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Re: Paladin Steel Storefront
Posted: Tue Oct 18, 2011 10:31 am
by abtex
taalismn wrote:Paladin Steel PSSP03 ‘Husher’ Silenced Pistol
... close quarters assassination and silencing work.
Damage:(7.62mm) 5d6 SD per round, three round burst does 15d6 SD
(7.62mm Ball) 6d6 SD per round, three round burst does 18d6 SD
(Wellington/PS Exploders) 15d6 SD per rd, three round burst does 4d6x10 SD
(Saboted Light Armor Piercing)1d6 MD per round, a three round burst does 3d6 MD
(PSX-1) 2d6 MD per round, a three round burst does 6d6 MD
Silence and Exploding bullets
BANG and quiet do not go together do they?
PSX-1 also makes BANG right?
Nice history weapon and little know ammo type.
Re: Paladin Steel Storefront
Posted: Tue Oct 18, 2011 10:51 am
by Jefffar
abtex wrote:taalismn wrote:Paladin Steel PSSP03 ‘Husher’ Silenced Pistol
... close quarters assassination and silencing work.
Damage:(7.62mm) 5d6 SD per round, three round burst does 15d6 SD
(7.62mm Ball) 6d6 SD per round, three round burst does 18d6 SD
(Wellington/PS Exploders) 15d6 SD per rd, three round burst does 4d6x10 SD
(Saboted Light Armor Piercing)1d6 MD per round, a three round burst does 3d6 MD
(PSX-1) 2d6 MD per round, a three round burst does 6d6 MD
Silence and Exploding bullets
BANG and quiet do not go together do they?
PSX-1 also makes BANG right?
Nice history weapon and little know ammo type.
The Russians (and Soviets before them) made silenced grenade launchers for special forces use.
The idea is that the silencer keeps you from pinpointing the location of the shooter even though you surely know there is an attack going on.
On a pistol firing explosive bullets, not as much. You're probably pretty close to the target when you use a pistol.
Re: Paladin Steel Storefront
Posted: Tue Oct 18, 2011 12:13 pm
by Aramanthus
Well I can see that the Federated States will be investing even more money into these new products. I have to remember which page on ward I have record these new products from. Please keep up the great work.
Re: Paladin Steel Storefront
Posted: Tue Oct 18, 2011 12:22 pm
by abtex
taalismn wrote:Paladin Steel CLWT-04 ‘Mini-Mon’ Light Weapons Turret
Weapons Systems:
1) 40mm Grenade Launchers(x2)
What other weapons might you put on the side mounting points?
Re: Paladin Steel Storefront
Posted: Tue Oct 18, 2011 12:54 pm
by abtex
Jefffar wrote:abtex wrote:taalismn wrote:Paladin Steel PSSP03 ‘Husher’ Silenced Pistol
... close quarters assassination and silencing work.
Range: 80 ft
You're probably pretty close to the target when you use a pistol.
Very close.
Re: Paladin Steel Storefront
Posted: Tue Oct 18, 2011 6:26 pm
by taalismn
abtex wrote:taalismn wrote:Paladin Steel PSSP03 ‘Husher’ Silenced Pistol
... close quarters assassination and silencing work.
Damage:(7.62mm) 5d6 SD per round, three round burst does 15d6 SD
(7.62mm Ball) 6d6 SD per round, three round burst does 18d6 SD
(Wellington/PS Exploders) 15d6 SD per rd, three round burst does 4d6x10 SD
(Saboted Light Armor Piercing)1d6 MD per round, a three round burst does 3d6 MD
(PSX-1) 2d6 MD per round, a three round burst does 6d6 MD
Silence and Exploding bullets
BANG and quiet do not go together do they?
PSX-1 also makes BANG right?
Nice history weapon and little know ammo type.
Yeah, but ideally your exploding bullet is going to go off INSIDE the target, so it's more of a 'splab' noise.
Re: Paladin Steel Storefront
Posted: Tue Oct 18, 2011 6:30 pm
by taalismn
abtex wrote:taalismn wrote:Paladin Steel CLWT-04 ‘Mini-Mon’ Light Weapons Turret
Weapons Systems:
1) 40mm Grenade Launchers(x2)
What other weapons might you put on the side mounting points?
The grenade launchers are the hardwired part of the (current) system, as proper missiles(mini-missiles, SRMs, LSAMs) are much for expensive with regards to their targeting needs(wire guidance, laser illumination, target acquisition radars). Later models in the CLWT series may be more modular(and expensive), with swap-outs for micro-missiles, mini-missiles, L-SAMs, or SRMs. The aim was to keep the cost of the CLWT-04 down, by using as its base the readily available 40mm rifle grenade.
Re: Paladin Steel Storefront
Posted: Tue Oct 18, 2011 9:26 pm
by abtex
taalismn wrote:abtex wrote:Silence and Exploding bullets
BANG and quiet do not go together do they?
PSX-1 also makes BANG right?
Yeah, but ideally your exploding bullet is going to go off INSIDE the target, so it's more of a 'splab' noise.
Ok. My
BangBooBoo.
Re: Paladin Steel Storefront
Posted: Tue Oct 18, 2011 10:06 pm
by Shark_Force
also, while 80 feet may not be much, if they can't localise the sound of your weapon firing that's still an 80 foot radius they've got to search to find you, and that assumes they even know you're not using a gun with a range of 2000 feet or more in the first place.
silencers don't make guns silent, they just make them quieter, to the point where it's hard to tell exactly where it's coming from.
Re: Paladin Steel Storefront
Posted: Tue Oct 18, 2011 10:43 pm
by taalismn
Shark_Force wrote:also, while 80 feet may not be much, if they can't localise the sound of your weapon firing that's still an 80 foot radius they've got to search to find you, and that assumes they even know you're not using a gun with a range of 2000 feet or more in the first place.
silencers don't make guns silent, they just make them quieter, to the point where it's hard to tell exactly where it's coming from.
Obviously a silenced pistol isn't going to make a noob a ninja, so any silenced weapon has to be used wisely with regards to situation and surroundings...in dim light, in the rain, in a crowd of moving people with a lot of clamor and motion, in the confines of a guard shack. The SPETNAZ and KGB would have presumably used these things while disguised in the other side's uniforms to get close enough to use them. And while 80 ft may not sound like much compared to a sniper rifle, that's 80 ft you don't have to cross to try to slit somebody's throat at grappling and parrying range.
Re: Paladin Steel Storefront
Posted: Tue Oct 18, 2011 10:46 pm
by glitterboy2098
thats why i give sound surpressed weapons a perception test #. if your in the room and see it, the reduced noise doesn't matter much for detection. if your not looking directly at it, you just roll a perception check to see if you noticed it.
one advantage of this approach is that you can show the quality of the supression. a really good supressor would have a more difficult check, while a lousy one can have an easier check.
generally though, sound surpression is used more to reduce hearing damage in enclosed spaces more than it's used for stealth. inside a building, firing off a pistol or SMG can be deafening, for firer, target, and bystander alike. the firer usually has ear protection, the bystanders not so much. the supressor helps prevent collateral damage, in that way.
Re: Paladin Steel Storefront
Posted: Tue Oct 18, 2011 10:50 pm
by taalismn
glitterboy2098 wrote:thats why i give sound surpressed weapons a perception test #. if your in the room and see it, the reduced noise doesn't matter much for detection. if your not looking directly at it, you just roll a perception check to see if you noticed it.
one advantage of this approach is that you can show the quality of the supression. a really good supressor would have a more difficult check, while a lousy one can have an easier check.
generally though, sound surpression is used more to reduce hearing damage in enclosed spaces more than it's used for stealth. inside a building, firing off a pistol or SMG can be deafening, for firer, target, and bystander alike. the firer usually has ear protection, the bystanders not so much. the supressor helps prevent collateral damage, in that way.
"WHAT WAS THAT?! I CAN'T HEAR YOU!!! I THINK MAYBE FIRING OFF THIS ENTIRE BELT OF TWENTY MILLIMETER AMMO INSIDE THIS BUNKER MADE ME A LITTLE DEAF!!!"
Re: Paladin Steel Storefront
Posted: Wed Oct 19, 2011 9:30 am
by abtex
Shark_Force wrote:also, while 80 feet may not be much, if they can't localise the sound of your weapon firing that's still an 80 foot radius they've got to search to find you, and that assumes they even know you're not using a gun with a range of 2000 feet or more in the first place.
silencers don't make guns silent, they just make them quieter, to the point where it's hard to tell exactly where it's coming from.
Here is the
type of ammo taalismn's weapon is using.
It does not use a Silencer/ sound suppressor. The ammo casing contains the sound. The US had one that used something like a shotgun shell for the same purpose, if I remember right.
Re: Paladin Steel Storefront
Posted: Wed Oct 19, 2011 9:49 am
by Jefffar
Captive piston is a heck of a lot quieter than other silencing technology, but it still is not truly silent.
First off, there is the noise of the weapon's action itself. Now most dedicated silenced pistols have an action that is designed to lock to prevent movement during firing, but that is not useful if you want to fire more than 1 bullet at a time. An unlocked pistol will make a notable clicking and clacking noise each time it fires (similar to the sound of racking the slide to rooster the pistol). An automatic weapon will make this noise at it's cyclic rate. Also the action's movement expels spent cartridges and these may make noise when they fall to the ground.
Secondly, there is still a collision that occurs when the front of the piston reaches it's maximum extension. Not very loud (especially compared to a gunshot) but it is a definite click. If the weapon's action is locked (or it's a single shot, derringer style weapon) this would be the only sound.
So as a result, if you are incredibly close, yes, even a captive piston weapon can be detected by normal hearing. Of course in Rifts we have beings and technological systems with incredibly enhanced hearing meaning that even the most silent of silenced projectile weapons have a risk of being detected and located at range.
Re: Paladin Steel Storefront
Posted: Wed Oct 19, 2011 11:20 pm
by taalismn
Some silliness....
Going through some older Network Omni News files when I discovered I’d put a reference to the GNE in one of them...and that DEMANDED an explanation and an expansion)
Paladin Steel/Greater New England Dimensional Outpost: GNE Azimuth Point OutDimension Military Academy
Network Omni Newsflash
Dateline: 03/1292113/1233376673
Schools Forced to Share Facilities; Tensions Rise
---Juxtapa XXII, El-Ry System, Minoya Sector, Independent Rim Alliance, Thundercloud Galaxy. Students and faculty of two widely differing schools of education are dealing with the problems of having to share facilities following an accident that destroyed facilities belonging to BOTH schools.
The GNE Azimuth Point OutDimension Military Academy(“Readying the Soldiers of Tomorrow for Anything”) and the Mistress Abas School for Domestics(“Servitude is Cheap, Service is Quality”) were adjacent, but wholly separate, learning institutes, mere blocks, but worlds, apart, one devoted to training multi-species military personnel, and the other boasting one of the highest rated training programs for organic sentient maids, butlers, and groundskeepers for upper-echelon society, until a recent super-powered brawl spilled over from the nearby MegaDrome Sports Complex(eighty-five miles away), destroyed and damaged a number of buildings, including teaching halls and dormitories, in both schools. Fortunately, only minor injuries were incurred on the campuses, but material losses presented the two schools with a problem.
(Video cut to two figures, one a hulking partial-conversion cyborg in dark green battle fatigues and black beret, the other an elderly, but still very spry, and extremely elegant-looking Oni woman in a high-class kimono. They are respectively identified as GENERAL LACTUS FRACTOR, COMMANDANT, GNE AZIMUTH POINT OUTDIMENSION MILITARY ACADEMY, and ABAS AIKO, HEADMISTRESS, MISTRESS ABAS’ SCHOOL FOR DOMESTICS. Behind them, a modern-looking campus can be seen through a window, with students of various species moving about.)
“After the disaster claimed a number of facilities on BOTH our campuses, we were faced with either suspending classes until repairs and renovations were performed, or we could pool our resources, share our surviving facilities, and tide each other over,” General Fractor starts out.
“It’s taking a lot of getting used to. Even though both our professions emphasize discipline, professionalism, following orders, attention to detail, importance of proper equipment and uniform upkeep, long working hours, and early waking times. Catering to a megacosmopolitan house-party has been often compared to a battle zone,” Mistress Abas chimes in.
“However, it’s our similarities that have led to many problems...,”finishes Fractor.
(Video cut of various shots around campuses....dozens of students are milling about their business, but many are staring at the OTHER students, seeing as they tend to be divided up in appearance and demeanor...some are wearing maids’ outfits(ranging from severe to scandalous in style and coverage), butlers’ jackets and white gloves, golf-caddy gear, custodial dress-uniforms, and carrying dusters, mops, tennis and golf-bags, tool cases...others are wearing combat boots, khaki battledress uniforms, camouflage overalls, dress uniforms, equipment harnesses, light (and in one case, heavy) battle armor, and carrying battlefield laptops, guns, and ammunition carriers.)
“Using the same buildings for widely different classes has led to some problems for students not used to the switch..There’s been some mistakes...,” sighs Abas.
“Some of the courses are not EXACTLY what one could call compatible with our different professional cultures...,” Fractor rolls a cyberoptic.
(Video cut: Crowded classroom full of young domestics-in-training. The voice of the unseen instructor is carrying; “Today, we will be learning the techniques for Seducing and Physically Pleasuring Your Employer “. Some of the domestics are already fingering the fasteners on their clothing. In the back of the room a small group of military-fatigued cadets are looking on in horror. One whispers; “I thought this was supposed to be Introduction to Crew-Served Weapons 101!”
MEANWHILE: in another room, a group of provocatively-clad domestics are staring in bewilderment at the deployed form of a Grishkov 40-mm Twin AA Rail Gun mount as an instructor gamely points out its features.)
“There’s also been some problems about utilization of the outdoor facilities,” Abas admits.
(Image of a group of gardeners moving along trimming topiary and servicing the lawn...One domestic is working with a wire hedge/lawn trimmer when his tool suddenly goes ‘PHWAK’ and he jumps back in fright as part of the hedge suddenly rises up to reveal a heavily camouflaged cadet, hand clapped over one eye, and shaking his fist at the groundskeeper.
Sweep over to another part of the grounds where a landscaping team is going ballistic as they stare at the enormous footprints left in the lawn and flower beds by a passing squad of combat-robots.
Cut to: “They went into our urban combat ‘Viperville’ training ground and CLEANED IT UP!!!!!” screams a drill sergeant, as his colleagues try to hold him back from mauling a group of groundskeepers looking perplexed at the maniac in the uniform as they file past him carrying big bags of rubbish from a ‘village’ of buildings that have, indeed, obviously been repainted and re-plastered.
Over again to a liveried professional dog walker letting a pair of expensive-looking pedigree animals like feathered poodles free to romp in an open field...only to watch in horror as a pair of dragonsaurus attack animals come charging out of nowhere and gulp them down before their military K-9 corps handlers can catch up to them.)
“And a lot of times our activities are at cross-purposes to one another,” Fractor deadpans.
(Two lines of running beings sweep into view...one of cadets in full body armor with heavy packs, the other of fully liveried bellhops running alongside, yelling ‘Let me take your bags for you, sir!’ and trying to wrestle the gear away from the troopers-in-training.....some of the overburdened troops are obviously letting their opposite numbers carry their bags, while others are slapping the bellhops away.)
“It gets even worse in the barracks,” Fractor swears.
“We’ve had to share dormitory space,” Abas clarifies.
(Cadet-Troopers coming into their barracks, tired and fatigued, and pitching face-forward or falling back onto their bunks..and then getting back up cursing and scrapping squashed chocolate mints out of their hair or off their faces...
A group of domestics cleaning around the barracks when one tries to move a cadet’s bedroll...one booby trapped explosion later, they’re carrying the stunned and dazed maid-trainee out in a full body cast....
A trooper-trainee on the live-fire obstacle course reaches the firing range portion, grapples a weapon out of his backpack....it’s a golf club...as he stares at it, he gets nailed with a stun-bolt and goes over trailing a little line of smoke.
MEANWHILE a caddy on an expensive looking golf-course reaches into her golf-bag in response to an instructor’s request...and then goggles as she pulls out a laser rifle.....then tries holding it by the barrel and handling it as if it were a 5-iron.
Soldier wailing: “It took me EIGHT WEEKS TO FADE AND GRUNDGE THIS STUFF TO CAMO SPEC AND THEY -POLISHED- IT!!!!: as he holds up a set of bright green plastic body armor that’s been waxed to an eye-catching almost metallic brightness
Meanwhile, a laundress-trainee is looking in dismay at a cartload of battle armor held in bio-containment bags, with bright labels declaring “CHEMICAL HAZARD CLASS 3, USE PROPER DECONTAMINATION PROCEDURES”. )
“My instructors are complaining about how they can’t assign disciplinary janitorial duties to the cadets because there’s already a round-the-clock squad of domestics in residence there.”
(Shot of bewildered cadets being ejected from the bathrooms by angry cleaning staff...or else slipping on floors several inches thick with wax.)
“On the other hand, our Chromium Guardsmen have NEVER looked brighter.”
(Video of a platoon of Glitterboy armors trying to move out, except every time they try to take a few steps, and raise some dust from the grounds, they’re set upon by a horde of maid- and servant-trainees armed with polishing rags and spray-bottles, meticulously plucking every piece of dust and debris off the almost perfectly mirror-like power armors.)
“My own people have similar complaints about the troopers in the kitchens.”
(Traveling shot of a big hulking full-conversion cyborg in a wash-apron delicately handling cups and saucers as he works his way through a mountain of dirty dishes, crowding out the much smaller kitchen-boy trying to work next to him.
A Rulian chef walks haughtily down a line of white-clad chef-housekeepers in training, all laboring over complex-looking meals in preparation on big shiny stoves...until he comes to a brown-aproned orc slicing open an MRE-can of some unidentifiable substance with a vibro-blade and trying to fire up a field stove. Moments later we see the instructor being carried out on a stretcher, foaming at the mouth, being fanned by his students.)
“But in other areas their help has been invaluable.”
(Outdoors shot of a gardener scrapping bird droppings off an ornamental statue, and glaring at the pigeon-analogues perched on the cornice of the building above...when suddenly the bird-things explode in a cloud of feathers and vapor....Behind the gardener, a laser-rifle slips back under into the sniper-blind hidden behind a giant ceramic planter.)
“The culture-clash has led to some frayed nerves and some ‘incidents’,” Fractor admits.
(Behind them, a group of butlers-in-training is being hotly pursued by a Battle-Mage-uniformed instructor, swinging a glowing broadsword...while in the other direction, several muddy-booted cadets are pelting across the grounds with a mob of housemaids swinging mops and vacuum cleaners with murderous intent close on their heels.)
“However, we’re also seeing some very useful cross-pollination of skills taking place, sometimes by accident, but sometimes by deliberate design, by instructors and students who are taking advantage of the opportunity to learn from the other schools,” Abas declares.
(Field video of a group of troopers sitting in a rather well-appointed foxhole....in the background, a soldier puts a last piece of camouflaging sod seamlessly in place over a concealed heavy tank revetment....pull back, and you see they’re hiding in the middle of somebody’s large garden...while people wander about, utterly oblivious to the armed force lurking in their midst.
ELSEWHERE...a young elven maid is deftly defusing a letter bomb in the atrium of a mansion, while other servants look on in anxiety and astonishment. Within minutes, she’s disassembled the lethal device and is disposing of its components, including recycling its explosive filler for later use.)
“All in all, we’re making the most of this and rolling with whatever happens.”
“At least the students are getting some quality experience.”
(Behind them, a parking valet, face split in a maniac grin as he looks up over the driver’s hatch coaming, is trying to parallel park a huge hovertank between several expensive-looking hovercars, while its crew is charging back, along with several concerned car owners, horror writ large, even at this POV distance, on their faces.)
The GNE Azimuth Point OutDimension Military Academy is a GNE/PS-backed effort, affiliated with GNE’s New West Point, to capitalize on the growing reputation of Rifts Earth as a source of resourceful combat personnel and tough soldiers used to working with a variety of technologies under a variety of conditions. Located on the comfortable Earth-like world of Juxtapa XXII, El-Ry System, in the Independent Rim Alliance(a CCW affiliate), Thundercloud Galaxy. The rough and tumble, open environment of Juxtapa and the IRA, with its open tolerance of all manner of peoples, as well as the economic incentives to invest, have made it easy for the GNE to establish the school and construct a fairly large campus on-planet. The Independent Rim Alliance has been all too happy to cooperate and oblige the new venture, as it brings in income and provides the planet with an extra military asset in event of an attack/military crisis.
Azimuth Point gives the GNE the opportunity to earn money from training other peoples’ militaries, allows its own people to gain experience with other cultures, technologies and worlds, and allows the nation to make contacts and drum up support with potential allies. While they’ve downplayed their precise location origins on “Rifts Earth”, the school has parlayed its reputation as coming from a ‘hard-bitten hellworld at a dimensional crossroads’ into some good PR grist.
The school teaches mainly ground combat; advanced infantry tactics, armor and robot/power armor, artillery, combat engineering, and related areas. The school has access to a small space station for basic zero-gee combat training, and for space-to-surface combat drops(using the school’s small fleet of aerospace transports and shuttles). The school has several regulated-access ‘reservations’ adjacent to the city where the school is based, where the cadets can engage in live fire exercises on target ranges, drive heavy vehicles around, and generally have fun blowing stuff up. As the IRA expanded and its influence grew with the influx of colonists on their way into the Thundercloud, the school has also gotten permission to use several abandoned/vacated slum areas for urban combat training(the school has agreed to clean up afterwards should the IRA decide to commercially redevelop those areas), and a nearby stretch of coastal land is used for amphibious operations training(Azimuth Point also hopes to expand into naval operations training at some point in the future).
For a relatively small military school Azimuth Point has been attracting a fair amount of interest , especially from new colonies in the Thundercloud eager to train up their militia, and from mercenary groups looking at the prospects for conflict in the region. The school has also seen some interest from the Free Worlds Council-in-the-Thundercloud, with military trainees and advisors being quietly trained at the facility.
Since its establishment, the Azimuth Point school has quickly acquired a reputation as one of the few such military academies open to the general populace in the newly-opened Thundercloud Galaxy. Much to their pleasure, the GNEAS have managed to attract the attention of the Tri-Galactic Military Services, who have agreed to send guest instructors. Other guest instructors who have shown up for a semester or more have included trainers from the Megaversal Legion, the Trensik Mercenaries, the United Warlock Marines(magic combat), Dweomer Battle Magi, Cyberknights, Mystic Knights(actually heavily disguised Knights of the Rose) and the Shemarrian Star Nation(anti-Splugorth tactics).
Despite the recent problems associated with the temporary merging of campuses with the Mistress Abas School for Domestics, staff members on BOTH faculties have generally agreed that the experience was a beneficial one, and have expressed an interest in continued cooperative efforts between the two schools. In part, this has been because the cross-training that occurred has opened up new venues for both groups; the domestics gaining access to staid old military families and dynasties looking for reliable and combat-hardened domestic staff, and the soldiers to upper-echelon society(including the Altess) looking for bodyguards and house mercenaries.
“You’ll learn how to fight with whatever you have, from bow and arrow to a portable smart missile launcher, whether you’re stark naked or clad in a smart-metal battlesuit, standing in the middle of an acid swamp or taking cover behind a desk in an executive boardroom!”
Formatted as a Corporate Outpost, Azimuth Point has the following relevant points:
Size: Large: the permanent staff numbers some 1,200 personnel, with an average student enrollment of 10,000
Type: Military Training Academy
Equipment: Azimuth Point is well-equipped, the equivalent of any GNEAS army division, with hardware representing a good cross-section of weapons and vehicle types(mostly Paladin Steel-manufactured, but a fair amount is acquired from other sources, including Naruni Enterprises and Hartigal Combine). Those nations with their own equipment who send large groups of students to train may be contractually obliged to supply the school with examples of their own weapons and equipment(this gives PS the opportunity to study and evaluate the gear, and potentially score some points by returning with an offer to modify existing gear).
In general, the campus keeps a company each of heavy tanks and armored hover vehicles, one company of robots, two companies of power armor, and a transport air wing at its disposal, plus numerous light vehicles.
Medical: The school has the equivalent of a small hospital on-campus, and PS/GNE has given generously to the local city hospital to expand its capabilities. The facility includes cybernetic and bionic implantation capabilities, although full-conversion surgery(or Juicer/Crazy creation) is NOT possible.
Security: Heavy...would be Modest, but at least HALF of the permanent staff(teachers and groundskeepers) have extensive military training and double as security, and the school has access to heavy weapons. Plus most of the (PS-built) structures are megadamage, with an eye towards making them defensible.
Contact: Bustling; the school has regular contact via Dimensional Rift and by regular starship traffic from PS/ASI facilities elsewhere in the Three Galaxies. The campus receives regular resupply of vehicles, armor, munitions, and other equipment.
Products: Military Training! Azimuth Point specializes in ground combat, with minors in magic combat, anti-supernatural combat, combat engineering, military police training, and, since the impromptu partial merging with the Mistress Abas School for Domestics, home security. The classes are easily the equal of the Merc Training course in Rifts: Mercenaries, and the school offers training in Grunt, Military Specialist, RPA Pilot, Glitterboy Pilot, Robot Jockey, Headhunter, Freedom Fighter, and the various modern army OCCs equivalent to any NGR, CS, or Japanese Republic military academy, with the added access to technologies and skills unique to the Three Galaxies.
Re: Paladin Steel Storefront
Posted: Thu Oct 20, 2011 6:46 am
by ZINO
wow very well done man!!!!!!!!!!!! love it LOL
Re: Paladin Steel Storefront
Posted: Thu Oct 20, 2011 12:23 pm
by glitterboy2098
Detective: "Mr. whooliak was killed in the Study with a bust of Thraxus. clearly the butler did it."
Butler: "if you had bothered to look at my credentials, you'll have noticed i'm a graduate of the Azimuth Point Military Academy and school for Domestics. if i had wanted Mr. whooliak dead, i assure you, there would not have been a body left to examine, and i would have Evac'd and Evaded already somewhere with no extradition laws. I would suggest sir that before you start accusing the hired help you actually do some investigating of the crime scene.."
Re: Paladin Steel Storefront
Posted: Thu Oct 20, 2011 1:36 pm
by taalismn
glitterboy2098 wrote:Detective: "Mr. whooliak was killed in the Study with a bust of Thraxus. clearly the butler did it."
Butler: "if you had bothered to look at my credentials, you'll have noticed i'm a graduate of the Azimuth Point Military Academy and school for Domestics. if i had wanted Mr. whooliak dead, i assure you, there would not have been a body left to examine, and i would have Evac'd and Evaded already somewhere with no extradition laws. I would suggest sir that before you start accusing the hired help you actually do some investigating of the crime scene.."
"Alfred, could you help me get this jar of pickled onions open for the young master's luncheon? ---Ah, preferably WITHOUT the use of plastic explosives?"
Re: Paladin Steel Storefront
Posted: Thu Oct 20, 2011 5:30 pm
by ZINO
nice!!!!!!!!
Re: Paladin Steel Storefront
Posted: Thu Oct 20, 2011 10:36 pm
by taalismn
Anowak(Converted/Modified AtB Mutant Turtles)
“So, swim on out there and attach these plastic limpet mines to those Horune boats out there? I thought you said this was going to be dangerous work.”
“I was in charge of training an Anowak militia platoon and lemme tell ya, I barked ‘hit the dirt and dig holes!’ and the whole darn bunch of ‘em just plain disappeared on me! They went hull down and pulled the dirt over themselves so fast I thought for a moment somebody had hit my unit with some sort of mass teleportation spell! I swear, they do that in the field with real guns on them, some poor ********’s going to get the rude surprise of their abbreviated life walking into an ambush! I’d sooner take my chances dancing in a minefield!”
The Anowak are a race of smallkin mutant turtles who may or may not be indigenous mutants(their name is curiously similar to Mohawk names for ‘turtle’, suggesting a connection). They seem to combine traits of both land and water turtles, making determining their exact descent difficult, if not impossible. The Anowak have entered into a political alliance with another group of mutant amphibians, the frog-descended Ribbin, in an alliance known as the Gouyesh. Originally, this alliance was formed to defend against the mutant bats who’d later form the Noctre, with the Anowak giving heavy armored support to the Ribbin who suffered the most from the aerial marauders. Quickly, however, the Gouyesh alliance would expand to include the Anowaks’ enemies as well, with Ribbin-purchased weaponry funneled to the Anowak. When Paladin Steel threatened to turn off the flow of cheap armaments, and Greater New England diplomats negotiated a truce between the Gouyesh and the Noctre, the Gouyesh petitioned for membership in the GNE’s Alliance, partially as a hedge against renewed Noctre aggression(the GNE would be treaty-obliged to protect the Gouyesh). The Anowak were cool on the Ribbins’ enthusiasm about taking out the Noctre(the turtles not having the same bad predator-prey relationship with the mutant bats as had the mutant frogs, but felt that having the assistance in dealing with their own enemies to be worth the trouble. With growing ties to the GNE and Bigfolk support, however, the Gouyesh’s original purpose is now less important than securing a political stakehold in the future and acquiring the material support of the GNE Alliance. This has led to an increasing number of Anowak joining various service organizations in the GNE, as well as taking advantage of GNE/PS’s growing travel network to travel abroad, even to other worlds and dimensions.
Alignments: Any
Lifespan: 120 years
Size: Size Level 2; 18 inches tall, 5-6 lbs
Gender: Hetereosexual egglayers who lay 4-8 eggs at a time in buried nests. Anowak young are much more dependent on their parents than (unmutated) turtles, though they can crawl within minutes of hatching. Typically stay with their parents for the first 15-20 years of their lives.
Physical Description/Appearance:
Small, upright, turtles with fully articulated paw-hands. Individuals can be distinguished by the pattern of dark and light spots and splotches on their shells. Racially, there are different ‘sub-races’ within the Anowak, with regards to general appearance, some looking more like land tortoises and others having traits of water turtles, but all of them are interfertile with each other, with an ‘averaging out’ of traits.
Disposition/Attitudes:
Anowak tend to be patient, phlegmatic sorts who take their time dealing with issues that aren’t immediately demanding of attention. They tend to take the slow road on most projects, and to retreat and lay low when danger threatens, waiting for it to blow over. However, they are capable of surprising swiftness when the situation demands, and survival on Rifts Earth has demanded a more proactive approach, including aggression. Originally not very social, even with each other, the Anowak have learned the attractions of social cooperation and working with others.
Physical Attributes:
IQ: 2d6
ME: 3d6
MA: 3d6
PS: 1d6+2d4
PP: 3d6
PB: 2d6
PE: 2d6+1d4
SPD: 2d6
(ISP): By psionic class
(PPE): 2d6
Hit Points:P.E. +1d6 per level of experience
SDC: +60+ any additional from skills, training, and OCC bonuses.
MDC: By magic, psionics, or technology
Horror Factor:---
Natural Abilities:
Hands: Full
Biped: Full
Speech: Full
Looks: None
Natural Body Armor(Heavy) (A.R. 14, SDC 60)
Beastly Strength---Can carry 100 times their P.S. and lift 200 times their P.S. in lbs(!).
Hold Breath---2d6+6 minutes at a time
Digging---Can dig a foxhole at 3 ft per melee with a P.S. or 13 or lower, or at a rate of 4 ft per melee if possessing a P.S. of 14-18.
Psionics: Standard
Magic: A few Anowak have taken up the study of magic, particularly shamanism, mysticism, and earth- and water-associated magics.
Cybernetics/Bionics: See the Anowak Partial Cyborg below
Available OCCs: Can take just about any Tribal or Barbarian OCC, with an emphasis on combat and survival(may also substitute the profession selection and apprenticeship programs from AtB, adjusting accordingly for Rifts). Since intermingling more openly with the larger folk civilizations of the GNE and attending classes, so Anowak Operators, Rogue Scholars, and the like are possible.
Military Anowak are most likely to be AtB-equivalent Elite Militia or Guerilla Warrior, or Rifts Wilderness Scout, though as more appropriately-scaled high-tech equipment enters service from PS and other manufacturers, it is not impossible to see Anowak Grunts, Technical Officers, Sailors, and Robot Pilots in coming years.
With regards to magic users, a few Anowak have taken up the study of magic, particularly shamanism, mysticism, and earth- and water-associated magics.
Master Psychics are possible.
RCC Skills:
Swimming(+5%)
Skills of Note:----
Culture:
Before the formation of the Gouyesh society, the Anowak formed small clans of 5-20 members in small burrow-villages, occasionally cooperating with other hamlets on common projects(damming a stream, digging a canal or mill-race, fending off predators). Greater civilization has led to larger Anowak townships and co-habitation with other species.
Many Anowak are just happy to hang out with their fellows for hours on end, sunning themselves, and not doing much of anything, thinking and watching the world go by.
Anowak Partial Cyborgs
The Anowak are among the few smallkin who have actually taken to, and requested, cybernetics and bionics, though the most they could be considered as, as of yet, is Partial Cyborg. Anowak PCCyborgs have plates of megadamage plastic or composite ceramic directly anchored to their shells. The spine is often reinforced with bio-plastic or ceramic to take the added weight. The legs are augmented with exoskeletal reinforcement for greater speed and stability, and attached/anchored to the reinforced spine. Power comes from a small powerplant based on regenerating e-clip technology; though not powerful enough to power energy weapons and bionics, the RE-Clips still provide the cyborgs with enough power to run their bionics for a decade before needing refurbishment(though usually this is shortened to 5-6 years with heavy activity).
Weight: 6-7 lbs
Main Body MDC: 36
Bionic Legs(2) 15 each
Other bionic features include:
-Bionic Legs--Running Speed: 36(about 25 MPH)
-Finger Claws---+1d6 SDC to a punch
-Weapons Mounts---These consist of hinged pintle mounts or clips on the turtle’s shoulders/back, directly mounted on the shell, and can hold a human-scale pistol or small submachine gun/machine pistol. The mounts also feature remote trigger mechanisms wired to the cyborg’s nervous system, allowing the weapons to be fired with a thought(though with NO strike bonuses; to benefit from the Anowak’s W.P.s, the weapons must be manually aimed with a free hand). Gyrostabilization based on ‘fuzzy logic’ camera stabilization gives a +1 to strike. TWO swivel mounts can be added.
-Helmet Visor---This is an armored hood built into the front of the shell, that can automatically fold over the Anowak’s head, providing 15 MDC of protection. It also has built-in air filters, equivalent to a good gas mask. The hood also features clip-on mountings for night vision goggles and other optical gear.
Re: Paladin Steel Storefront
Posted: Fri Oct 21, 2011 3:26 am
by abtex
taalismn wrote:Anowak(Converted/Modified AtB Mutant Mutant Turtles)
Did someone Mutation Mutant?
Anowak Partial Cyborgstaalismn wrote: -Weapons Mounts---
launchable Grenades or Claymore charges possible?
Turtles are cute. Don't do much. Busyness to keep cats happy.
Are mutant beavers part of SmallKin clans?
Re: Paladin Steel Storefront
Posted: Fri Oct 21, 2011 12:13 pm
by taalismn
abtex wrote:taalismn wrote:Anowak(Converted/Modified AtB Mutant Mutant Turtles)
Did someone Mutation Mutant?
Anowak Partial Cyborgstaalismn wrote: -Weapons Mounts---
launchable Grenades or Claymore charges possible?
Turtles are cute. Don't do much. Busyness to keep cats happy.
Are mutant beavers part of SmallKin clans?
Yes, those hardpoints can carry grenade launchers. And these are RIFTS turtles...badassery seethes inside their little shells. If they were any more hotblooded, they'd be mistaken for Gamera. And I've had some encounetrs with snapping turtles over the years, ranging from tabletop size to ones that move DAMN fast(my parents found one in the middle of a LARGE field about ten minutes from our house...twenty minutes later when they got me to take a look see, the thing had disappeared...from the middle of a large open field...either that critter got picked up by ariel extraction or it put on some serious speed when nobody was looking).
Oh yeah, Beavers are part of the Smallkin...They're sometimes indistinguishable from the larger Chai-Chuks. Mutant Beavers are an esteemed and valued part of the PS/GNE engineering community(so that means I'll have to write them up).
Re: Paladin Steel Storefront
Posted: Fri Oct 21, 2011 8:21 pm
by ZINO
WOW nice by the way
Re: Paladin Steel Storefront
Posted: Sat Oct 22, 2011 7:31 pm
by taalismn
Silks of the Magi(Magic Item)
“You ever seen an Elemental Troupe clad in Silks of the Magi dance? It’s the closest to Heaven without dying I’ve ever been!”
“Can’t say I have. I HAVE, however, faced a band of the Sons of Gaia, clad in Silks of the Magi; that’s as close to dying as I EVER want to get!”
“You lucky sods; a magic show and honorable combat! I got my arse kicked across Takamatsu by a dancing girl wearing Silks of the Magi, all for suggesting she might be more comfortable dancing for me without them!”
These are four types of magically enchanted silk ribbons or scarves, rumored by mystic lore to have been first created by an unknown god to adorn his favorite dancing girls, or by an ancient general to outfit his elite warriors, depending on who you ask. The secret of the manufacture of these items has been lost to time, then supposedly resurrected by one or more parties unknown, who manufacture these items and sell them from their secret enclaves throughout the Megaverse.
On Rifts Earth, Paladin Steel is one of the groups(the Silks have also begun appearing in markets in Japan and China, and some suspect that the RIfts Earrh source may be one of the secretive organizations in China) who have recently offered these items in their most recent catalogues/markets, though whether they too have uncovered the secrets of the Silks’ manufacture, or are simply the middlemen for some unknown crafter, remains unknown.
The Silks of the Magi appear as broad ribbons or scarves, 4-8 ft long, 6-12 inches wide, of finest gossamer silk that seems to float on air with the slightest movement or breeze. The silk is also very tough and strong, despite its very thin and fine appearance. They can be worn as head and neck scarves, as dancing outfits, or wound around the arms, legs, and torso. Each set of scarves seems attuned to a particular Element(Earth, Wind, Fire, and Water, though some claim to have seen Silks representing Time and Magic), and offers powers and abilities associated with those Elements, though the Silks themselves do not contain any sort of captive Elemental Essence.
Wearing extra Silks does not accumulate power, but may add additional physical protection. Note that wearing more than one Silk wrapping per limb or on the torso will add an encumberance penalty of -5% to movement.
Note also that wearing multiple Silks will also NOT accumulate limited-capacity spells(such as those that be used X number of times per 24 hours). Wearing three Fire Silk bands will NOT give you 12 uses of the Fire Whip spell; it will only give you 4 uses; any additional uses must be powered by your own PPE/ISP.
Multiple types of Silk CAN be worn, allowing for multiple PPE/ISP-powered powers, but the most that can be worn is ONE scarf of another Silk orientation in addition to all other silks of ONE Elemental orientation before overall Elemental protection is lost(example: Lynne decides to wear a band of Fire Silk around his forearm in addition to his Silk ‘armor’ of all-Water. He gets the same protection(18 MDC) to his forearm and gets the Weapon of Fire-Whip from the Fire Silk. The Silk itself is immune to fire, and Lynne could stick his forearm in a furnace without harm, but if he were attacked by a fire-based attack, only his arm would be wholly immune from it. He would not not be wholly immune as a whole to being inundated in fire).
SDC/MDC: 36 SDC/18 MDC per Silk. The Silks can be repaired of any damage they take(and survive) by placing them in their respective Element for 24 hours(or 15 minutes on the respective Elemental Plane); placing a Fire Silk in a fire, soaking a Water Silk, hanging a Wind Silk out in the open air, or burying an Earth/Vine Silk.
Armor Rating: 11 if worn around the head and torso, A.R. 16 if additional Silks are worn on/around arms and legs. Typically it takes 1-2 Silks to wrap the head and body, and one each for each limb.
Cost: 180,000 credits per Silk. The cost listed here is the Paladin Steel exclusive price; prices outside the PS marketing network can be 5-10 times greater for these items.
*Fire Silks
These scarves appear dyed and patterned in bright colors and flame patterns. They radiate a gentle heat and confer the following bonuses:
-Thermal Protection: The wearer will always be warm, and protected from cold, regardless of the weather, even if the wearer has nothing on BUT the silks. The wearer will be perfectly dry even in a rain storm.
-Impervious to Fire: The wearer takes NO damage from fire-based attacks, even magic attacks.
-Blinding Flash: The wearer can summon and direct a Blinding Flash spell six times every 24 hours, or by pumping in 1 PPE/2 ISP.
-Fire Whip: The wearer can call upon this ability four times every 24 hours, or by pumping in 10 PPE/20 ISP, causing the Silk to burst into magical flame. The flaming Silk doesn’t consume itself or the wearer, but can be used as a weapon, doing 4d6 SDC or 4d6 MD, and lasting 5 minutes per activation. The flaming Silk also serves as a form of armor; anybody attempting to grapple with the wearer in hand to hand combat will take 3d6 SDC/MDC burn damage per strike.
*Wind Silks
These Silks are done up in white, gray, silver, or blue colors and patterns suggesting the sky and clouds, and always seem to blowing in a breeze. The wearer seems particularly light on their feet and walking in a breeze of their own.
-Atmospheric Protection: The wearer is protected from the winds, and suffers no exposure damage from extremes of environmental cold and air pressure(provided there is still enough air to breath). The wearer can NOT be knocked down by wind, even hurricane-force gales. The wearer is also +6 to save versus airborne gases and toxins, including magical attacks such as Cloud of Slumber and Miasma.
-Impervious to Cold and Electricity: The wearer takes no damage from cold-, electrical-, and wind-based attacks, and cannot be knocked down by attacks such as Wind Rush.
-Atmospheric Bouyancy: The Silk’s wearer seems to be particularly light on their toes, can leap THREE times their normal distance, hangs in the air THREE times as long, can fall from heights of up to 30 ft without harm, and takes HALF damage from falls from higher. They are +6 to roll with punch, fall, or impact.
-Automatic Parry: The Silks are +2 to AUTOMATICALLY Parry any airborne projectiles(arrows, stones, bullets, missiles) incoming at the wearer.
-Wind Rush: The wearer can summon and direct a Wind Rush spell four times every 24 hours, or by pumping in 5 PPE/10 ISP. Range is 120 ft and lasts 15 seconds.
-Northern Lights: The Wearer can generate a Northern Lights spell four times every 24 hours, or by pumping in 3 PPE/6 ISP, covering a 30 ft area, up to 60 ft away, and lasting 6 minutes.
*Water/Rain Silks
These Silks are done in colors and patterns suggesting water, and seem to flow and pour around the wearer. The wearer is always slightly damp, as if they were being misted constantly. They offer the following powers:
-Emvironmental Protection: The wearer suffers no exposure damage or inconvenience from normal cold or being caught in rain.
-Impervious to Water-based Attacks: The wearer takes NO damage from attacks like Encase in Ice, Snow Storm, Cloud of Steam, Water Rush, Water Spout, or Dessicate.
-Resistance to Fire: Fire- and heat-based attacks do 1/4 normal damage
-Walk on Water: The wearer can walk on water without effort
-Circle of Rain: Supernatural beings susceptible to water will take 3d6 damage per strike if attempting to grapple with the wearer in melee combat
-Create Fog: The wearer can summon and direct a Create Fog spell four times every 24 hours, or by pumping in 3 PPE/6 ISP. The fog cloud covers a 600 ft area and lasts up to 30 minutes.
- Water Pulse: The wearer can summon and direct a bolt of water out of midair four times every 24 hours, or by pumping in 5 PPE/10 ISP. The water bolt hits with a force like a fire hose with effects similar to the Ocean Magic spell Water Rush, and throws the equivalent of five gallons per shot. It does 1d6x10 damage to beings susceptible to water, like vampires. The water bolt has a range of 100 ft and can fan out to cover a 30 ft wide area.
*Earth/Vine Silks
These Silks appear in colors and patterns suggesting vines, leaves, and floral displays. They seem to ramble and grow around the wearer, and confer the following powers:
-Emvironmental Protection: The wearer suffers no impedence from traveling through dense foliage while wearing the Silks(they don’t catch on anything), nor will they leave a trail or followable path through the foliage. The wearer will also not be scratched or scrapped by their passage, and will be immune to the poisonous effects of poison ivy, nettles, and other poisonous plants.
-Impervious to Botanical Poisons: The wearer is immune to the effects of botanical toxins, including magic ones.
-Resistance to Zoological Toxins: The wearer is +6 to save versus animal-derived toxins like scoprpon venom, bee stings, rattlesnake bites, including magical ones.
-Merge with the Wilderness: The wearer , by standing still, can vanish against a natural background, similar to the Chameleon spell. The effect also extends to their sounds; their breathing will be muffled by normal background noise.
-Scent of Persuasion: The wearer can summon and direct a cloud of floral scent or musk that covers a 100 ft area, and anybody who breaths it in must save vs magic or become suspceptible to a Trance spell for up to 20 minutes. This power can be activated four times every 24 hours, or by pumping in 7 PPE/14 ISP.
-Wood Coccoon: The wearer can temporarily armor up in an emergency, the Silks expanding to encase the wearer in a stationary shell of leaves and bark. The coccoon has
60 MDC(or 180 SDC in SDC environs) and effectively filters out airborne contaminants, allowing the occupant to breath, but the person inside cannot move or see outside the encasement. The wearer can summon the armor of wood four times every 24 hours, or by pumping in 10 PPE/20 ISP. The coccoon lasts until destroyed or dispelled.
*Branch Whips: The wearer can transform the Silks into thorn-studded whips that do 3d6 SDC/MDC per strike. The wearer can summon these thorn whips four times every 24 hours, or by pumping in 5 PPE/10 ISP for 5 minutes at a time.
: The wearer can summon and direct a Wind Rush spell four times every 24 hours, or by pumping in 5 PPE/10 ISP.
Re: Paladin Steel Storefront
Posted: Sat Oct 22, 2011 9:45 pm
by abtex
taalismn wrote:abtex wrote:taalismn wrote:Anowak(Converted/Modified AtB Mutant Mutant Turtles)
Did someone Mutation Mutant?
Anowak Partial Cyborgstaalismn wrote: -Weapons Mounts---
launchable Grenades or Claymore charges possible?
Yes, those hardpoints can carry grenade launchers.
Not tube weapons but plates of their 'shell' that are propelled with air charges or something. Remote Controlled disks? Maybe Spinning Blades spell if a magic using RCC. Turtles using their shell 'Pockets' as an utility belt, maybe.
taalismn wrote:Oh yeah, Beavers are part of the Smallkin...
(so that means I'll have to write them up).
When you have time. I know you are as busy as a waterbased Furred Rodent,
taalismn wrote:(my parents found one in the middle of a LARGE field about ten minutes from our house...twenty minutes later when they got me to take a look see, the thing had disappeared...from the middle of a large open field...either that critter got picked up by ariel extraction or it put on some serious speed when nobody was looking).
Sounds more like it went into it's burrow. Hobbit house if it was a Mutant turtle.
Re: Paladin Steel Storefront
Posted: Sun Oct 23, 2011 8:44 pm
by taalismn
abtex wrote:taalismn wrote:abtex wrote:taalismn wrote:Anowak(Converted/Modified AtB Mutant Mutant Turtles)
Did someone Mutation Mutant?
Anowak Partial Cyborgstaalismn wrote: -Weapons Mounts---
launchable Grenades or Claymore charges possible?
Yes, those hardpoints can carry grenade launchers.
Not tube weapons but plates of their 'shell' that are propelled with air charges or something. Remote Controlled disks? Maybe Spinning Blades spell if a magic using RCC. Turtles using their shell 'Pockets' as an utility belt, maybe..
Walking landmine you mean?
Or just mounted panels of reactive armor.
Re: Paladin Steel Storefront
Posted: Sun Oct 23, 2011 10:33 pm
by abtex
rewrote this quote a little
taalismn wrote:abtex wrote:taalismn wrote:Yes, those hard points can carry grenade launchers.
Not tube weapons, but exploding plates of their armored 'shell' that are launched by air charges or something else. Remote Controlled disks? Maybe Spinning Blades spell if a magic using RCC.
Turtles using their shell panels used as a 'Pockets' like a utility belt, maybe..
Walking landmine you mean?
Or just mounted panels of reactive armor.
Think
Bouncing Betty if a 'landmine' or reactive armor panel that explode near it's target. Launched 20-40 feet after from the cyborg turtle controlling the grenade.
Re: Paladin Steel Storefront
Posted: Mon Oct 24, 2011 5:50 pm
by taalismn
abtex wrote:Think
Bouncing Betty if a 'landmine' or reactive armor panel that explode near it's target. Launched 20-40 feet after from the cyborg turtle controlling the grenade.
Looks like the Nomansers and the Anowak are going to be holding some
interesting live fire exercises...
Re: Paladin Steel Storefront
Posted: Mon Oct 24, 2011 11:18 pm
by taalismn
Paladin Steel Anti-Vibronic Armor(AVA):
“I know it could save me from getting my throat slit or my kidneys gouged out by somebody with a vibro-slicer, but you think you can finetune it or something to get rid of that annoying hum? ‘Cause I’m pretty sure anybody with ears can hear that a mile off!”
Body armor designed to resist vibroblades by sensing the vibro-frequency of the blade and countering it via a process similar to 'white noise'. Special sensors in the armor detect and analyze attacks by vibroblades and then use special sub-woofers and amps inside the armor to generate a counter-harmonic to cancel out the blade frequencies(so the first melee of attacking with a vibroblade, the 'blade does FULL damage), so the next melee the blade will do HALF damage, and the next melee after that, the blade(s) do NO damage.
Generally the system will block damage by ONE blade at a time, or blade MAKE and TYPE, provided they use the same vibro-frequencies(so if somebody wearing AVA is attacked by three Dogboys all carrying CS vibroknives, after two melees, their blade attacks will do NO damage. On the other hand, if one of the Dogboys has a vibrosaber, with a different frequency corresponding to its different length, it will do full damage until the armor adjusts to counter it, but the AVA will lose the frequency setting for the knives, until they attack again, and the 'immune reaction' sets in again). Paladin Steel is currently working on developing armor that can 'remember' several sets of frequencies, allowing it to counter multiple attackers.
AVA enhancement is also effective against sonic weapons, adjusting to compensate for them as well.
While the AVA resistance field is up, the wearer is -10% to skills requiring a fine and steady hand, and -1 to Perception/Initiative, owing to bleedover from the counter-vibration shivering the person and literally rattling them.
PS considers AVA enhancement to be still experimental and in the advanced field-testing stages(before any of its services adopt it for wider use), but has begun offering it as an armor modification to those willing to buy the system.
Cost: AVA enhancement effectively increases the cost of body armor by HALF.
Paladin Steel ‘Eagle-Weave’ Armor-Wear
“Murn, will you quit it? We’re ALL issued these coats! Comes with the uniform!”
“Yeah, but face it; this trenchcoat looks GOOD on me!”
These are essentially updated versions of the old NEMA LF-20 Armored Long Coat and LV-10 Mega-Damage Vest(See Rifts: Chaos Earth, for more on NEMA body armors), enhanced with newer Orbital-produced Arachnae IV synthetics that provide more protection for the same weight. The garments also incorporate ‘smart weave’ fabrics that alter their properties to reflect heat in hot environs, wick away sweat, but insulate and release stored heat back to the wearer in cold conditions. These armored garments have proven wildly popular since their (re)release, especially when worn with other accessories like Skinsuits and Grasshopper Boots. The GNEAS issues these coats and vests as standard wear to the military forces.
PSLFBA-21 Long Coat
Weight: 6 lbs
Encumbrance: Very Good; -5% to physical skills
MDC By Location:
Arms 20 each
Legs(partial covering) 24 each
Main Body 36
Cost: 21,000 credits
Options:
*Armor Plates---Extra armor inserts can be slipped into pockets in the coat, adding an additional 18 MDC of protection to the main body, +4 MDC to the arms, and +5 to each leg, but adding an extra 5 lbs of weight and another -5% to encumbrance. Costs 8,000 credits for the extra plates.
*Light Pads----Fits the jacket wih special fluorescent panels, bright enough to read by, for either utility or presentation purposes.
Cost: Depending on the extent of the pattern, this can cost 10 credits for a simple forearm or shoulder pad, to 500 credits for a full body light show.
*Thermal-Stealth---Breaks up the Infrared/Thermographic signature of the wearer. Available ONLY to military and police registered jackets. Not as effective as a full form-fit stealth skinsuit, since the wearer’s legs, hands, and head are still going to be/likely uncovered and radiating heat. Infrared and Thermographic sensors are -15% to detect the ‘suit.
Cost: +9,000 credits
*Ectoline’----This is an experimental lining, based on the ‘Ectoskin’ Skinsuit, using the new stabilized ectoplasm ‘ectofiber’. ‘Ectofiber’ is an extremely fine, quasi-material that has proven extremely useful in applications ranging from PPE transmission cabling and TW cybernetics, to psi-web antennae and ‘spirit-comps’. It can also be used as an effective insulator against magic attacks as well.
Ectolinings add a limited amout of additional MDC (from 5 MDC to 10 maximum). Magical energy attacks to Ectoskin are reduced in damage by 1/3, and the wearer gets to save +1 versus magic. Psionic attacks are unaffected.
TW modifications of an Ectoskin-lined jcket actually cost 1/3 LESS in terms of PPE costs, due to the special properties of the material.
Cost: +25,000 credits for the extra lining, plus 800 credits per additional point of MDC added. Rarely available.
PSLVBA-11 Armored Vest
Weight: 6 lbs
Encumbrance: None
MDC By Location:
Main Body/Upper Torso(only) 34 (Armor Rating: 12)
Cost: 8,000 credits
Options:
*Armor Plates---Extra armor inserts can be slipped into pockets in the vest, adding an additional 16 MDC of protection to the main body(raise Armor Rating to 15 if a helmet is also worn), but adding an extra 3 lbs of weight. Costs 4,000 credits for the extra plates.
*Light Pads----Fits the jacket wih special fluorescent panels, bright enough to read by, for either utility or presentation purposes.
Cost: Depending on the extent of the pattern, this can cost 10 credits for a simple forearm or shoulder pad, to 300 credits for a full body light show.
Re: Paladin Steel Storefront
Posted: Tue Oct 25, 2011 6:41 am
by ZINO
very well done!!!!!!!!!!!!!!!!
Re: Paladin Steel Storefront
Posted: Tue Oct 25, 2011 9:53 am
by abtex
taalismn wrote:Paladin Steel Anti-Vibronic Armor (AVA):
Body armor designed to resist vibroblades by sensing the vibro-frequency of the blade and countering it via a process similar to 'white noise'. Special sensors in the armor detect and analyze attacks by vibroblades and then use special sub-woofers and amps inside the armor to generate a counter-harmonic to cancel out the blade frequencies (so the first melee of attacking with a vibroblade, the 'blade does FULL damage), so the next melee the blade will do HALF damage, and the next melee after that, the blade(s) do NO damage.
Are you reading my idea notepads again? I just find a real system that I could use Vibro fields to make a Flight device with. Knowing that I will need a counter field to keep the Aircraft, 'JetPack' and/or pilot from going to pieces using (my name) 'Vibro Flight Rings'. You post this wonderful new armor, to save me from creating something like it. Stop reading my bad ideas and making them workable. Well almost.
Flettner airplaneA flettner or rotor airplane is an airplane that has no wings but instead uses the
Magnus effect to create lift. Thus it is similar to the Flettner rotor used in a Rotor ship. Such airplanes were first built by Anton Flettner.
taalismn wrote:Paladin Steel ‘Eagle-Weave’ Armor-Wear
.... other accessories like Skinsuits and Grasshopper Boots. The GNEAS issues these coats and vests as standard wear to the military forces.
I know Skinsuits. What are Grasshopper Boots?
Besides something on a 'things to do list".
Re: Paladin Steel Storefront
Posted: Tue Oct 25, 2011 10:20 am
by abtex
taalismn wrote:I'd need the artist's permission to use it. Mainly, though, I'm leaning towards existing public domain vehicles as basis, or my own artwork. Keeps things tidier
OK here are some different ones for you.
Kingsford Smith PL-7 TankerTransavia PL-12 Airtruk / Skyfarmer
Re: Paladin Steel Storefront
Posted: Tue Oct 25, 2011 11:33 am
by abtex
taalismn wrote:Silks of the Magi(Magic Item)
“You ever seen an Elemental Troupe clad in Silks of the Magi dance? It’s the closest to Heaven without dying I’ve ever been!”
“Can’t say I have. I HAVE, however, faced a band of the Sons of Gaia, clad in Silks of the Magi; that’s as close to dying as I EVER want to get!”
“You lucky sods; a magic show and honorable combat! I got my arse kicked across Takamatsu by a dancing girl wearing Silks of the Magi, all for suggesting she might be more comfortable dancing for me without them!”
Nice story.
Any other Silk things in the works? Like Pilot's scarves or slippers for running or something like that. Transparent scarves with 'hidden pockets', something that a stage mage might have. Capes? 89er Mock SuperPowers versions or magical.
Using Mini-MicroGrenades as Beads might be a different mix. Spinning blades spell misuse?
Re: Paladin Steel Storefront
Posted: Tue Oct 25, 2011 6:13 pm
by taalismn
abtex wrote:[I know Skinsuits. What are Grasshopper Boots? Besides something on a 'things to do list".
Grasshopper Boots are akin to smaller editions of the running stilts used by some folks...or the Cheetah prosthetics used by amputee runners...They're essentially high strength 'bows' of metal attached to the leg(you can see a version of them on the Micro-Scale Scamper power armor). They bend with a step, then release the energy on the lift and stride. THe size isn't so pronounced in the G-Boot, but it reduces fatigue by some 10%.
Re: Paladin Steel Storefront
Posted: Tue Oct 25, 2011 7:08 pm
by taalismn
abtex wrote:taalismn wrote:Silks of the Magi(Magic Item)
“You ever seen an Elemental Troupe clad in Silks of the Magi dance? It’s the closest to Heaven without dying I’ve ever been!”
“Can’t say I have. I HAVE, however, faced a band of the Sons of Gaia, clad in Silks of the Magi; that’s as close to dying as I EVER want to get!”
“You lucky sods; a magic show and honorable combat! I got my arse kicked across Takamatsu by a dancing girl wearing Silks of the Magi, all for suggesting she might be more comfortable dancing for me without them!”
Nice story.
Any other Silk things in the works? Like Pilot's scarves or slippers for running or something like that. Transparent scarves with 'hidden pockets', something that a stage mage might have. Capes? 89er Mock SuperPowers versions or magical.
Using Mini-MicroGrenades as Beads might be a different mix. Spinning blades spell misuse?
Got a couple of other 'Themed' Silk outfits in the works, so don't worry on that score. Yeah, magical goods are the 'to-do' list, because a diverse catalogue and product line-up makes for happy customers(and combine it with absurdly low prices....).
Re: Paladin Steel Storefront
Posted: Tue Oct 25, 2011 9:44 pm
by abtex
taalismn wrote:abtex wrote:taalismn wrote:Silks of the Magi(Magic Item)Got a couple of other 'Themed' Silk outfits in the works, so don't worry on that score. Yeah, magical goods are the 'to-do' list, because a diverse catalogue and product line-up makes for happy customers (and combine it with absurdly low prices....).
Ok. Other question, or two. What level are the spells embedded in the items? Do they come it different spell levels? May be fewer and more than base items.
Re: Paladin Steel Storefront
Posted: Tue Oct 25, 2011 11:20 pm
by taalismn
abtex wrote:taalismn wrote:abtex wrote:taalismn wrote:Silks of the Magi(Magic Item)Got a couple of other 'Themed' Silk outfits in the works, so don't worry on that score. Yeah, magical goods are the 'to-do' list, because a diverse catalogue and product line-up makes for happy customers (and combine it with absurdly low prices....).
Ok. Other question, or two. What level are the spells embedded in the items? Do they come it different spell levels? May be fewer and more than base items.
Right now I'm going with Level 6 or 10 as my fancy strikes. Right now I'm going with fixed spells in the Silks, but if I expand it into a Silk franchise or Silk Magic, I may have to set up a system that allows one to create different scales and prices of power, depending on spells and spell length embedded in the items. Especially seeing as the Silks already released are more potent than some suits of TW armor in terms of spell abilities. I should probably point out that these abilities are for complete sets, and just one swatch of Silk around your wrist making you invulnerable to fire.
Right now, though, one is seeing absurdly low prices for these items, which work best as outfits(five-seven pieces; limb wrappings, torso wrap, deck and head scarves, or mini-cloak).
Right now though, if I've made some errors in judgement, they're like overstock sales at stores; the customer benefits if they buy now.
Re: Paladin Steel Storefront
Posted: Tue Oct 25, 2011 11:29 pm
by abtex
Sorry just wondering.
Re: Paladin Steel Storefront
Posted: Wed Oct 26, 2011 1:17 pm
by taalismn
abtex wrote:Sorry just wondering.
S'right....The Silks of the Magi were going to be a one-shot with an elemental theme, but I got so enraptured with the visuals of swirling dance/fighting scarves that other ideas began to come to mind. Now I may have to come up with a species or culture that makes the things...after I finish everything else, of course..
Re: Paladin Steel Storefront
Posted: Wed Oct 26, 2011 7:36 pm
by taalismn
Paladin Steel McHS01 ‘Speedball’ MicroScale Hovercycle
(aka ‘Spitball’)
“Damnit, why do -I- always have to go down the dark foreboding shaft and explore the creepy old building? Why can’t we send in the ‘bot?”
“Because there’s enough metal around here that it’s interfering with the remote control! You’re our best scout pilot, your perceptions are among the best we have, and I have complete trust in your sense of self-preservation to get you out of trouble before it gets you!”
“Gee, thanks. This is really about getting back at me buzzing you when you were making out with that dancer, isn’t it?”
“Cud, we were in our hotel room! The open window was NOT an invitation to fly in!”
“Shouldn’t have left it open in the first place if you wanted privacy...”
The McHS01 is often mistaken for the ‘globe-bot’ of the Faerie-Bot d-bees. That’s hardly surprising, because that race had a hand in evaluating the McHS01 for GNE’s ‘Smallkin’ operatives. This has been seized upon by Greater New England’s and Paladin Steel’s detractors that the two have been trafficking freely in alien technologies(true, but not in this case).
In reality, the McHS01 owes more to PS efforts to duplicate the pre-Rifts NEMA RPX201 Flying Probe. A derivative of that work, the McHS01 is essentially the lift and propulsion sections of the RPX201 reconfigured as a hovercycle for Smallkin riders. The body of the Speedball is roughly spherical, with a headlight in front, propulsion jets on the bottom and back, a curved windshield along the top, and the pilot sitting in a semi-enclosed cushioned open cockpit in the top middle. The Speedball can be powered by an electric battery(readily rechargeable, especially from a vehicular nuclear powerplant) or micro-nuclear powerplant. The Speedball is exceptionally manueverable and is able to hover, dodge up, down, back, and sideways, and turn inside its own length with ease. It is particularly adroit at maneuvering indoors, and can often safely ricochet at high speed off walls.
Since its introduction, the Speedball has proven INSANELY popular with Smallkin, with the mini-hovercycles literally flying off the showroom shelves as quickly as they’re being produced and rolled out.
Type: McHS01 ‘Speedball’
Class: Micro-Scale Hovercycle
Crew: One Size Level 1-2 sentient
MDC/Armor by Location:
Main Body 15
Headlight 1
Windshield 2
Height: 8 inches
Width: 8 inches
Length: 8 inches
Weight: 7 lbs
Cargo: None, aside from what can be lashed to its sides
Powerplant: Rechargeable electric w/ 100 mile range, or micro-nuclear w/ 2 year energy life
Speed: (Flying) Hover to 50 MPH, maximum altitude of 800 ft.
(Water) The Speedball can float, but cannot move through water
Bonus: +2 to Dodge, +2 to Roll with punch, fall, or impact.
Market Cost: 30,000 credits for electric, 50,000 credits for nuclear
Systems of Note:
Basic Hovercycle dashboard instrumentation plus:
*Altimeter
*Headlight---IR/Normal Light
*Mounting Bracket---The windshield can be fitted(or replaced altogether) with a bracket for mounting a pair of nightvision goggles or gunscope sight.
Weapons Systems:
The most that can added to the Speedball is a nose-mounted laser, possibly 1-4 side-mounted micromissiles, or up to two side-mounted sidearms.
a) Mini-Laser---Based on cyborg laser eyes, this modifies the headlight to project a powerful laser beam. Range: 300 ft. Damage: 1d6 MD per blast. Payload: 50 shot battery for electric, effectively unlimited for nuclear. Cost: 5,000 credits.
b) MicroMissiles---1-4 15-20mm micromissiles can be mounted to the front sides of the Speedball. Cost: 1,000 credits per hardpoint. Missiles cost extra.
c) Pistol Mounts(1-2)---Up to two pistol-sized sidearms(nothing heavier than 3 lbs each) can be mounted in side brackets, sighted to fire in synch with a windshield-mounted iron sight, and remotely triggered from the pilot’s seat. These weapons rely on their own magazines/e-clips to fire(cannot be powered by the hovercycle’s own powerplant), though they are pivoted so that the pilot can reach over and manually reload the guns if they have the strength and spare magazines lashed to their hovercycle. The added bulk of the guns, however, reduce the Dodge and Roll bonus to +1.
Options:
*Remote Control Drone---Adds a nose video camera with telescopic lensing(600 ft range) and low-light imaging, and a mini-remote control, allowing the ‘cycle to act as an RPV. Range of remote control: 4,000 ft. Cost: +15,000 credits
*Strobe Gun---The headlight can be modified to strobe, with effects similar to a flash-bang grenade or Blinding Flash spell; victims caught in its 15 ft wide area of effect are temporarily blinded for 1d4 melees(unless wearing some sort of flash-protective eye covering); -10 to strike, dodge, and parry.
Range: 80 ft
Cost: 500 credits
*Stealth Tuning----The Speedball is already quite quiet in operation(a hum or buzz, 35% chance to prowl), but its propulsion can be fine-tuned to reduce its noise even more; 50% prowl in dylight and 75% to prowl at night. Cost: 1,000 credits
*TW Multiplexor Booster---This is a modified Multiplexor device; a modular TW focus and projection device, Spellcard, and PPE Clip, usually mounted on the backside of the driver’s seatback. Unlike the standard infantry Multiplexor, the one installed on the Speedball is not designed to project offensive spells like Fireball, but protective or performance-modification spells around the vehicle. This is an effective way of modifying the Speedball into a TW vehicle(at least as far as protective enhancements are concerned). Favorite spells include Armor of Ithan, Invisbility: Simple, MUltiple Image, Full Throttle, Invisibility to Sensors, Quickaction, Slam(using the hovercycle to ram), Stun Baton(again, using the ‘cycle as a weapon), Cloud of Smoke, and Armor Bizarre.
Range: Applicable only to the vehicle.
Damage/Duration: Varies by spell
Rate of Fire: EPCHH
PPE Cost per Use: Varies by spell. Spells cost as normal for TW devices(half casting cost through the focus of the TW device).
Payload: Draws from the main PPE Battery(see below). In an emergency, the user, if they are a mage or psychic, can kick in their own PPE.
Bonuses: As per spell(if any)
Cost: The Multiplexor system costs about 25,000 credits for a single spell system, 35,000 credits for a 2-spell system, 50,000 credits for a 3-spell system.
PPE clips cost 6,000 credits for 50 PPE
12,000 Credits for 100 PPE
(PPE Clips cost more than PS’s regular line of car-battery-sized PPE Batteries because of their more compact size and configuration).
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.
Re: Paladin Steel Storefront
Posted: Thu Oct 27, 2011 8:29 am
by ZINO
LOVE THIS SICK LITTLE TOY!!!!!
Re: Paladin Steel Storefront
Posted: Thu Oct 27, 2011 10:03 am
by abtex
taalismn wrote:Paladin Steel McHS01 ‘Speedball’ MicroScale Hovercycle
(aka ‘Spitball’)
Is this something like the Speedball?
Flying Ball Goes Anywhere
Re: Paladin Steel Storefront
Posted: Thu Oct 27, 2011 2:40 pm
by taalismn
abtex wrote:taalismn wrote:Paladin Steel McHS01 ‘Speedball’ MicroScale Hovercycle
(aka ‘Spitball’)
Is this something like the Speedball?
Flying Ball Goes Anywhere
That's one possible ancestor to the design.
But yeah, getting beaned in the head by a maniac Speedball driver is pretty much going to ruin your day...
Re: Paladin Steel Storefront
Posted: Thu Oct 27, 2011 10:41 pm
by taalismn
Paladin Steel McSOHV-02 ‘Blackball’ Micro-Scale Special Operations Hovercraft
(aka ‘Gantz’)
“Okay, boys and girlz, looks like the Lucky 8th Commando got handed a hot one! State’s been hearing nothing about from the Chin mainland for over a month. Radio transmissions are cut off, the Bigkin intelligence operatives don’t respond after moving inland, and somebody keeps blinding the recon sats. All they can get is that things have gone bad over there. Real bad. They’re starting to get worried that something’s up and they don’t have any hard intel. So they’re turning to us! We’re going in with a mess of drones and other mini-infiltrators, but all we gotta worry about is our small slice of the big pie!
Sub’s going to launch us off the coast, and we’re to proceed inland to the site of a radio station nearby, and verify that it’s still there. We are to eyeball the lay of the land and get hard intel on what’s going on and report it back to Command. We are to lay low and not be seen! Command wants us back to report in person if at all possible! So we go armed to the teeth and stealthed to the max! And we’re going to do what the Bigkin spies couldn’t!
Should be a walk on the beach for us.
Dirty, you’re in charge of our heavy weapons. Pack accordingly. Hare, tune up your psi-amp and the leyline communicator; I want clean communications if and when we need them! Fang, try not to kill anything unless absolutely necessary; we’re to be inconspicious. Yeah, you can pack your poisons. Looper’s prepping the Eight-Ball as we speak, but we still have about twelve hours to acquaint ourselves with the language hypnos and cheatsheets, so get studying then get some rack-time. We’ll reach launch position just after sundown, and there’s no moon tonight. Get to it!”
----Sergeant Leem ‘Bouncer’ Buckso, 8th Marine Commando, Nomanser Marine Corps, Greater New England Armed Services.
The ‘Blackball’ is another micro-scale vehicle designed for Smallkin operatives serving with the GNEAS, and it too has been mistaken for a Faerie-Bot vehicle on the few occasions it has actually been sighted.
Actually, the Blackball owes its origins to, again, PS efforts to resurrect ancient technology, in this case a failed U.S. Empire weapons design called the D-40 ‘Cannonball’. Mention was found in unearthed databases of a design program to develop a spheroid anti-tank missile that could deliver a payload of up to 66 lbs of high explosive to the target. The U.S. government experimented with the concept before finding it uncontrollable and inaccurate, and the program was dropped in favor of more conventional-framed weapons like the enormously successful TOW. Paladin Steel made a go at resurrecting the design using more modern propulsion and materials technology, and soon concluded, too, that the spheroid was impractical for standard military usage(though they did develop a special purpose demolitions munition from the work). Not willing to TOTALLY abandon the idea, though, PS folded the D-40 project into the NEMA RPX201 Flying Probe Rebuild programme, with an eye towards creating a family of different-sized probes. Further work saw an interest from the Smallkin armaments engineers in using the propulsion and airframe of the PS-D-40 for a series of space-to-surface lifepods and special operations insertion vehicles. The ‘Blackball’ was one of these derivations.
The Blackball is, as its name suggests, a spheroid about two feet in diameter, plated in dark radar-absorbant material. The sides of the hovercraft are studded with air jets and maneuvering thrusters powered by an integral nuclear micro-pack power system. Inside, there’s just enough room for the pilot and up to four Smallkin operatives in full gear, all of whom can access the ship through folding hinged hull-sections. The hovercraft has standard power armor-grade electronics and life support.
The Blackball can be dropped from aircraft or launched from submarines(the Blackball can easily fit inside a torpedo tube) to deliver a four-being scout/commando team of Smallkin, and retrieve them afterwards. It is small enough to be mistaken on radar for a large bird(though the hovercraft is also covered in low-observibility radar-absorbing materials) and pilots are taught terrain-hugging stealth flight. Though not intended for combat, the Blackball is fitted with a triple set of short range mini-lasers; these are typically used for cutting a hiding place for the hovercraft or burning through obstacles like fences and walls during an insertion mission. The Blackball also comes with a target designation laser, allowing the craft to serve as a foward spotter for laser-guided ordnance.
Blackballs are typically used to deploy special Smallkin Ranger and forward observer units, scouts, and saboteur commandos. The Blackball first saw deployment with Nomanser Marine commando units, but has since been adopted by other Smallkin special forces units in the GNE. It is NOT made available to the general market, but remains exclusive to the GNEAS.
Type: PS-McSOHV-02 ‘Blackball’
Class: Micro-Scale Special Operations Hovercraft
Crew: One Size Level 1-2 sentient, plus 1-4 Size Level 1-2 passenger
MDC/Armor by Location:
Main Body 65
Height: 23 inches
Width: 23 inches
Length: 23 inches
Weight: 280 lbs
Cargo: If not carrying passengers, can carry up to 50 lbs of gear packed inside
Powerplant: Micro-nuclear w/ 2 year energy life
Speed: (Flying) Hover to 500 MPH, maximum altitude of 800 ft, but can safely descend from altitudes of up to 10,000 ft.
(Water) The Blackball can float, launch from the water, can thrust through the water at 7 MPH, and survive depths of 500 ft.
Bonus: +2 to Dodge, +2 to Roll with punch, fall, or impact.
Market Cost: 180,000 credits
Systems of Note:
*Standard Power Armor Systems, plus:
*Radar Detector---Alerts to the presence of active radar
*Laser Designator---’Paints’ targets for laser-guided weaponry. Range: 3 miles.
*Stealth Design---Enemy sensors are -20% to spot the hovercraft, especially if the pilot is using careful evasive maneuvering.
Weapons Systems:
1) Mini-Lasers(3)---Arranged around the front end of the spheroid are three aperatures for mini-lasers. These are typically used to help excavate a hiding place for the Blackball on a mission, clear obstacles, or as a last-ditch defense.
Range: 1,500 ft
Damage: 2d6 MD per shot, 6d6 MD for all three lasers firing simultaneously.
Rate of Fire: ECHH
Payload: Effectively Unlimited
PS-SDK-40 ‘Boom Ball’ Demolitions Missile
"True, a good percentage of the potential explosive yield of the plastique is lost to the open atmosphere, but being able to smear enough on contact with the target surface and detonate it effectively is a major breakthrough...which more often than not results in a grakthrough walls, doors, guard posts, hulls..."
This is the demolitions munition developed from the D-40 Cannonball plans. It differs from the original design in using a more advanced ‘smokeless’ propellant system providing more power and range, more accurate and effective stabilization, and targeting. The BoomBall proved too cumbersome for widespread operational use, but it has been retained and produced in small numbers as a special demolitions weapon, mounted on engineer vehicles beside or in place of heavy weapons like the Petard Heavy Mortar(aka ‘the Flying Dustbin’) for demolishing fortifications and other obstacles. The Boomball has thus far seen deployment ONLY with GNEAS and affiliated mercenary units.
Size: 19 inches in diameter.
Weight: 172 lbs
Range: 3,400 yards( 10,200 ft)
Damage: 66 lbs of high explosive(equivalent to a Medium Range Missile warhead)
*Plastique ‘Squash’ Warhead---This is the favored payload and consists of a special warhead of plastique that is impacted across the face of the target(a bunker or fortification) and goes off with doing 1d4x100+40 MD to a 15 ft blast radius to the target, and possibly spalding off flakes of concrete and metal from the inner surface---1d6x10 SDC to anyone inside the armor(or 8d6 SDC to anyone within 10 ft of the other side of the wall). HALF that if used against composite ‘meshed’ armors designed to flex, rather than spald(most power armors are contructed to have a certain amount of ‘warp’ to their structure, but cheaper armors, like Chipwell and early Northern Gun designs, lack this protection).
Note: The Boomball can be wire-guided (+3 to strike) or laser-guided to its target(+2 to strike)
Re: Paladin Steel Storefront
Posted: Fri Oct 28, 2011 12:16 am
by abtex
Nice 'Ball craft. At least they do not like 'Flying pumpkins'
or 'Smilie' faces or is that just a paint job.
Is that a Multi-mission flying M113 or Bren Universal Carrier in the works as well. (ie. flying pickup with camper shell) ambulance, Command, mortar [you did one with auto loading system, would work] and like.
Triangular Transport craft holds up to 8 or 12 'ball hovercrafts.
"Sir, do we have to be
fired launched into every Mission. Yes I know, the 'Clown Cannon' or
'Cue stick' launch system is safe. But we're not flying real pool balls. That gunner keeps saying 'Eight-Ball, Corner pocket or something like that!' when she deploys us."
Cue stick is your Thunder Bunny pocket-cannon and the 'Ball is observation vehicle and discharge point.
Companion hoverdrone that carrys cargo, weapons and extra gear. That looks like a
little square box.MageSilk Paraglider.
Speedball replacing the MircoPlane Escape pod so the crew can stay fly home or safety, with the nuclear power plant and electronic gear.
* Escape Pod --- This is a modified MDC (50) helmet that closes around the tiny pilot, providing additional protection. In a bail-out situation, the pilot can eject, the helmet powered clear of the rest of the robot by rocket motors. Internal airbags cushion the pilot on landing (it was decided NOT to include a mini-parachute, in case such might give away to a watchful enemy that something was up). The escape pod can rocket up to 5,000 ft away.
Re: Paladin Steel Storefront
Posted: Fri Oct 28, 2011 7:22 pm
by taalismn
Paladin Steel Biotech Genetic Modification Programmes:
“We’re testing our gene-mods HERE? Not someplace more secure?”
“More secret you mean? Less public? Less -commericial- maybe?”
“Yeah, this hardly seems like an appropriate proving grounds for something as important as the gene-mod program.”
“To the contrary. We have a small focus cenario testing, against proven and known opponents, in a controlled setting, with on-site security, constant surveillance, and emergency medicl assistance ready at hand. Anything goes wrong, we can be on top of the situation in seconds.”
“Yeah, but the wrestling circuit?! Sounds like a bad flatfic plot!”
“Only if we’re doing it wrong, and we aren’t.”
“But aren’t we risking exposure? Aren’t they going to suspect something if our athletes perform consitantly better than average?”
“Considering that half of our opponents already suspect we’re up to something, because they’re already up to something themselves? Frankly, the enhancements we’re testing here are WEAK compared to some of the pump-ups some of the competitors try to slip past the screeners. I think the people out there would be more suspicious if we WEREN’T trying our own augments!”
“So, we’re hiding in plain sight.”
“Yep. And considering we own a controlling interest in the venue, we provide security, and we provide the emergency medical care, we get to look at some of the new stuff the other guys out there are using. Though admittedly it’s when they’re at their worst. Still, we manage to recruit a lot from the losers. Free medical and a better shake than they’re getting with the Black Market tends to do that. How to you think we picked up half of our female wrestling teams?”
“Wait, we have female wrestling teams?!”
“Don’t get me started on the whole ‘meat versus metal’ argument! I don’t care if you’re ‘metalled to the brain or gene-juiced several generations back, all your phys-amp going to do you $#!+ if you don’t have the skills to use it all properly! In this man’s army you ain’t nothing but lumps of expensive walking $#!+ if you can’t work as a team! I know five year old street-monkeys who can run circles around you ‘borgs and ‘biots while you’re still trying to figure out where your ‘on’ switches are and where you left your extra chromosomes! Some of those same urchins can also slit your throats for you while you’re waiting for your boosts to kick in! So look alive you ####ing zombies, get into your assigned teams, and get across that obstacle course! Last team across the line gets my boot up their ####es and a month of latrine policing duty! Now MOVE!”
Though Greater New England and Paladin Steel’s genetic engineering capabilities fall well short of the mass production capabilities of Lone Star and the biowizardry of Atlantis, the GNE still has a comprehensive genetic engineering programme ongoing. Input from d-bee scientists(including escapees from Atlantis), the continuing contributions of the Cambridge Jungle, technology exchanges, and reverse-engineering of acquired alien biotechnology have given PS and the GNE a small, but powerful, genetic engineering capability.
While the GNE and PS could easily have the capability to produce Juicers and Crazies, both technologies are BANNED from the streets(though one can still find Juicer harness drug refills in GNE markets, if one is willing to put up with the accompanying detox offers). The official policy is against creating legions of short-lived, flaw-laden supersoldiers , no matter how attractive(whether this policy would stand up in the face of a massive invasion by the Splugorth or other dire threat remains to be seen, though). Nor is the GNE going to start producing obvious monstrosities like Splugorth Bio-Borgs(the existing refugee Bio-Borg population would instantly be alienated by such). Paladin Steel and the Greater New England government are promoting programmes that produce STABLE and LIFE-ENHANCING enhancements. The GNE in fact is looking at genetic treatments like retroviral enhancement procedures as a possible adjutant to Juicer Detox, helping to extend the lives of ex-Juicers and repair some of the damage(though after the debacle of the Phoenix Treatment and the Juicer Uprising, the GNE is downplaying the benefits of their own programs until they know for certain what long-term benefits the enhancement programs confer on ex-Juicers). If the experiments prove successful, the GNE could well become the ‘Detox Capital’ of Juicer culture(though GNE legistlators are arguing over whether such enhancements should come only with a mandatory vow of fealty required of detoxing Juicers and probationary Citizenship in the GNE).
Paladin Steel regards Gene-Modding and Biotech Enhancements as attractive for the following points:
*Gene-Mods tend to be less obvious and not as easily detected as cybernetic and bionic implants.
*Overall, biotech mods induce less physical and psychological trauma on the recipient as cutting away a person’s flesh and replacing it with plastic and metal. Recipients feel less alienated in and by their own bodies if they can retain tactile senses, feel a pulse, and sense body heat in their new/augmented limbs and body parts.
*Biotech mods are effectively self-repairing if properly integrated into the recipient’s physiology.
*Certain enhancements can improve or even EVOLVE with time and experience(muscles with exercise, for example).
*Bio-mods interfere less with spell-casting and psychic powers.
*Certain forms of biotech can empower the recipient with abilities that can only be described as magic or psychic, beyond what clumsier cybertech devices can do. Bio-mods that allow truly superhuman and supernatural levels of performance make biotech VERY intriguing and attractive to those who want personal power without becoming a walking tank.
The MINUSES for biotech, as compared to cybernetics/bionics, are also to be considered:
*Overall, cybertech is cheaper to produce and easier to implant on an emergency basis(an artificial heart can be stored in a box, literally on the shelf, until needed, whereas a biotech organ requires a life support or stasis system).
*Cybertech tends to be more durable(an MDC bionic arm is MDC) and less vulnerable to situations that would adversely affect organics(acids, toxins, certain magic attacks).
*Cybertech tends not to deteriorate in performance if properly maintained.
*Cybertech is more easily upgraded. Pop open, swap out, and tighten the screws again.
*Certain radical biotech procedures can alter the physiology of the recipient significantly so that normal medical treatments don’t work as effectively, whereas bionic systems generally work on the same principles regardless of the patient. A Body Fixer may require a comprehensive medical history of a patient to know how and why their nightvision mods are degrading into color-blindness, whereas a Cyberdoc can just swap out those old RCA-Visors for newer Panasonic 8-12s.
Thus, while cybernetics and bionics are more popular with most GNE citizens(and PS business), the authorities consider it dangerous to neglect the biotech angle, and have developed the GNE’s capabilities(and market) in parallel with cybertech.
Genetic Enhancement procedures are NOT taken lightly in the GNE; all such procedures require full physical before, psychological screening and consultation, and round-the-clock monitoring during. Even a relatively minor ‘tweak’ such as a muscle boost will require at least a week’s worth of in-clinic time under the watchful eye of a physician, and mental enhancements are accompanied by similar periods of rigorous neurological testing and exercises meant to promote the new capabilities. More extensive procedures may require weeks or months of hospitalization while the enhancements are monitored for side effects and developing problems.
Currently genetic augmentation/enhancement is available only to GNE citizens, PS employees, and approved affiliates. Initially, such enhancements were available only to
Humans, Ogres, Elves, and Human-variants, but the availability has begin to expand to include Dwarves, Chai-Chuk, Wynaro, and Coyle, with more expected to follow.
GNE/PS Genetic Modification Programmes are categorized as follows:
*Class 1 Enhancements---Class One Enhancements are relatively minor ‘tweaks’ similar to those available to North American citizens of the Golden Age. These are available as retroviral treatments or pre-natal treatments. These usually involve improving one or two attributes that would otherwise have/could be improved through natural means like vigorous exercise or study. Generally, these treatments cost 20,000-90,000 credits each, though the GNE and PS may cover the procedures as part of employee incentive packages. A few of the common ‘packages’ are as follows:
(From Rifts Chaos Earth, pg. 26)
Mental 1: +1d4 to IQ and +2 to ME
Mental 2: +2 to IQ and +1d4 to ME
Physical 1: +1d6 to PS and +1d4 to PE
Physical 2: +1d4 to PS and +1d6 to Speed
Physical 3: +1d4+2 to PB and +1d4 to physical attribute of choice
*Class 2 Enhancements--- These cover more gross alterations and enhancements of the subject’s physiology. These are similar to those available to Eugenic Superbeings, as described in Powers Unlimited 2, and cover enhancements individually generally costing under 100,000 credits(may go as high as 500,000 credits), with a total budget cap of 1 million credits. Class 2 Enhancements are typically available only to GNE government employees(especially the military), but the field is begining to open up to approved GNE/Alliance citizens as elective procedures.
Typical and fairly common GNE-approved procedures under the Class 2 category include:
- Enhanced Vision(Nightvision, Telescopic)
-Joint Modification(Cartilage Bones, Double-Jointed, Bone Reinforcement)
-S.D.C. Body Armor Implants
-Reflex Enhancement
-Muscle Augmentation(Steroids, Pituitary modification, Muscle mass implants)
-Organ Modification(Neo-Appendix, Lung enhancement, Liver modication)
-Physical Resistance(cold-, heat-, and pressure-modifications)
*Class 3 Enhancements---Similar to Class 2, but with individual enhancement budgets going as high as 10 million credits(but still SDC enhancements), and also includes power categories such as the Powers Unlimited Supersoldier. Class 3 is considered Government Classified, available to only to select and elite military programmes(‘super soldiers’).
Paladin Steel and the Greater New England government have in play a number of various ‘super’ programs under such project names as HOT EMERALD, ROUGH PYTHON, LATE OMEGA, VITAL GAMMA, NEXT DAGGER, GOLD SMOKE, KNIFE BEACON, BLACK GRAVEL, and RESTLESS VENOM. One of the more complicated and expensive(PU2 budget of 10 million per operative) that has made the operational stage is TUNGSTEN CREED, an augmentation ‘package’ meant to create an overall more durable and more capable special ops commando and ranger, detailed below:
TUNGSTEN CREED Augmentation Package(From Powers Unlimited 2):
-Ambidextrous---+1 APM, +1 parry, +5% to Climbing, Pick Locks, Palming, Concealment, and Mechanical/Electrical repair.
-Bioregeneration(Chimera)---Heals 1d6 HP or 1d6+3 SDC per melee of rest or sleep.
-Strength: Superhuman
-Enhanced Strength---+1d6+1 to P.S.
-Reinforced Skeleton---+2d6+10 SDC, +3 to roll with punch, +2 damage bonus to punches, elbow strikes, and kicks. Can also head-butt for 2d6+ P.S. bonuses.
-Reinforced Spinal Cord---+3 roll, and takes only 1/3 normal damage on a successful roll.
-SDC Augmentation---+240 SDC
-Extraordinary Speed---220 MPH+20 MPH per level of experience(!!!!), +50 SDC. +1 APM
-Enhanced Leaping---P.S. x25 ft across, can fall twice horizontal leaping distance without harm, +15 SDC, +6 Spd., +1 roll, +1d6 to kick attacks
-Improved Physical Endurance--+1 P.E,. +2d6 SDC
- Enhanced Immune System----Effectively impervious to disease, and +1 save vs poisons and toxins
-Heart Augmentation---+2d6 SDC, +1 save vs disease, +14% save vs coma/death, fatigue at 1/3 normal rate
- Advanced Lungs(Filtration)---+5 save versus gases
- Third Lung---Can hold breath for 2d6+12 minutes
- Improved Digestive Tract--Reduced fatigue rate, +1 save vs poison, +6 to save versus food poisoning and stomach illnesses. Also gets a +1 to initiative and +1d6+1 to Speed for 1 hour after eating.
-Lightning Reflexes---+3 initiative, +1 disarm, +3 pull punch, +2 roll, +2d4 Speed, +1 APM, automatic dodge(+3), and W.P. Paired Weapons
-Brain Enhancement---+1 IQ, +1 initiative, +2% all skills. +1 save versus Horror Factor and Possession, +1d4 additional Secondary Skills
-Mental Acuity---Adds psionic powers Total Recall, Sense Time, Mind Block, and Sixth Sense, and the soldier saves as a Minor Psychic. ISP: 1d6+10+M.E.
-Armored Eyes---Extra eyelids that protect the eyes from damage from gases and dust
-Nightvision---Range equal to normal vision.
-Supervision: Telescopic---Range: 2 miles +1 mile per every other level of experience(starting at Level 2)
-Heightened Sense of Awareness---+2 initiative, +1 roll, +2 save vs Horror Factor
-Heightened Sense of Hearing--360 ft range, +6 to initiative, +1 parry, +2 dodge(where applicable). Estimate sound distance(60%+5% per level of experience), estimate speed and direction(50%+5% per level of experience), recognize voice/sound(40%+5% per level of experience), and can hear very soft sounds(under one decibel) under 75 ft away, under 10 decibels up to 150 ft away.
Total bonuses:
+1d6+1 P.S.
+1 P.E.(and fatigues at 25% of normal)
+6+2d4 Speed
+315+6d6 SDC
+3 Actions/Attacks Per Melee
+6 initiative
+1 parry
+7 roll
+3 pull punch
+1 disarm
+3 save vs Horror Factor
+2 save vs poisons and toxins
Save vs psionics at 12 or better
About 30% of TUNGSTEN CREED recipients suffer from a thickening and discoloration of the skin that gives them a rough complexion, and their skin a varigated veined gray -white and gray-blue pigmentation. Their P.B. or M.A. is reduced by 25%, but they gain an Armor Rating of 7 and an additional 6d6 SDC. Far from being dismayed by this side effect, GNE troopers with the condition take their deformity in stride, and have taken to calling themselves ‘Granite Men’ or ‘Granite Troopers’.
*Class 4 Enhancements----These are the still tentative realm of megadamage genetic enhancements. Currently Class 4 Enhancements are only possible through the use of magic, as with Chest Amalgamate Symbiotes or rituals such the Cold Blooded, all of which are carefully regulated by the GNE, and approved of only on a special case-by-case basis. Officially, the GNE and PS deny they have the technological capability to produce Class 4 Enhancements, but rumors persist of d-bee technology brought in from other universes, alien artifacts, and deep core Cambridge Jungle experiments producing megadamage super warriors(which would be considered/formatted roughly equivalent to the Splicer Biotics).
*Class 5 BioConstructions---This is still a hypothetical stage for PS/GNE capabilities. It is the creation of entirely NEW forms of (megadamage) life from scratch, including entirely new bioborg bodies ready to be brain-transplanted or essence-transfered into.
Note that the Enhancement Categories are also used in the GNE by the police and legal communities to describe other enhancements. Juicers and Crazies would be considered to be Class 2 Biological Enhancements, while full conversion cyborgs would be considered to be Class 4 Bionic Enhancements. Cold-Blooded and Dragon Juicers would be considered to fall into the Class 4 Magical Enhancement category.
Creatures such as Lone Star’s Xiticix Killer would put Lone Star definitely in the Class 5 category of capabilities.
Re: Paladin Steel Storefront
Posted: Fri Oct 28, 2011 9:28 pm
by ZINO
NICE!!!!
Re: Paladin Steel Storefront
Posted: Fri Oct 28, 2011 11:57 pm
by 89er
I am loving this concept, This just feels needed. Here's to hoping we get to see the other projects and the Class 5s in time. How can I contribute to this new field?
Re: Paladin Steel Storefront
Posted: Sat Oct 29, 2011 12:45 am
by taalismn
89er wrote:I am loving this concept, This just feels needed. Here's to hoping we get to see the other projects and the Class 5s in time. How can I contribute to this new field?
Well, I did have Paragon Progress partially in mind as one possible source of the technologies...a Rifted HU mad scientist or three on its council...But I generated more codenames than I had actually programmes in mind(I admit I went to a random codename generator website, clicked up about fifty or so random ones and cherrypicked the best, because I didn't what to come up with cliche names like 'Spartan' or 'supersoldier' or 'ultra-trooper'. Though TUNGSTEN CREED came to me on its own.
Any, all, and additional codenames in that list can be used as the cover title for a range of projects using(ideally) the tables in Powers Unlimited Two book, specifically the categories for Eugenic Heroes and Supersoldiers, with a random budget determining what the Eugenic Heroes are built/modded with(I wouldn't go much over 10 million credits a trooper though for intended mass-modification projects, which is pretty steep even for special operatives; you can buy robots and bombers for that price tag). Depending on the degree of modification, it might be a super-elite unit nobody knows about, or a brand new showpiece unit(like a company of 'reborn' ex-Juicers genetically hotrodded with various 'improvements' that don't shorten their lives). You can create your 'package deals' for various roles and objectives, though in general, the GNE avoids monstrous changes or potentially traumatic ones, and carefully tests and monitors any changes for possible side effects and problems(TUNGSTEN CREED's side effect was regarded as not too serious, at least not enough to warrant canceling the project).
One might also use the Empowered and Imbued Heroes, though those seem to be geared more towards incidental and unique heroes, rather than the result of government programs. Then again, the Empowered and Imbued categories might yield up true Megadamage beings, the results being (not yet) duplicatable on a larger scale. Similarly, the Symbiotic Hero category could be used to create Megadamage operatives, similar to BioBorgs, possibly using alien symbiotes that were stolen by escaping slaves from Atlantis, or from GNE exploration of other universes. Again, though, the symbiotes could be unique or in short supply, so not too many operatives can be bonded and deployed.
Re: Paladin Steel Storefront
Posted: Sat Oct 29, 2011 12:26 pm
by taalismn
More Silks of the Magi:
“Sure that lady looks like she’s wearing almost nothing, and that guy looks like a push-over without any armor, but see those veils she’s almost dressed in, and those wrappings around the guy? My kiralian vision just pegged into the red looking at those things! They aren’t just fashion accessories or teases; they’re weapons! Tread carefully around those two!”
More of these miracle fabrics/power garments have begun showing in the Paladin Steel marketplace and order catalogue, suggesting that there’s more to these items than just Elemental themes...and that somebody either came across a cache of Silks and is dumping them on the market, or somebody is making more of the Silks. Nobody at Paladin Steel is telling.
Notes: Same as for the Elemental-themed Silks.
Cost: 180,000 credits per Silk. The cost listed here is the Paladin Steel exclusive price; prices outside the PS marketing network can be 5-10 times greater for these items. For full protection and benefits, sets of at least 5 Silks(arm, leg, and torso wrappings) are recommended(so a costume ensemble would cost roughly 900,000 credits).
*Silks of Light
These look like bands of sheer glowing light that can be worn wrapped around the person, and confer a number of light-manipulation powers.
-Environmental Protection: The wearer suffers not from extremes of hot and cold, and takes no exposure damage from being out in the sun.
-Daylight Glow: The wearer is surrounded by a constant glow of light that has the same repulsive properties as a Globe of Daylight spell for creatures susceptible to sunlight.
-Impervious to Lasers: The wearer is essentially immune to laser attacks, as the bands seem to absorb laser energy.
-Blinding Flash: The wearer can summon and direct a Blinding Flash spell six times every 24 hours, or by pumping in 1 PPE/2 ISP.
-Multiple Image: The wearer can summon and direct a Multiple Image spell (equivalent to 10th level) four times every 24 hours, or by pumping in 5 PPE/10 ISP.
-Starburst: The wearer can summon and direct a Starburst spell(equivalent to 10th level) four times every 24 hours, or by pumping in 5 PPE/10 ISP.
*Silks of Darkness
These look like translucent smears of ink that pour around the wearer, and confer special darkness(not evil)-associated powers.
-Environmental Protection: The wearer suffers not from extremes of hot and cold, and takes no exposure damage from the cold of night.
-Supernatural Invisibility: The wearer is masked from detection by supernatural creatures of the night, including vampires.
-Shadowmeld: The wearer can Shadowmeld at will.
-Cloud of Darkness:The wearer can summon and direct a Cloud of Darkness spell(equivalent to 6th level) four times every 24 hours, or by pumping in 3 PPE/6 ISP. Cloud is 5 ft in radius, and lasts 24 minutes.
-Shadowbolt: The wearer can summon and direct a Force Bolt spell(equivalent to 10th level) four times every 24 hours, or by pumping in 4 PPE/6 ISP. The ‘bolt behaves as a Force Bolt spell, only it is dark(and the intended target can only dodge it on an 18 or better in the dark). Has a range of 600 ft, does 1d6+1 MD, and is +3 to strike.
*Silks of the Dragon Lines
These are shimmering multi-spectral bands of fabric that glow with magical energies, and allow the wearer many Ley Line Walker abilities.
-Environmental Protection: The wearer suffers not from extremes of hot and cold, and takes no exposure damage from normal extremes of the environment.
-Magical Protection: The wearer is +4 to save versus magical attacks
-Ley Line Float---On a Ley Line, the wearer will be able to float like a Line Walker
-Can Ley Line Fade and Ley Line Phantom at will, equivalent to a 10th level spell
-Ley Line Tendrils: (can only be cast on a ley line)The wearer can summon and direct a Ley Line Tendril spell (equivalent to 10th level) four times every 24 hours, or by pumping in 5 PPE/10 ISP. Spell lasts one melee, four bolts are generated(though only two can strike any one opponent), range of 100 ft, bolts do 6d6 MD, and opponents are -2 to dodge.
-Barrage: The wearer can summon and direct a Barrage spell (equivalent to 10th level) four times every 24 hours, or by pumping in 7 PPE/14 ISP. 400 ft range, 13 blasts in the space of 7 seconds, and each blast does 2 MD.
-Magic Armor: The wearer can summon an Armor of Ithan spell(equivalent to 10th level) four times every 24 hours, or by pumping in 5 PPE/10 ISP. Has 100 MDC and lasts 10 minutes. The Silks seem to swirl and describe a magical sphere of protection around the wearer.
*Silks of Time
These fine scarves and bands shimmer and fade, becoming insubstantial one moment, solid the next, as if they were slightly out of phase with reality. The scarves also affect time for the wearer.
-Environmental Protection: The wearer suffers not from extremes of hot and cold, and takes no exposure damage from normal extremes of the environment.
-Magic Protection: The wearer is IMMUNE to Temporal Attacks like Time Warp: Age, Fast Forward, and Slow Motion, and is +6 to save versus attacks like Sensory Deprivation and Time Deprivation.
-Suspended Animation: Activating this power causes the Silks to wrap around the wearer like mummy wrappings, and puts the wearer into a coma-like sleep for up to 100 years. Good for ‘lifeboating’ and conserving resources like food and oxygen. If attacked, the wearer will instantly awaken, refreshed and ready to defend themselves.
-Acceleration: The wearer can activate a Superhuman Speed spell (equivalent to 6th level) four times every 24 hours, or by pumping in 5 PPE/10 ISP. User can move at Speed 44 without fatigue, and is +2 to parry/+6 to dodge for 6 minutes.
-Wink -Out: The wearer can summon a Wink-Out spell four times every 24 hours, or by pumping in 10 PPE/20 ISP. Effects last 1 minute, and can spend an additional 5 PPE/10 ISP for an extra minute, up to 5 minutes maximum.
-Multiple Image: The wearer can summon and direct a Multiple Image spell (equivalent to 10th level) four times every 24 hours, or by pumping in 5 PPE/10 ISP. Effects last 10 minutes.
-D-Phase : When this power is activated, the wearer seems to grow insubstantial, and the loose ends of the Silks seem to form a doorway or portal through which the wearer is walking or dancing. The wearer can summon a D-Phase spell (equivalent to 4th level) four times every 24 hours, or by pumping in 10 PPE/20 ISP. The effects last 2 minutes, during which time the wearer can effectively walk through solid matter, albeit at 25% of their normal speed.