Type 5)---Typically mounted in a turret on the back, this is an improved version of the original multi-spell projection technowizard system, scaled for small vehicles.
Range: Varies by spell
Damage/Duration: Varies by spell
Rate of Fire: EPCHH
PPE Cost per Use: Varies by spell. However, the use of focusing elements and activator spells effectively reduces spell PPE cost by HALF.
(So you Technowizards aren’t flummoxed by PPE costs in a long-running battle, while the still relatively high PPE costs for the high-end spells keeps someone from using Sphere of Annihilation in every battle).
Payload: Draws from the main PPE Battery, but can also draw upon the robot’s/vehicle’s other PPE reserves/batteries(if any have been fitted). In an emergency, the pilot, if they are a mage or psychic, can kick in their own PPE. The Type 5 comes standard with a 120 PPE battery ‘stone’.
The Type 5 Multiplexor has option spaces for up to 5 different spell cards
Bonuses: As per spell(if any)
Cost: The basic mage Pod system costs about 900,000 credits, + 12,000 Credits for 100 PPE power stone battery pack(up to 4 can be carried)
Spell Cards cost (as per Jason Richards’ guidelines in Rifter #2) 5,000 credits per PPE cost of main spell plus an additional cost (as per following modifiers)
*500 credits per level of the creating caster(Mages’ time and PPE are money, so expect to pay more for the longer duration/higher power spells)
*Warlock spells cost 20% more, in addition to above modifiers, owing to the difficulties of adapting Elemental Magic to ‘conventional” magic systems.
*Applique Armor---Additional armor can be added, adding protection at additional cost, weight, and a reduction in speed. Up to 150 extra MDC can be added, but reduce top running speed by 25%, and add 1,000 lbs to weight.
Cost: 200,000 credits
*Laser Ablative Armor---Reduces laser damage by HALF
Cost: 400,000 credits
*Smoke/Aerosol Generator/Launcher---A combination of mini-grenade launchers and powered vents in the flanks of the robot, pumping out an aerosol smoke cloud or chemical barrage. Typically used to lay down a smoke screen or deploy riot gases like tear gas, but can also be used to spray war gases, fire fighting foam, and insecticide.
Range: 60 ft, and can cover a 100 ft radius(depending on wind conditions). Smoke typically persists for 1d4 minutes
Damage: Varies by chemical agent used. If spraying water, it does 1d6 HP to vampires(the mist is too fine to do much damage) per melee the vampire is caught in the spray-cloud.
Payload: Internal reservoirs provide for 40 shots/deployments; up to four separate types of chemicals can be stored simultaneously.
Cost: 90,000 credits
Re: Paladin Steel Storefront
Posted: Tue May 12, 2009 6:50 pm
by taalismn
D-Rock wrote:The great Atlantis smackdown? What the hell? Did I miss something?
Good stuff, btw. I'm still going through it all.
In the alternate Rifts Earth where Paladin Steel rose to prominence, Splugorth Atlantis got curbstomped hard by an alien pantheon that didn't kill Splynncrryth, but essentially dictated a Battletech Treaty of Tukkayid-style moratorium on actions west of a certain line of longitude, restrictions on activities in other areas, and opening the slave pits, and safe passage out for anybody who wants to leave....And several MILLION slaves and disidents make their way to the mainlands with whatever they can steal to make their way, make their fortunes, buy safety, or buy passage as far from the Splugorth as they can possibly get....
Re: Paladin Steel Storefront
Posted: Wed May 13, 2009 1:27 am
by The Raven
taalismn wrote:In the alternate Rifts Earth where Paladin Steel rose to prominence, Splugorth Atlantis got curbstomped hard by an alien pantheon that didn't kill Splynncrryth, but essentially dictated a Battletech Treaty of Tukkayid-style moratorium on actions west of a certain line of longitude, restrictions on activities in other areas, and opening the slave pits, and safe passage out for anybody who wants to leave....And several MILLION slaves and disidents make their way to the mainlands with whatever they can steal to make their way, make their fortunes, buy safety, or buy passage as far from the Splugorth as they can possibly get....
The same wonderful alternate Earth where Kera-Tech and California Technology Enclave ended up in the Pacific War. Talis, we need to get around to fleshing that 'little' conflict out more some time. Considering that Kera-Tech and Paladin Steel pimpslapped Splynn yet again over there... I need to get rid of this writer's block.
Re: Paladin Steel Storefront
Posted: Wed May 13, 2009 2:13 am
by kronos
Is there anywhere where we can find more information on this alternate Rifts Earth? I can't remember if taalisman posted a link or not now.
Re: Paladin Steel Storefront
Posted: Wed May 13, 2009 5:38 pm
by taalismn
kronos wrote:Is there anywhere where we can find more information on this alternate Rifts Earth? I can't remember if taalisman posted a link or not now.
I don't have a website...basically, this is stuff from older forums that I'm updating and fleshing out, and this is where it's all being posted...
Essentially, the AE represented here is somewhat 'tamer'(the CS has been effectively muzzled by a corporate alliance of nation states, ARCHIE-3 has been driven into greater hiding by a more developed and industrialized NorthEast, the Splugorth are temporarily put in their place, and global(as well as interdimensional) trade is being restored...There's even signs that the Three Galaxies have been contacted and are starting to visit...It's either on the edge of a vast new age of trade and expansion, or on the verge of an economic bubble ready to be burst by the MInion Wars or Splugorth aggression...
Re: Paladin Steel Storefront
Posted: Wed May 13, 2009 8:41 pm
by 89er
That treaty got me thinking while I was reading Splynn Dimensional Market, for a great new line of products from Paladin Steel, with your approval, of course.
The Idea: In the Market, there is the Super-Being Vendor, who sells superpowered humanoids. Now what if he had been doing this for so long, he knows how each superpower works and how to duplicate it? He would need a database that contained hundreds of powers and how to create them.
Now what if one of the heroes managed to steal or copy said database during the Battle of Atlantis, and was freed. Now he has this database and knows in the wrong hands, it could be catastrophic. So he stumbles upon Paladin Steel, and after a tense standoff, he and a few of his fellow former slaves join under a new division.
Now I give you… Drumroll…
Superpowered Products! Now you can have access to hundreds of items, like Power Stomp Boots, Explosive Sphere Gloves, and Body Weapon Sleeves, that allow you to feel heroic without the capes and spandex.
Is this interesting? Comments anyone?
Re: Paladin Steel Storefront
Posted: Thu May 14, 2009 7:01 pm
by taalismn
89er wrote:That treaty got me thinking while I was reading Splynn Dimensional Market, for a great new line of products from Paladin Steel, with your approval, of course.
The Idea: In the Market, there is the Super-Being Vendor, who sells superpowered humanoids. Now what if he had been doing this for so long, he knows how each superpower works and how to duplicate it? He would need a database that contained hundreds of powers and how to create them.
Now what if one of the heroes managed to steal or copy said database during the Battle of Atlantis, and was freed. Now he has this database and knows in the wrong hands, it could be catastrophic. So he stumbles upon Paladin Steel, and after a tense standoff, he and a few of his fellow former slaves join under a new division.
Now I give you… Drumroll…
Superpowered Products! Now you can have access to hundreds of items, like Power Stomp Boots, Explosive Sphere Gloves, and Body Weapon Sleeves, that allow you to feel heroic without the capes and spandex.
Is this interesting? Comments anyone?
GO for it....I support sub-contractors...
If the products and management of this proposed division meet PS's administrative approval, PS will gladly help set it in a nice location in its territories, provide support, and security...
A diverse corporate portfolio is one thing we at PS encourage, especially as we seek to expand our marketplace locally and interdimensionally...
Re: Paladin Steel Storefront
Posted: Fri May 15, 2009 3:08 am
by Aramanthus
Nice new products! We appove of them and will purchase them too. We'd love to see products from sub-contractors. And we'd support them here at the Federated States.
Re: Paladin Steel Storefront
Posted: Fri May 15, 2009 3:57 pm
by taalismn
See....advertize through Paladin Steel and take advantage of our existing clientele list and reach whole new marketplaces!
Re: Paladin Steel Storefront
Posted: Fri May 15, 2009 6:01 pm
by 89er
I request a cone of silence "Cone goes up"
+AAAAAAAAAHHHHHHH I'm so happy, this is the greatest day of my life!!!!!!!+ "Exits Cone"
Thanks for giving me the chance, I won't let you down.
Wait, was the cone a half-power?
Re: Paladin Steel Storefront
Posted: Fri May 15, 2009 6:09 pm
by taalismn
89er wrote:I request a cone of silence "Cone goes up"
+AAAAAAAAAHHHHHHH I'm so happy, this is the greatest day of my life!!!!!!!+ "Exits Cone"
Thanks for giving me the chance, I won't let you down.
Wait, was the cone a half-power?
Only those folks with Enhanced Hearing, Cybernetically Augmented Hearing, or Paranormal Hearing heard it....
Re: Paladin Steel Storefront
Posted: Sat May 16, 2009 3:17 am
by Aramanthus
:::Poking at right ear with finger.::: I heard it! Could you keep it down over there in that "cone of silence". Some of us want to keep our hearing.
Re: Paladin Steel Storefront
Posted: Sat May 16, 2009 11:02 am
by taalismn
Aramanthus wrote::::Poking at right ear with finger.::: I heard it! Could you keep it down over there in that "cone of silence". Some of us want to keep our hearing.
mmmm...Thunderclap ringtones...something to be programmed on ley line communicator cell-phones?
Re: Paladin Steel Storefront
Posted: Sun May 17, 2009 1:29 am
by Arnie100
Hah! I can see that being used by Thor and Zeus!!
Re: Paladin Steel Storefront
Posted: Sun May 17, 2009 11:02 am
by taalismn
Arnie100 wrote:Hah! I can see that being used by Thor and Zeus!!
"Pardon me...my throat's sorta sore right now...Fortunately, I got 'Summon Thunder' already locked in on my cellphone..."