New Host Armor options and upgrades

Organics, nanotech, and intrigue...discuss your thoughts on the new Palladium RPG here.

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runebeo
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Re: New Host Armor options and upgrades

Unread post by runebeo »

good work! I'm thinking of working out an organic copy of the death mirrors from Mastodon robots in South America 2 that can induce epilepsy in humans, which could come in handy in house feuds. The Sidewinder samas from the New West has decoys & black box system that could also have a bio-variant.
I will be 125 living in Rio de Janeiro when the Great Cataclysm comes, I will not survive long but I will be cloned threw the Achilles project and my clones will be Achilles Neo-Humans that will start a new Jedi order in Psyscape. So You May Strike Me Down & I Will Become More Powerful Than You Can Possibly Imagine. Let the Clone Wars begin!
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Guy_LeDouche
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Re: New Host Armor options and upgrades

Unread post by Guy_LeDouche »

I especially like the Pulse Bio-E vent. The Bio-E vent is pretty much a standard feature for my games/creations, so anything to juice it up is welcome.
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runebeo
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Re: New Host Armor options and upgrades

Unread post by runebeo »

Our GM worked out Bio-vents that fires intense cold blast of liquid nitrogen and has a minor slowing effect -1 attack per round, -2 on all combat bonuses for 3D4 melee rounds with each additional attack adding accumulative pentalies, but has a short range of 200 feet, the very low payload of only 8 shots and regenerates 2 per hour per vent. It also grants a chance of a shattering effect of critical attacks within the time period.
I will be 125 living in Rio de Janeiro when the Great Cataclysm comes, I will not survive long but I will be cloned threw the Achilles project and my clones will be Achilles Neo-Humans that will start a new Jedi order in Psyscape. So You May Strike Me Down & I Will Become More Powerful Than You Can Possibly Imagine. Let the Clone Wars begin!
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