Paladin Steel Storefront

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taalismn
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Re: Paladin Steel Storefront

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Paladin Steel F5U-2 Night Cloak
(aka ‘Phantom Flapjack’)

“Well, that oughta teach those gargoyles to call us ‘Flying Breakfast Platters’! How many did we kill on that bounce?”
“Between the guns or the prop blades? I’d say two dozen...”
“Well, only another coupla million to go then...”

“Farnborough’s been talking up the successes of their Mosquito remakes against the Spluggie proxies.”
“Let’em. It will give our Night Cloak pilots something to aspire to pass.”

This bizarre-looking craft was based on the recovered remains of an aircraft discovered by advancing GNE troops outside the fortified community of Bristol, during the annexation of the Connecticut Baronies. At first the mystery aircraft was believed to be a pre-Rifts design, according to Paladin Steel techno-historians, but it is now suspected that it is a d-bee design, likely hailing from an alternate Earth timeline where technological development took a different turn in the post-Second Global Conflict era. The aircraft corresponds closely to a pre-Rifts prototype called the Chance-Vought XF5U-1, a development of the ‘discus wing’ concept experimented with briefly by the United States, but ultimately discontinued due to instability problems in an earlier flying testbed.
The ‘discus’ discovered by GNE forces seems to have overcome these problems, and thus, the design was most eagerly studied by the GNE’s history-minded technowizards, who have adapted those design features, and added a few improvements of their own, resulting in the F5U-2, dubbed the ‘Night Cloak’.
The F5U-2 has a flat, ovoid blended wing/fuselage, with a large pair of tail planes, slightly swept forward, at the trailing end, and a pair of high vertical stabilizers. At the forward end are two large air intakes, inboard of a pair of large propellor spinners extended well forward of the leading edge of the wing. A cockpit pod also extends slightly ahead of the main fuselage. The F5U-2 has three-point landing gear; a pair of forward wheels and a smaller tail wheel, giving the aircraft a high-nosed aspect when on the ground(pilots frequently embark by walking up the aircraft’s broad back from between the vertical stabilizers).
In place of the original turbines, GNE technowizards have installed a pair of PPE-driven powerplants, with a small micro-pack nuclear powerplant as an auxiliary power source. The use of magical energy as the primary power source was decided to help reduce the aircraft’s overall EM/Thermal signature, and improve its stealth characteristics. The inclusion of magical enhancements to the drive systems gives the Night Cloak STOL, and under the right conditions, VTOL, flight capabilities.
Living up to its name, the Night Cloak is covered in blue-black composite armor, giving it both excellent protection and an improved antiradar signature profile.
Armament-wise, the original XF5U-1 specifications have been upgraded; the move to a more compact hybrid nuclear-PPE propulsion system has freed up large amounts of internal space(originally occupied by fuel tankage) in the large blended wing/fuselage, for the installation of additional avionics and two internal ordnance bays(as well as greatly reducing the risk of onboard fires).
Sales of the NightCloak haven’t been very large(no more than a few dozen have been produced to date), but the design does seem to have its share of devotees, particularly among technowizard adventurers.

Type: PS-TWF5U-3 ‘Night Cloak’
Class: Heavy Technowizardry-Augmented Prop-Drive Aerodyne Fighter
Crew: One
MDC/Armor by Location:
Main Body 300
Reinforced Crew Compartment 90
Engines/Prop Heads(2) 75 each
Vertical Tail Stabilizers(2) 45 each
Horizontal Stabilizers(2) 50 each

Height: 15 ft
Width/Beam: 33 ft
Length: 28 ft
Weight: 13,000 lbs(19,000 lbs fully loaded)
Cargo: Small space in cockpit for a survival pack and sidearm
Powerplant: Nuclear Fusion w/ 15 year energy life
w/ PPE Power Crystal complement system;(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
OR, (‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus(+2 million credits)
OR, (‘Sorcerer’)--- 600 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus(+3 million credits)

Speed: Hover to 460 MPH, maximum altitude of 30,000 ft.
Without magic, it can land and take off in as little as 400 ft. With a stiff wind, it can make a pinpoint landing.
Market Cost: 15 million credits
Systems of Note:
Standard Aircraft Systems, plus:
*Ejection Seat
*Photosensitive Cockpit Bubble(polarized glare-blocking)

*Autopilot---This simply allows the pilot to set speed, altitude, and heading, and the plane will automatically fly itself along the set course. Great for long flights, allowing the pilot to rest.

*Radar---A small radar system with aerials in the spinner cap and tail gives the TWF5U-3 limited radar capability; 30 mile range in atmosphere.

*Laser Targeting---+2 to strike with ranged weaponry

*ECCM system: A semiautomatic system that uses electronic encryption and frequency jumping to (attempt to) negate jamming systems. The system has a 25% chance of negating radar or communications jamming (non-magical) on its own, or a +5% if the pilot has a Read Sensory Instruments or Radio: Scramblers skill and devotes a full melee to operating the system(no other attacks/actions are possible).
Having an Electronic warfare Skill gains a +15% bonus to operating this system.
Note that this only applies to received communications (the system filters them out from the jamming clutter) and sensory data received by that unit alone (other units cannot make use of it, unless they have an unaffected datalink/info-share with the ECCM equipped unit. Magic/psychic jamming is NOT affected by this system.

*PPE Sensor---The cockpit has a HUD linked to a Kirillian-style PPE sensor system; 9,000 ft range.

*Radar-Stealth Design----The Night Cloak is -15% to be detected by radar and thermal-optical systems.

Weapons Systems:
1) Nose Guns----Special pallet-trays in the leading edge of the wing, between the cockpit and the outboard engine nacelles, allows the Night Cloak to be fitted with different gun configurations; though both trays are always of the same type;
a) Six Forward TK Cannon(3 per wing)
Range: 4,000 ft(double on ley lines)
Damage: 6d6 MD burst per gun.
A full salvo from all six guns, firing at once, does 6d6x6 MD!
Rate of Fire: EGCHH
Payload: Effectively Unlimited; the arming spells must be re-primed and recharged every four weeks.

b) Four Heavy 30 mm Cannon(2 per wing)
Range: 9,500 ft
Damage: 4d6 MD single rd, 1d6x10 MD two rd burst
Rate of Fire: Single shot or two-round burst
Payload: 100 rds per gun

c) Four Heavy Rail Guns(2 per wing)
Range: 4,000 ft
Damage: 1d6x10 MD per 40 rd burst
Rate of Fire: EPCHH.
Payload: 4,000 rds per gun(100 bursts)

2)Internal Ordnance Bays(2)---On the outer rear edges of the main wing/body are two small rotary or extending pod weapons bays, capable of holding ONE of the following:
a) Mini-Missiles---15-shot MM pod
b) Short Range Missiles---6 shot rotary launcher
c) Medium Range Missiles---4 shot rotary launcher
d) ‘Black Talon’ L-SAMs
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1,2,3, or 4
Payload: 8 per pod
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)

e) Mini-Chain Gun Pod-----PS-XMG Gatling Cannon----A six-barreled gatling cannon, firing a modified WI-23-style 5.56mm Explosive cartridge. The PS Gatlings trade damage potential per individual round for burst capability and better range using the better cartridge propellants and longer barrels. Mechanical design modeled after the pre-Rifts XM-214 ‘Six-Pak’ Mini-Gun. Excellent range, but low damage, and a tendency to empty the ammo drum, and wear out the barrels, too quickly in heated combat.
For monster hunting, this weapon can also be used to fire silver-plated bullets, each doing HP to vampires and werebeings.
Range: 13,000 ft
Damage:(5.56mm Explosive) 2d4x10 SDC SDC per single shot, 1d6 MD per 10-shot burst, 2d6 MD per 20-shot burst, and 1d6x10 MD per 100-shot burst(counts as TWO attacks),
Rate of Fire: ECHH
Payload: 40,000 rd(400 bursts) drum standard

f)20 mm ‘Taskin’ Autocannon
Range: 4,000 ft
Damage:(20mm) 1d4 MD single shot
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 5 ft blast radius(single shot)
(Super-HEX) 4d6 MD single shot
2d6x10 MD per 5 rd burst
3d6x10+6 MD per 10 rd burst
Airburst does 4d4 MD to 5 ft blast radius(single shot)
(Wood Rounds) 6d6 SDC single shot (1d4x10 HP to vampires)
2d4x10 SDC MD per 5 rd burst (2d4x10 HP to vampires)
6d6 MD per 10 rd burst (3d6x10 HP to vampires)
Rate of Fire: Standard
Payload: 2,000 rd drum

g)Light Rail Gun---Patterned after the Coalition’s own ‘Dead Man’ light rail cannon(and using the same ammunition), the PS50R has become the standard light weapon of VFS.
Range: 4,000 ft
Damage: 1d4 MD single rd, 4d6 MD per 20 rd burst(8d6 MD for both guns firing in a dual burst---counts as one attack)
Rate of Fire: ECHH
Payload: 4,000 rd drum(200 bursts)

h)12.7mm multi-barrel rail gun---A powerful 12.7mm quad-barrel cannon, similar to those carried by the PSA-12 Enforcer, and spewing a high speed barrage of explosive shells.
Range: 4,000 ft
Damage: 1d6x10 MD per 40 rd burst
Rate of Fire: EPCHH.
Payload: 4,000 rds per gun(100 bursts)

i) Pulse Laser
Range: 4,000 feet
Damage: 4d6+2 per single shot, 2d4x10 for a triple pulse.
Rate of Fire: Standard
Payload: 300 shot battery if conventionally powered, effectively unlimited if nuclear powered.

j) Mine/Bomblet Dispenser---ONE can be carried per wing
Light Weapons Dispenser(L-SAW)--This is essentially an oversized bomblet dispenser that can be used to bomb targets directly, ‘seed’ areas with minelets, or can launched to act as a standoff ‘glide bomb’.
Range: SAW has an effective range of 10 miles in atmosphere Submunnitions can be launched up to 300 ft out to either side of the SAW’s flight path.
Damage: (AP Grenade) 4d6 MD to 8 ft area
(Chemical Grenade) Varies by chemical type and atmospheric conditions. A chemical grenade will generally generate a cloud of aerosol 15 ft in radius.
(HE Shell) 5d6 MD to 20 ft area
(Fragmentation Mine) 4d6 MD to 12 ft area
(Incendiary Bomb) Does 4d6 MD to 40 ft area, does an additional 2d6 MD for 1d6 melees, and 1d6 MD per melee for an additional 2d4 melees
(Angel Hair)---Does NO damage, but against conventional power generators and uncovered power lines and distribution systems, it can short out power grids, clog generator air intakes(80% effectiveness against industrial generators and internal combustion engines), and be a general nuisance to clean up.
Rate of Fire: A SAW can volley its submunitions in any combination
Payload:(Typical loadouts)
200 AP/Chemical grenades
OR
50 HE/anti-vehicle grenades
OR
50 Fragmentation Mines
OR
25 Incendiary Bombs
OR
250 spools of wire, each spool holding up to 4,000 ft of aluminum-coated fiber

k) Disruptor Cannon ----A lighter PS/KT-MDEC-03 weapon, projecting a stream of high energy through a replaceable cylinder of genetically-engineered bacterial substrate to create a beam of negative anti-magic with attendant disruption effects.
Range: 2,500 ft
Damage: 2d6 points of damage; plus disruptor effects:
Effects of Anti-Theron Weaponry: Varies according to the weapon type, but ALL anti-Theron weapons use the following guidelines
Depending on how much PPE is present and how essential it is to an organism’s survival, damage varies:
Techno-Wizardry Devices(including TW generators), enchanted objects, rune weapons, and other magically-infused(but INANIMATE) objects are NOT affected and take no damage.
Non-magical beings. psychics, and ‘mundanes’ are unaffected and experience nothing aside from a slight tingling sensation, mild sunburn-like symptoms, and a passing feeling of nausea from a Disruptor strike.
Magic Users and other beings who have ‘learned’ or artificially acquired magical abilities(including tattoos and implants), but who can otherwise survive without magic present are affected, but the effects aren’t as dramatic. They do NOT get a save versus the disruption because all of their effort has gone into OPENING themselves to the supernatural and embracing their magical potential.
Supernatural Creatures who possess some small measure of magical ability will suffer a greater degree of damage/injury. ...normal damage x1.5. Gargoyles, Brodkil, Lycanthropes, Shapeshifters(including Nightspawn), Possessees, Shifters, and Witches, are all examples of beings in this category. Note that if these beings were to possess bionics or other conditions that NEGATE their magical abilities(like Brodkil bionics) they lose this vulnerability, and are NOT affected, taking damage only as normal. These beings do NOT get a saving roll versus the PPE disruption.
‘High’ Supernatural Beings with a high level of, and reliance on, PPE will suffer greatly, taking DOUBLE damage. This includes Dragons, Angels, Demons, Splugorth, Faerie Folk, Demi-Gods. However, these beings DO get a roll to SAVE versus their own PPE backfiring on them. A successful roll to save HALVES the damage done to them.
Creatures of Pure Magic that cannot survive without magic are the most seriously affected, and take TRIPLE damage. This covers ghosts, possessing entities, Undead, Elemental Beings, Alien Intelligences, and god-beings. However, these beings DO get a roll to SAVE versus their own PPE backfiring on them. A successful roll to save HALVES the damage done to them.
Golems, Iron Juggernauts, and other magically-powered automatons/automations will be effectively STUNNED, being paralyzed for 1d4 melees per shot, and will be unable to move or defend themselves, as magical energy shorts out and storms over them.

Other Effects:
*Magic Disruption----Each blast NEUTRALIZES HALF the number of PPE points that it does damage...these points are temporarily lost to the magic user/creature until it can regain them normally(by rest or drawing on other sources).
*Magical Forcefields take 1.5 normal damage.
*Invisible beings will be revealed by an anti-theron burst and will remain visible for 2d4 melees(gradually fading) as a result of residual anti-therons causing them to fluoresce and become visible to the naked eye.

Rate of Fire: EPCHH
Payload: 400 shots per ‘tank’.


3)External Hardpoints(2)---The Night Cloak mounts two large hardpoints, similar to those mounted on the Mohawk IV and Morningstar Block II aircraft, under the center fuselage. Each is capable of accommodating ONE of the following:
a) Mini-Missiles----20 shot pod
b) Short Range Missiles-----10 shot pod
c) Medium Range Missiles-----6 shot pod
d) Long Range Missiles---1 per hardpoint
e) Iron Bombs---Can carry warhead equivalents of missiles, but DOUBLE the respective number, or retain the same number, and DOUBLE the damage. OR, can carry up to 800 lbs per hardpoint:
*250-lb Bomb----2d4x10 MD to 50 ft blast radius
*500-lb Bomb----4d4x10 MD to 60 ft blast radius
*750-lb Bomb----4d6x10 MD to 65 ft blast radius

f) Heavy Gunpod
Range: 6,000 ft(24,000 ft in space)
Damage: 3d4x10 MD per 80 rd burst
Rate of Fire: ECHH
Payload: 20,000 rds(250 bursts)

g)ECM Module---Electronic jamming system that gives radar-guided weaponry a -4 to strike the drone. Or it can be used offensively, to foil ALL radar-guided weaponry in a 30 mile radius(-2 to strike)

h) Jammer-----A radio jammer, that can pump out enough multi-wavelength white noise to jam civilian band communications with 90% effectiveness, and military comms with 70% effectiveness, over a 60 mile radius.

i)*Multiplexor Cannon---PS’s famous ‘SpellCard’ and ‘Magebolt/Pod’ system. This weapon can be powered by PPE Batteries or by an integral PPE TW Generator. The technology(magick?) has been considerably refined, through the use of higher quality natural crystals(acquired from the deep space mining operations), improved microchip manufacturing techniques, metal refining methods, and the use of such exotic materials as EctoFiber low-loss magic-conductive cabling.
The Multiplexor Cannon has the capacity for 5 SpellCards.
Note: This is one of Paladin Steel’s exclusive systems, and is rarely sold/given to outsiders.
Range: Varies by spell, but spell projection boosters DOUBLE range.
Damage/Duration: Varies by spell
Rate of Fire: EPCHH
PPE Cost per Use: Varies by spell. However, the use of focusing elements and activator spells effectively reduces spell PPE cost by HALF.
OR...retain the original PPE costs, but increase range and damage by 20-40%(Use your discretion)...While radius of effect spells may cost an additional 5-20% more PPE for the larger area affected(again, use your discretion)
(So you Technowizards aren’t flummoxed by PPE costs in a long-running battle, while the still relatively high PPE costs for the high-end spells keeps someone from using Sphere of Annihilation in every battle).
Payload: Draws from the main PPE Battery, but can also draw upon supplementary PPE reserves. In an emergency, the pilot, if they are a mage or psychic, can kick in their own PPE.
Bonuses: As per spell(if any)

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.

4)Chaff/Flare Launchers(2)-----A modern addition; antimissile countermeasure launchers mounted on the main fuselage, just underneath each tail fin, and firing to the sides. .
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 24 chaff clusters(12 per launcher)

5) Blades of Death Propellor Augmentation
Range: Melee(typically 3-4 ft ahead of the props, and up to half the prop radius out
Damage: Does 2d6 MD per blade (so the Nightcloak’s four-blade set does 8d6 MDC on a strike)
Duration: 10 melee rounds( 2.5 minutes per activation)
Bonus: Also has a +6 to parry rail gun rounds, autocannon shells, and other projectiles aimed at the propellers
PPE Activation Cost: 20 PPE per activation

TW Avionics Systems:
*Ley Line Flier---Can fly effectively indefinitely on a ley line.

*Levitation----A low-powered Levitation spell allows the aircraft to make STOL takeoffs and landings, especially important when using unimproved fields or when heavily laden. Can also be used by ground crews to taxi and move landed aircraft for servicing and repair. 30 minutes per 5 PPE.

*Forcefield---Provides 50 MDC per 10 PPE/20 ISP pumped into the system; lasts 10 minutes per 10 PPE/20 ISP.

*Mystical Stealth System----Renders the aircraft silent and invisible, even during the day. Great for evading detection, surveillance, and tailing, but the moment the aircraft takes any sort of aggressive maneuver, the stealth drops and the aircraft can be readily detected. Costs 20 PPE per 3 minutes of activation. About 30% of Beaufighters are fitted with the Stealth system.

*NIghtcloak System---Effective only at night, this system renders the aircraft virtually invisible in darkness; enemies are -6 to strike, -4 to dodge. Costs 10 PPE per 30 minutes.

Options:
Doppleganger-Cloak----This amplification of the Multiple Images Spell allows the aircraft to project multiple ‘ghost’ images of itself(up to 3 separate images). These multiple images can carry out a series of preprogrammed ariel maneuvers(can also simulate weapons fire/gun flashes, but only if the mothership is also firing at the same time), but must remain within a mile of the the projecting aircraft(or they vanish without a trace). Also note that the images don’t show up on radar or thermo-imaging, and cannot be used to fool homing missiles, though they DO give off a PPE trace similar to the projecting aircraft.
Range: ‘Ghosts’ can be projected up to 5,000 ft away
Duration: 5 minutes per activation
PPE Activation Cost: 20 PPE per activation
Cost: 2 million credits

-Flicker-Dodge---A special capability, and one of FA’s signature creations: an application of the Astral Hole spell. This allows the aircraft to quickly dodge out of sight/reality, for a few seconds, or move up to 2000 ft sideways, up, down, or backwards , with a +2 to dodge while doing so. Typically, an aircraft can engage this system 6 times before needing to recharge the system on a Ley Line(takes about 24 hours), or the pilot can pump in 120 PPE per “flicker-dodge”.
Cost: 3 million credits

-Leyline Booster(Accelerates the aircraft up to 50% greater top speed when on a leyline, -10% to pilot skill when engaged). The aircraft is protected from mach compressibility issues when going supersonic by modifications to the spell.
Cost: 4 million credits


Variants:
*PS-TWF5U-3T---Two-seater version, typically used as a trainer or EW scout.

*PS-TWF5U-3S---This is an experimental version refitted with a ‘force propellor’ system captured from Gorang air-pirates. Instead of solid propellors, the system generates a ‘fan’ of focused gravity in front of the aircraft, pulling the vehicle along at incredible speed. The system also generates a protective forcefield to the front of the aircraft, as well as affords some protection to the bottom, top, and sides, although the shield weakens to the rear areas. The system also reportedly allows flight in space.
MDC:
(Forcefield) 300 MDC front, 150 MDC sides
Speed: Hover to 550 MPH, NO altitude limit.
(Space) 5,500 MPH, accelerate/decelerate at 8 gees
Bonus: +1 to Dodge
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
ZINO
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Posts: 4070
Joined: Mon Jul 14, 2008 5:02 pm
Comment: NEVER QUIT..... I got lucky
Location: new york

Re: Paladin Steel Storefront

Unread post by ZINO »

let your YES be YES and your NO be NO but plz no maybe
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taalismn
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Posts: 48014
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel Mako Sea-Hover Fighter Hovercar

“Paladin Steel must rotate its engineers between working intensely on serious projects and paradigm-shifting breakthroughs and getting stoned or drunk and allowed to mess around on whatever they want. There’s no other explanation for some of their products. Who else would take a pre-Rifts sportscar design, several reams of engineering data, a few fun historical factoids, a bin of spare parts, and the fruits of industrial espionage and turn out something like the Mako Sea-Hover Fighter?
PS engineers took the basic looks of the Nineteen Sixty-Nine Chevrolet Corvette Stingray, combined it with dual air/water thrusters they reverse-engineered from Northern Gun’s Wave-Cutter. They then used a little tidbit like the fact that the car’s original designer, Bill Mitchell, admired sharks, and called his original prototype design the Mako Shark II, as justification for turning a pre-Rifts sportscar into a dual air/water combat vehicle. Yeah, a ’sport-combat car’, a uniquely riftian concept. Hunt your enemies in style. Or maybe it’s some bizarre courtship thing on Rifts Earth; if you’re effective enough at surviving to splurge on aesthetics, you’re more likely to attract mates, or something like that. The downside is, of course, that you’re spending as much, if not more, money on aesthetics and on a dual-mode vehicle that does two things not particularly well, or as well as two dedicated specialist vehicles, or a wagonload of utilitarian gear that would serve you better.
Technically, though, for the money you DO spend on the Mako, it’s a wonder. Reinforced hull, skinned in a synthetic sharkskin that feels rough to the touch, but which slides water off like teflon. It’s a bastard to patch, but it looks slick and cuts water resistance so much, the Mako just knifes through the water. The dual air-water turbines might be ripoffs of Northen Gun’s work, but they rip-roar real nice in either medium. Just make sure you spend extra time cleaning them out regularly, otherwise they can turn tempermental on you thanks to salt and other sea-gunk. Cabin’s bit on the small side, so don’t be figuring on bringing too many friends along for the submarine tour, or anybody hostile who you haven’t got absolutely TOTALLY subdued.
Armament-wise, the Mako’s a lightweight compared to heavier underwater units, but it still has a nice bite. The laser headlights are good, reliable weapons, and there’s space under the hood for a modular weapon. A heavier torpedo rack can be added to the frame just behind the cabin canopy, but the added weight can throw off the hovercar’s balance, and adds drag in flight.
The Greater New England military already has an underwater hovercar in the Merlin, but the Mako’s icing on the cake. Just on looks alone, the thing’s going to attract a lot of new recruits to their Irregular forces. I can also see more than a few bounty hunters wanting to expand their areas of operation with an amphib like this; I can already hear more than a few pirates shaking in their boots. Of course, a car like this is likely to fall into the wrong hands as well, so I can also hear more than a few pirates already making plans to ‘jack themselves one of these things.”

----Arko Manditis, Wheel and Thrust e-magazine

Type: PS-DuHv69 Mako
Class: Dual-Mode Amphibious Combat Hovercar
Crew: 1+1 passenger. A third person could possibly squeeze in behind the seats, but conditions would be very cramped.
MDC/Armor by Location:
Main Body 190
Hover/Aqua-Thrusters(4) 50 each
Rear Thrusters(2) 60 each
Headlights(2) 20 each
Fins(4) 50 each
Height: 48.0 in
Width: 69.2 in
Length: 185.3 in
Weight: 3,520 lb
Cargo: Small space in cabin, behind the seats, for several backpacks and personal possessions, Small 2 ftx 2ftx3 ft trunk.
Powerplant: Battery-Electric(w/ 200 mile range), Nuclear Fusion w/15 year energy life
or TechnoWizardry(w/ 10 year energy life
Speed:(Hover) Hover to 150 MPH, maximum altitude of 250 ft.
(Water) Can skim along the surface at 120 MPH
(Underwater) 55 MPH, maximum depth of 4,000 ft.
Market Cost: 600,000 credits for electric, 1.6 million credits for nuclear, 1.8 million credits for TW.
Systems of Note:
Standard Hovercar Instrumentation, plus:
*Life Support---Power armor equivalent, good for eight hours.
*Sonar---10 mile range
*Depth Gauge
*Emergency Floatation Units---Gas cartridge-fed float bags that can be deployed to raise and float the vehicle.
*Spotlights---High intensity headlights for illuminating the dark depths.
*Compass/Navigation System
*Snorkel---This permits the boat to replenish its air supplies, and recharge its batteries(if using a liquid fueled powerplant) while remaining underwater. The snorkel is covered with sonar-aborbant materials to prevent its detection.
*Optical Periscope---4 ft optics mast with both wide angle and high elevation air search optics.

Weapons Systems:
1)Laser Headlights(2)----In retractable housings.
Range: 4,000 ft, 2,000 ft range underwater
Damage: Variable settings; 1d6, 2d6, 3d6, 4d6, or 6d6 MD per gun.
Rate of Fire: ECHH
Payload: 250 shot battery per gun. Effectively unlimited linked to a powerplant.

2)(Optional)Underhood Weapons Module---A weapons system can be concealed under the hood in a fixed-forward-firing position.
a) Pulse Laser---Blue-green frequency PS-RFL2-33N
Range: 4,000 ft, 3,000 ft range underwater
Damage: 3d6 MD single shot, 6d6 MD short burst, 1d6x10 MD medium burst( 20 shots, 2 attacks), 2d6x10 MD long burst(40 shots, 2 attacks), 4d6x10 MD full magazine burst(80 shots, no bonuses to strike...does 3d6 MD to 4d4 targets if in a spray attack).
Rate of Fire: Standard
Payload: 300 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 78,000 credits

b) Ion Blaster
Range: 4,000 ft
Damage: 1d6x10+10 MD per blast
Rate of Fire: EGCHH
Payload: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 230,000 credits

c) Particle Beam Blaster
Range: 600 ft underwater, 1,200 ft in air
Damage:1d6x10 MD per blast
Rate of Fire: ECHH
Payload: 250 shot battery or effectively unlimited linked to a nuclear powerplant.
Cost: 50,000 credits.

d) Sonic Blaster
Range:(Sonic Blast) 1,800 ft underwater, 600 ft in air
Damage::Wide Beam: 4d6 MD to a 30 ft area
Concentrated Beam: 1d4x10 MD per blast
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor.
Unprotected personnel must save versus non-lethal poison (16 or higher) or be stunned for 1d4 melee rds. People in sealed power armor save at an 8 or higher for the wide area blast, but make a standard save for the concentrated blast.
Sonar Blast----This is an enormous ‘belch’ of sonic cacophony that can blind sonar systems within range with a mass of ‘white noise’, knocking them out for 1d4 melees. Sonar and acoustic homing systems will lose target lock, and sonar-using creatures will be stunned and ‘blind’ for 1d4 minutes.
Vibration Blast---This takes up ALL attacks per melee to initiate and maintain, and consists of focusing a low powered beam on a sealed ship(submarines are ideal), and gradually inducing an ultra-low frequency vibration throughout its structure. While this doesn’t do any damage per say, it does affect the hearing and inner ears of crewmembers, causing creeping disorientation and increasing unsettledness, leading up to nausea. After one melee people with unprotected hearing(or uninsulated contact with the ship’s hull structure) will be -1 to strike, parry, and dodge, and -5% to skills(they become easily distracted). After two melees they are -2 to strike, parry, and dodge, -10% to skills, and are -10% to their sense of balance...and so on...People with protected hearing are immune to the effect, but beings with enhanced hearing are TWICE as susceptible to the effects.
This setting is most effective against vessels 60 ft long or smaller...larger vessels will take an extra full melee per 50 ft of length for this to work...or several cannon working in concert, to be effective.

Rate of Fire:(Sonic Blast) ECHH
Payload:(Sonic Blast) 200 shot battery or effectively unlimited linked to a nuclear powerplant. or effectively unlimited linked to a nuclear powerplant .
Cost: 90,000 credits

e) E-Vortex Projector
Range: (EM Bolt) 3,000 ft
(Vortex) 2,000 ft
Damage: (EM Bolt) (Variable) 4d6 SD, 1d4x10 SD, or 3d6 MD per shot
(Vortex) Same as for the bolt at the point of impact, plus HALF damage in a 7 ft radius, and an 88% chance of knock-down(lose 1 APM and Initiative) for beings of 350 lbs or less, 65% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees).
Rate of Fire: ECHH
Payload: 180 shot battery or effectively unlimited linked to a nuclear powerplant. (SDC Shot) 6 SDC shots equal 1 MD shot
Bonus: EM bolts are -6 to dodge
Cost: 29,000 credits

f) Machine Gun--Typically loaded with supercavitating ammunition
Range: 2,000 ft in air, 400 ft underwater
Damage: (SDC) 1d6x10 SDC per 10 rd burst
(MD) 2d4x10 MD per 10 rd burst
Rate of Fire: ECHH
Payload: 300 rd drum
Cost: 20,000 credits
Bonuses: Regular chemical projectile can travel 20% of its normal range through the water; not a heckuva lot for lighter, smaller, short ranged projectiles, but substantial for larger, more powerful types. Rail Guns have an underwater range of 25% of their regular range, thanks to their higher initial muzzle velocity. So a rail gun with 4,000 ft range, would have an 1,000 ft range underwater. Atmospheric range remains the same.
Penalties: Can only be used with solid slug and high explosive ammunition types.
Also, at great depth and pressure, range begins to suffer with the greater resistance offered by the water; at depths of 5,000 ft, range is reduced by 1/4....at 2 miles by HALF....This makes normal projectile weapons less cost effective to modify for deep sea operations, and rail guns the weapons of choice if lasers, ion weapons, or sonics are unavailable.

g) Light Rail Guns---Paired modified PS BAR-2 light rail guns.
Range: 2,600 ft in air, 650 ft underwater
Damage: 4d6 MD per single shot, 1d6x10+4 MD per 5 rd burst per gun.
Note: Can chamber specialized rail gun ammunition, such as silver and wood rounds.
Rate of Fire:Single shot or 5-shot burst, ECHH
Payload: 400 rds per gun.
Cost: 60,000 credits

h) Heavy Rail Gun---Copied from dolphin armor weaponry.
Range: 3,000 ft in air, 1,200 ft underwater
Damage: 1d4 MD single rd, 1d4x10 MD per 20 rd burst
Rate of Fire: ECHH
Payload: 2,400 rd drum
Cost: 95,000 credits

i) Harpoon Gun---Based on copied Tritonia designs. Long-ranged, and capable of using various specialist harpoon heads, from standard ‘softheads’ usable against ‘soft’ targets, molecularly sharp hardened-head harpoons capable of slicing armor and supernatural flesh, exploding head harpoons, tethered ‘poons, and tracer ‘poons.
Range: 600 ft
Damage: (SDC)4D6 SDC per harpoon
(MD Harpoon) 1d6 MD
(Exploding Harpoon) 5d6 MD
(Tracer Harpoon) Minimal damage, but affixes a transponder that broadcasts a tracer signal, good for 24 hours of continual operation).
Rate of Fire: ECHH
Payload: 24 shots
Cost: 10,000 credits
Options:
*Poison Darts---These have a small internal reservoir for holding drugs or toxins, to be dispersed inside a living target. PS itself doesn’t sell any poisons, but a variety are available on the open market(and it’s said the Cambridge Jungle tribes have a number of nifty drugs and poisons available).
*Tether Line---Used with barbed or adhesion-head harpoons for reeling in stuck targets, or hitching rides. 400 ft of braided atlas-wire cord.

j) Micro-Torpedo Launcher
Range:(Pattern-MT1A)2,500 ft underwater, 500 ft in air
(Pattern-MT1B)2,500 ft underwater, 500 ft in air
(Pattern-MT1C)3,200 ft underwater, 700 ft in air
(Pattern-MT1D) 4,000 ft underwater, 900 ft in air
Damage:(Pattern-MT1A)6d6 MD to 3 ft radius
(Pattern-MT1B) Screamer Round;Screamers are specialized one-use munitions that when fired, broadcast a massive burst of noise across all audio/sonic frequencies, with the intended effect of destroying acoustic target(sonar) locks, and allowing the sub/diver to escape opponents using sonar to detect or track them. -60% to track the sub via sonar while the Screamer is in effect, while sonar-guided weapons are -10 to strike .
Screamers also have the effect of stunning dolphins, whales, and other creatures using natural sonar and echo location. These creatures are disoriented/stunned for 1d4 melees.
A typical screamer will last 1d4 melees until it burns out or is destroyed.
Screamers can also be fused to ignite/activate anywhen up to a minute(4 melees) after deployment.
Effective radius of effect of the 18mm screamers is approximately 1,000 ft
(Pattern-MT1C) Sonic Warhead---2d4 MD per blast to an 8 ft blast radius, 1d6x10 SDC to another 10 ft beyond that, Does only 1d4 MD to a 4 ft radius in air
Sonic weapons do HALF damage through light ‘soft’ armors like MDC barding and padded armor(such as wetsuits).
(Pattern-MT1D) 1d4x10 MD to 3 ft blast radius
Rate of Fire: Volleys of 1-5
Payload: 25 per launcher
Bonuses:(Pattern-MT1A) None; unguided
(Pattern-MT1B) None; unguided
(Pattern-MT1C) (+1 to strike in water. Micro-Homing Sonar Chip) Can also home in on a tracer beacon, and can track moving targets.
(Pattern-MT1D) (+3 to strike in water. Micro-Homing Sonar Chip)Can also home in on a tracer beacon, and can track moving targets.
Cost: 88,000 credits for the launcher
(Pattern-MT1A)250 credits
(Pattern-MT1B) 220 credits
(Pattern-MT1C) 360 credits
(Pattern-MT1D) 400 credits

k)Mini-Torpedo Launcher---6 shots

l) Net Launcher
Range: 200 ft(50 ft underwater). Net covers a 6 ft area
Damage: Varies;
(Standard Net) Heavy high-tensile strength megadamage steel cable net; takes 2d4 melee actions/attacks to untangle self(half that for creatures with supernatural PS of 30 or higher)...in the meantime, the victim CANNOT strike or parry, is -2 to dodge, and reduce speed by 90%

(Slicer Net) As above, except that every melee the target spends struggling and trying to get out, they take 1d4 MD from the various hooks and razor-lines. In addition to usual penalties, takes an additional -2 to dodge from the pain. This is NEVER issued to police forces.

(Shock Net)As above, except that each melee entangled, the target takes electrical shock damage. At mild current levels, this can be annoying and distracting, but can also stun the victim...higher levels of voltage can toast the entrapped target and damage them severely, if not kill them outright....
2d6 SDC per melee/shock pulse, plus beings must roll versus non-lethal poison(16 or better) or be stunned /knocked out for 1d4 melees. Cyborgs have a 40% chance of having their systems overloaded and being immobilized for 1d4 melees, plus a 40% chance of electrical systems/accessories such as sensors or weapons knocked out for 1d4+2 melees. Power Armor fare somewhat better, having only a 10% chance of losing electrical systems or peripherals for 1d4 melees.

(Drug Net)As above, except that the net has microcapsules that break with any struggle, releasing a skin-contact/aerosol drug--Unless the victim has complete environmental protection(sealed off from contamination), they must roll each melee they are entangled against non-lethal toxin, or find themselves succumbing to chemical lethargy; cumulative -20% chance of falling unconscious(for 2d4 minutes), -1 to initiative, -2 Dodge, Strike, Parry, and Roll, -1 APM (in addition to entanglement penalties). This is RARELY issued to police forces if possible lethal drug allergies in suspects are a possibility.

(Thermite Net) A nasty variant, based on designs brought back from South America(See Rifts South America 2). Same as above, but bursts into flame, doing 4d6 MD for 1d6 melees. This is NEVER issued to police forces.

Rate of Fire: Single shot, ECHH
Payload: 8 rds
Cost: 25,000 credits

m) TW Multiplexor---PS’s modular spellcasting apparatus system. Holds 3 Spellcards.
Range: Varies by Spell Used
Damage:Varies by Spell Used
Rate of Fire: ECHH
Payload: Limited by its 200 PPE Battery Pack(replaceable if a fresh one is available) or can be linked to an onboard PPE Powerstone Generator.
Cost: 180,000 credits
PPE clips cost 6,000 credits for 50 PPE capacity
12,000 Credits for 100 PPE capacity
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.


n)Neural Disrupter Blaster---A knockoff of a Northern Gun weapon(industrial espionage being alive and well), but tweaked for greater efficiency and range. Nicknamed the ‘nerve blaster’ and the ‘brain sandblaster’ for its brute force approach to taking people down. NOT recommended for gentle persuasion or use on children, elders, or other innocent bystanders.
Range: 1,400 ft
Damage: (Setting One) 2d6 SDC and victim must roll versus non-lethal poison(16 or better). On a successful save the target is -3 to strike, parry, dodge, and loses initiative and 1 APM for 1d4 melee rounds. A FAILED save means the target is -7 to all actions, loses initiative, reduce APMs to ONE, skill performance is -60%, -90% to Speed, and suffers convulsions that do 1d6 SDC per round for 2d4 melee rounds.
(Setting Two) Does 2d6x10 SDC(or 1 MD), and victim must roll versus non-lethal poison(16 or better). On a successful save an augmented human(oid) is -5 to strike, parry, dodge, and loses initiative and 1 APM for 1d4 melee rounds. A successful save by UNaugmented human(oid)s results in -10 to strike, parry, dodge, lose initiative and is reduced to 1 APM, skill performance is -80%, speed reduced 95%, and suffer painful convulsions doing 1d6 SDC per melee for 2d4 MINUTES.
A FAILED save by augmented human(oid)s means the target is -7 to all actions, loses initiative, reduce APMs to TWO, skill performance is -60%, -80% to Speed, and suffers convulsions that do 4d6 SDC per round for 2d4 melee rounds.
Note: Works through most body armor up to 50 MDC. Those in armor protection of 51-80 MDC are +6 to save. Those in heavier armor, power armor, full conversion cyborgs, vehicles, robots, or who are MegaJuicers or Dragons are impervious.
Rate of Fire: ECHH
Payload: 300 shot battery. Effectively unlimited hitched up to a nuclear power plant.
Cost: 55,000 credits

o) Flamethrower---Useless underwater, but surprisingly effective above water; fire at sea has long been a terror of mariners.
Range:(Direct-Stream Mode) 230 ft
Damage:(Direct-Stream Mode)
(Gasoline/Alcohol) 1d4x10 SDC
(Napalm) 1d6x10 SDC, plus does 5d6 SDC per melee for 1d4 minutes
(MD Fluid) 1d4 MD per blast, 1d4 MD per melee for 2d4 minutes
(Incendi-Gel)2d6 MD, 2d6 MD per melee for 1d6 minutes
(WI Napalm-P) 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes.
Note: The flamethrower can also be used to cover an area with fluid: up to 10 ft per attack used. Used with Super-Napalm, this does 1d4 MD, Incendi-Gel does 1d6 MD, and with Napalm-P, this does 2d6 MD.
Rate of Fire:(Direct-Stream Mode) Standard
Payload:(Direct-Stream Mode
(Gasoline/Alcohol) 20 blasts
(Napalm) 60 blasts
(MD Fluid) 100 blasts
(Incendi-Gel) 120 blasts
(WI Napalm-P) 200 blasts per tank(much more concentrated than the regular gasoline/alcohol).
Cost: 20,000 credits.

3)(Optional) Torpedo Rack---A dual-pod torpedo rack can be mounted behind the cabin canopy, the weapons pods straddling the sides of the ‘car. The added drag, however, reduces top speed in either medium by 20%.
a) MicroTorpedo Pod---50 shots
b) Mini-Torpedo Pod---6 shots
c) Short Range Torpedo---1
d) Micro-Missile Pod---50 shots
e) Mini-Missile Pod---5 shots
f) Short Range Missile Pod---2 shots
g)Net Launcher
Range: 200 ft(50 ft underwater). Net covers a 6 ft area
Damage: Varies;
(Standard Net) Heavy high-tensile strength megadamage steel cable net; takes 2d4 melee actions/attacks to untangle self(half that for creatures with supernatural PS of 30 or higher)...in the meantime, the victim CANNOT strike or parry, is -2 to dodge, and reduce speed by 90%

(Slicer Net) As above, except that every melee the target spends struggling and trying to get out, they take 1d4 MD from the various hooks and razor-lines. In addition to usual penalties, takes an additional -2 to dodge from the pain. This is NEVER issued to police forces.

(Shock Net)As above, except that each melee entangled, the target takes electrical shock damage. At mild current levels, this can be annoying and distracting, but can also stun the victim...higher levels of voltage can toast the entrapped target and damage them severely, if not kill them outright....
2d6 SDC per melee/shock pulse, plus beings must roll versus non-lethal poison(16 or better) or be stunned /knocked out for 1d4 melees. Cyborgs have a 40% chance of having their systems overloaded and being immobilized for 1d4 melees, plus a 40% chance of electrical systems/accessories such as sensors or weapons knocked out for 1d4+2 melees. Power Armor fare somewhat better, having only a 10% chance of losing electrical systems or peripherals for 1d4 melees.

(Drug Net)As above, except that the net has microcapsules that break with any struggle, releasing a skin-contact/aerosol drug--Unless the victim has complete environmental protection(sealed off from contamination), they must roll each melee they are entangled against non-lethal toxin, or find themselves succumbing to chemical lethargy; cumulative -20% chance of falling unconscious(for 2d4 minutes), -1 to initiative, -2 Dodge, Strike, Parry, and Roll, -1 APM (in addition to entanglement penalties). This is RARELY issued to police forces if possible lethal drug allergies in suspects are a possibility.

(Thermite Net) A nasty variant, based on designs brought back from South America(See Rifts South America 2). Same as above, but bursts into flame, doing 4d6 MD for 1d6 melees. This is NEVER issued to police forces.

Rate of Fire: Single shot, ECHH
Payload: 8 rds
Cost: 25,000 credits


4)(Optional) Extendable Fin Blades(2-6)---Can be mounted to extend from the sides of the car, allowing for sideswipe slashing. Each blade is 4 ft long.
Range: Melee.
Damage: 3d6 MD +1d6 MD per every 20 MPH of speed.

Options:
*Enhanced Life Support---This feature installs a robot-quality life support system that can recycle air for up to a week.
Cost: 500,000 credits

*Engine Upgrade----A more powerful engine and improved thrusters can be added, improving overall speed, but at greater expense;
Speed: Can improve top speed by up to 40%
Cost: 170,000 credits per 10% of improvement over base. 300,000 credits for nuclear upgrades.


*Anechoic Covering(-25% to enemy detection rolls using active sonar). Cost: 1.1 million credits

*Acoustic Stealth----Reduces engine noise and insulates the hull so as to reduce the submarine’s noise signature(-25% to enemy detection rolls using passive detection systems). Cost: 1 million credits

*EM Jammers---Great for blasting through radar traps. Radar-guided weapons are -6 to strike. Effective range of 500 ft
Cost: 50,000 credits

* Mechanical Gills---The Mako can be fitted with the equivalent of bionic gills, appearing as louvres in the sides of the submarine, and extending underwater life support. Note, however, that this system is susceptible to clogging, and that the small size of the hovercar/submarine’s cabin makes long stays decidedly uncomfortable. Cost: 250,000 credits.

*Ink Cloud---Injects a water-absorbent powder that quickly gels into a thick suspension that blocks light, clogs gills, and fouls sonar. Though not as potent as the Kittani gill-clog material, it’s still fairly effective at choking off gill-breathing pursuit.
Range: Covers a 40 ft area. Depending on water conditions, the cloud can persist for 1d4 minutes.
Damage: Those caught in the cloud are effectively BLINDED; -5 to strike, parry, dodge, and entangle The particulate nature of the material makes sonar systems less effective as well; -60% to attempts to use sonar reading through the cloud. Gill-breathers must roll a 16 or better or be -6 on initiative, -6 to strike, parry, and dodge, and reduce Speed, melee attacks, and skill performance by -50%. Upon exiting the cloud, penalties are reduced by HALF, but persist for 1d6 minutes.
Rate of Fire: Once per melee
Payload: Enough material for 10 bursts
Cost: 6,000 credits. 190 credits a shot of the chemical.

*Deep Flare/Acoustic Countermeasure Launchers-------Screamers are specialized one-use munitions that when fired, broadcast a massive burst of noise across all audio/sonic frequencies, with the intended effect of destroying acoustic target(sonar) locks, and allowing the sub to escape opponents using sonar to detect or track them. -60% to track the sub via sonar while the Screamer is in effect, while sonar-guided weapons are -10 to strike, plus acoustic-homing weapons will break target lock to attack the decoy.
Screamers also have the effect of stunning dolphins, whales, and other creatures using natural sonar and echo location. These creatures are disoriented/stunned for 1d4 melees.
A typical screamer will last 1d4 melees until it burns out or is destroyed.
Screamers can also be fused to ignite/activate anywhere up to a minute(4 melees) after deployment.
Note: Screamers will affect the user’s own sonar systems.
Range: 6,000 ft
Damage: None
Rate of Fire: Can fire off Screamers in salvos of 1 or 2
Payload: 10 per launcher.
Cost: 9,000 credits for the launch system. Individual decoys cost 200 credits each.

*Deep Flares---Deep Flares are fast-burning underwater illumination sources used as distractions in deep sea operations. Though fairly useless as weapons, Deep Flares are effective at night and against deep-sea creatures sensitive to bright light.
Deep Flares will blind surprised targets for 1d4 melees(half all combat bonuses and skill rolls while trying to overcome temporary blindness). Useless against targets using sonar, or without eyes.
Range: 1,000 ft
Damage: 1d4 MD if it scores a direct hit on a target; Otherwise, no damage, aside from possible flash disorientation. : Area of effect: 100 ft area in diameter(suspended silt/debris in the water may limit this).
Rate of Fire: Volleys of 1 or 2
Payload: Each pod can hold up to 6 Deep Flares
Cost: 9,000 credits for the launch system. Individual decoys cost 200 credits each.

*Cyberlink Drive System--Allows a driver with a headjack to ‘jack in’ to the vehicle for more responsive control. This allows the driver to drive without their hands on the wheel(“Look, Mom, no hands!”), and/or to respond with greater speed to road situations. Similar to the system presented in Rifts: Russia, but GNE makes them less expensive(the real expense is in the implant end)
Bonuses: For anyone with the CyberVehicle Link, the following bonuses apply: +1 to initiative, +1 to strike using the vehicle or vehicle-mount weapons, +1 to Dodge, +1 Action/Attack per Melee, Base Driving skill of 45%, or +10% to existing driving skill. Driver can also ‘tweak’ the vehicle’s maximum speed by 1% per I.q. point. Note that the operator can only be controling the vehicle while doing this....no other relevant actions(can carry on light conversation, or take a quick bite/drink, but can’t disassemble their weapons or whittle a wooden toy .
To anyone lacking the CVL, there are no bonuses to vehicle operation, but they CAN make minor adjustments to vehicle peripherals’ without using their hands(turning on/off headlights, booting up the stereo, rolling down the electric windows, adjusting the AC, etc...).
Cost: Vehicle installation is 10,000 credits, the cybervehicle link(implant) costs 120,000 credits

*Autopilot---Available in both a ‘dumb’ and a ‘smart’ version. Dumb versions will basically just keep the vehicle going straight and level on a pre-set course, never deviating from said course...the ‘dumb’ system will alert the crew if anything trips the sensors or gets in the way, and it can be programmed to stop, or deviate a set distance from course in such events, until the crew can regain/resume control.
A ‘smart’ system is actually an onboard Artificial Intelligence(AI) using PS’s new microtronics AI chips. The ‘smart’ system can actually evade and maneuvar to avoid obstacles, and even anticipate trouble, while remaining on the general course. The ‘smart system’ has a +1 to dodge
Cost: 7,000 credits for the ‘dumb’ version, 12,000 credits for the ‘smart’ Auto-Pilot
For an additional 8,000 credits, this can be modified with a remote start(triggered by a remote control in the keycard) and a remote ‘recall’ that allows the owner to summon the car to him, and for another 8,000 credits, even command its functions by remote control.

*Shocker Security System---Scaring them not enough? Make like an electric eel, then! This system feeds them a charge of electricity that’s sure to curl their toes or twinge their fins.
Range: 3 ft(6 ft underwater)
Damage: 3d6 SDC plus Humanoids struck with this weapon must save
vs. coma or be shocked unconscious for 1D6 minutes.
Payload: 10 charge battery, or unlimited if linked to a nuclear powerplant.
Cost: 1,000 credits

*Fryolater Shock Security System---Screw mercy; they’re messing with your car! This system blasts them with megadamage electrical force; enough to reduce the average carjacker or burglar into a puff of ionized plasma and some easily swept aside ash on the ground. Underwater, this system gives predators SERIOUS pause about clamping jaws on the Mako.
Range: 3 ft(6 ft underwater)
Damage: 3d6 MDC plus Humanoids struck with this weapon must save
vs. coma or be shocked unconscious for 1D6 minutes.
Payload: 10 charge battery, or unlimited if linked to a nuclear powerplant.
Cost: 20,000 credits

*TechnoWizardry Enhancements---In addition to the normal catalogue of TW enhancements available to vehicles, the following are a few of the more popular applied to the Mako:
*Senses of the Shark
*Impervious to Ocean Depths
*Communicate with Sea Creature
*Water Rush
*Black Water
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
abtex
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Location: Heart in Texas

Re: Paladin Steel Storefront

Unread post by abtex »

Nice work!!

May your be with you!!
(the month, even in the winter)

Hope things are going better with your family.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
User avatar
abtex
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Re: Paladin Steel Storefront

Unread post by abtex »

PS Discount Female armor :D and someone hunting the designer. :eek: :?

Are is this PS version of the "Evil Overlord List"

My Amazon Hordes will wear full body armor, rather than three small triangles of chain mail, which are reserved for dress occasions
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

abtex wrote:PS Discount Female armor :D and someone hunting the designer. :eek: :?

Are is this PS version of the "Evil Overlord List"

My Amazon Hordes will wear full body armor, rather than three small triangles of chain mail, which are reserved for dress occasions



Either that, or develop the means to make the WEARER an MDC structure/being.
In this case, scanty armor might mean:
a) Cyberhumanoid Full Conversion Cyborg
b) MDC android
c) BioBorg
d) Bio-Modded Supersoldier with MDC abilities
e) MDC D-bee
f) Dragon or other supernatural shapeshifter
g) Technological or magic/psionic MDC forcefield protection
h) Overwhelming close fire support---you'll be dead and cremated long before you can even think of touching her.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
89er
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Re: Paladin Steel Storefront

Unread post by 89er »

If any of the GNE/PS line of new AI defenders needs more time to develop and ensure that when the fiends are gone they still have a purpose. M3S can spare some of their temporal lagging facilities to help keep the things born from war and desperation become functional after the fighting.

I was reading Defenders by Will McIntosh and this came to mind.
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

89er wrote:If any of the GNE/PS line of new AI defenders needs more time to develop and ensure that when the fiends are gone they still have a purpose. M3S can spare some of their temporal lagging facilities to help keep the things born from war and desperation become functional after the fighting.

I was reading Defenders by Will McIntosh and this came to mind.


Oh, being a dimension-spanning commercial kingdom on a dimensional nexus world, the GNE will ALWAYS have work for its AIs, or the means to resettle them someplace if they don't want to risk their existences any more for the organics.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
abtex
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Posts: 2294
Joined: Sat Jan 04, 2003 2:01 am
Location: Heart in Texas

Re: Paladin Steel Storefront

Unread post by abtex »

taalismn's Muse it work!!
If you need some help, I can sent my Moosssse over to help :?:
But you deal more with the "Power Of Reading". Right?

Are you still working on a portable Stairs concept ? :D
Last edited by abtex on Sat Jan 17, 2015 2:45 pm, edited 1 time in total.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

abtex wrote:[:?:

Are you still working on a portable Stairs concept ? :D


It's the Beatles 'Hole in me pocket'!'
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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abtex
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Re: Paladin Steel Storefront

Unread post by abtex »

Ok, [Had to Google that]
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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Re: Paladin Steel Storefront

Unread post by taalismn »

abtex wrote:Ok, [Had to Google that]


Yeah, I date myself by having seen 'Yellow Submarine', back in the days when they were showing it on television as the Four O'Clock Movie(after school).
Ah the days of psychodelica and Peter Max.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel PS-HP03 Heavy Pistol (12 Gauge)
(aka ‘Mosser’)

*CLICK*
“Security Protocols Enabled. Welcome to the Hotel Harmonia! Cease and desist your hostilities immediately! You are welcome to book accommodations with us, but if you do not cease your property damage and threatening of hotel patrons, you will be forcibly expelled and/or terminated!”
-Unit ALICE-341, PS-CILA-02 ‘CILA’ Semi-Autonomous Android and Hostess Greeter, responding with a smile and a loaded HP03 during an intrusion at the Hotel Harmonia

Another in a series of lower-end, low-tech, and lower-cost weapons produced by Paladin Steel, the PS-HP03 is a revising of the HR-02 Heavy Pistol for use by normal-statured beings, rather than cyborgs or large d-bees. The HP03 is essentially a sawed-off shotgun, fed by an underslung clip or drum. The very short barrel cuts range and accuracy, and the HP03 is best described as a ‘room sweeper’, more effectively used as a defensive weapon at short range. Some users find the weapon performance-sappingly front-heavy with the ammunition drum mounted, but those with bionic limbs or exceptional strength can handle the weapon quite easily. The HP03 is designed to be simple, rugged, easy to maintain, and reliable. It is already seeing brisk sales to urban security concerns, police, shopkeepers, and vermin exterminators.
Weight: 3.8 lbs
MDC: 15
Range: Varies(see below)
Damage:(Varies) (12 Gauge)
*Standard Shotgun shell--200 ft range, 5d6 SDC
*Standard Buckshot shell---200 ft range, 4d6 SDC to 5 ft area
*Teargas shell---200 ft range, 25 ft radius---victims are -10 to strike, parry, and dodge, -3 initiative, lose 1 melee attack/action, for the next 1d6+1 melees
*Baton shell---200 ft range, 2d6 SDC, plus humans and human-sized D-Bees must roll a D20 to maintain their footing (must equal or surpass the attacker's roll to strike...Full rules in TNW p.174).
*S-9Dex Incapacitation Munition ---200 ft range, Essentially a paper-shelled shotgun shell-sized gas-propelled 'cold rocket', packed full of taser beads. Beads powder on impact, reducing the chance of bystanders or in-going police stepping on undischarged beads. Great for crowd control and dealing with closed-space situations(alleyways, rooms, vehicle interiors, etc...)
Effective Range: 200 feet, w/ 20 ft radius
Damage: Nil. Humanoids struck with this weapon must save vs. coma or be shocked unconscious for 1D6 minutes.
Cyborgs have a 60% chance of having their cybernetics disrupted for 1D10 minutes, and a 30% chance of a non-vital system being permanently shorted out.
*High Explosive Armor Piercing Shell---500 ft range, 6d6 MD(no blast radius)
*Mini-Grenade(plasma)--- 500 ft range, 5d6 MD to 5 ft blast radius
*Mini-Grenade II(Fragmentation)---500 ft range, 2d4 MD to 10 ft blast radius
*Standard HESH Shell---500 ft range, 2D4 M.D. plus 4D4 S.D.C. to the person(s) inside of EBA power/body armor & roll versus knockdown (14)
Rate of Fire: Single shot per action
Payload: 6 round clip or 13 round drum; however, anybody with a P.S. of 14 or less will be -1 to strike with the 13 rd drum attached.
The HP03 can also use the same 20 rd ‘banana’ clip and 50 shot drum as the PSAKM ‘Megadeuce’ auto-shotgun, but the added weight will be even more offsetting than the 13 rd drum; -2 to strike for anybody with a PS of 14 or less attempting to use the weapon one-handed. The HP03’s short barrel means that a forward handhold or grip CANNOT be fitted.
Cost: 3,000 credits
Options:
*Underbarrel Laser Spot(or flashlight)--+1 to strike---Cost: 300 credits.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Re: Paladin Steel Storefront

Unread post by taalismn »

TEAL GUARDIAN Augmentation Package:
(PU2 budget: CLASSIFIED, but certainly in the tens of millions of credits per operative)

“You schnooks just chose the wrong people to pick on.<<ARMOR-UP!>> <<Now I’m going to have to ZARFALATE you!>>
“...hey, sarge, what the hell does ‘zarfalate’ mean? Is it a d-bee word? Or is he just making $#!+ up?..”
“Don’t know, don’t care, let’s just enjoy the show.”

“Don’t be thinking that just because you’re amped with super-bio-armor, cyber-organic fusion thrusters, and mega-amped physical attributes that you’re homo superiorus and go up on your own against the Evil Empire or the Beast Time Forgot. You’re still vulnerable, still fallible, and even more of a target with your new abilities. Don’t think for a moment that the admiring looks, the awe, and the praise from the ‘mundanes’ makes you any better or divine. You’re only as good as the people around you backing you up. I can’t count the number of times I’ve owed my ass to a bunch of street cops in riot gear shielding me from rioters, a SWAT sniper placing a bullet where and when it matters the most, or a squad of insanely brave regular foot-slogger infantry putting themselves in the line of fire on my account. Me, a hero? No, I’m just a working girl with a set of nice tools to help me out.”
-Mani ‘Maxima’ Theolstoi, TEAL GUARDIAN operative.

“Gotta hand it to them; those Teal Guardians got guts. My squad got assigned one on a special guard duty and she strutted out in the open all armored up like a shiny princess or a peacock amongst dogs, glowing and preening for all the world to see. Like she was in charge of the whole shebang. Wasn’t until later that we realized what she was doing; she was painting a big fat target on herself. With a rep like those super-amps have, anybody attacking the conference would try to take out the big bad super-defender first, drawing attention from the rest of us grunts and allowing us the chance to take the bad guys in the flank. Not that we’re any less capable or dedicated to getting the job done, but I find I do my job a lot better WITHOUT a wall of hostile fire coming right at me in the face! So I gotta salute those who willingly put themselves in the crosshairs to protect their comrades, though I also got to say; don’t get yourself killed doing it!”
-Sergeant Olaf Gintersun, Paladin Steel Security

TEAL GUARDIAN is less a genetic modification and more a merging of Paladin Steel’s genetic and bionic augmentation programs with phasic studies. In many ways, TEAL GUARDIAN can be considered to be an extension of the PHASE-series power armors and cyborgs, giving the recipients a compromise between the two, in a more socially convenient package.
TEAL GUARDIANs look, with their powers activated, like anthropomorphized anime robots, with articulated armored plates covering their bodies. Even exposed flesh looks metallic or plastic, making many observers assume the bio-mod is a cyberhumanoid or android. The implants increase the recipient’s strength slightly, and add extra weight and sharpness to hand to hand combat attacks. Even when not overtly armored-up, the TEAL GUARDIAN’s fiber armor protects them, making them effectively a megadamage being ALL THE TIME. Unlike PHASE Armor and Cyborgs, a TEAL GUARDIAN’s armor can actually regenerate, using an advanced energy-to-matter conversion process that is bleeding edge super-science. When depleted, the TEAL GUARDIAN’s armor shell can be regenerated in phase-space, while a more limited and partially covering ‘back up’ version can be summoned up, typically as a vest, vambrace, or helmet, affording the bio-mod some continued, if limited, protection.
A contra-gravitic gravity system is also implanted directly into the spine and torso, giving the bio-mod incredible powers of flight, powered by an integral J!Ng free-energy crystal. Many recipients configure their bio-armor design to have features that look like flight jets or thrusters, though the antigravity system doesn’t require such to operate. To some bio-mods, this aspect of the power-up is THE best part of it; allowing the operative to ‘walk on air’ and ‘dance among the clouds’ in seeming defiance of aerodynamics and physics.
Other improvements include boosted overall health, improved reflexes, enhanced endurance,. Their mental defenses are also heavily hardened against torture, sensory manipulation, and attempted possession.
The oft-cited shortcomings of the TEAL Guardian bio-mod are a lack of the many enhanced senses and environmental protections that the less durable and powerful eugenic mods typically offer. The bio-mod package is also lacking in ranged attacks. To compensate, the TEAL GUARDIAN must rely on carried technological equipment, such as gas masks, sensory bands, and handheld weaponry, making them dependent on external accessories. However, given the elite status enjoyed by many TEAL GUARDIAN assignees, the operatives often have access to quite sophisticated equipment, such as vision-enhancer contact lenses, amped hearing aides, and quite powerful personal sidearms.
Because of the more overt nature of the bio-mod, especially when the operative is fully armored up, TEAL GUARDIANs are rarely deployed as grunt units(unless deception is part of their mission), but instead are often assigned to special ops, body guard assignments, and special security squads. Many recipients of the ‘superhero’ bio-mod develop outgoing extraverted personalities to match their armored-up ‘alter-ego’ forms.
TEAL GUARDIANs are occasionally mistaken for CosmoKnights or Invincible Guardsmen when encountered in the Three Galaxies.

Powers/Abilities:
-Bio-Armor(Major)---This is articulated armor plating that can be materialized out of phase-space around the bio-moddie and anchored by phase-space links to the wearer(NO prowl or movement penalties). It is NON-environmental, so operatives facing toxic or contagious situations should wear some sort of environmental protection(the bio-armor fits over clothing, including light to medium EBA). While standardized styling common to PS/GNE armors is available, PS has taken a cue from the Cyberknights and allows operatives to customize the appearance of their bio-armor, encouraging the ‘superhero’ theme of these agents.
*200 MDC +20 per level of experience
*Increase weight by 30%
*If completely depleted, regenerates completely after 24 hours. Partial armor(80 MDC +5 per level of experience) can be generated after 8 hours.
*Resistant to Heat, Fire, and Cold(including those created by magic and psionics) -Does HALF damage. Heat signature is 20% lower than normal.
*+1d4 to P.S.
* +1d6 SDC to hand to hand damage.

-Flight: Wingless(Minor)---An integral contra-gravity flight system controlled by thought.
*Speed is 200 MPH +20 MPH per level of experience, no altitude limit(limited only by environmental concerns).
*+1 APM
*+2 strike
*+2 parry
*+4 dodge when hovering or flying under 80 MPH
*+6 dodge when flying at 890 MPH or greater
*+4 to damage for every 20 MPH of speed
*+40 SDC

-Extraordinary Physical Endurance(Minor)---The TEAL GUARDIAN augment more than qualifies for its Class 4 rating with this alone. The energy field creating the A-G field and holding the body armor in place also serves to intermesh through the person’s body, supporting them, reinforcing joints and muscles, and creating a damage-resistant energy armor, effectively making the bio-mod recipient a megadamage being.
*Fatigues at 1/10th normal rate
*+1d6+5 P.E.
*Effectively becomes a megadamage being with 4d4x10 MD +2d4 per level of experience.

-Physical Transformation---The recipient of a TEAL GUARDIAN aug is physically optimized; increased charisma and glowing good health adding to the image of heroism. +1d4 P.E., +1d6 P.B., +1d6 SPD, +2d6 Hit Points, +4d6 SDC, and +1d6 to P.S., plus it is considered to be Extraordinary.

-Mind/Body Attunement---The recipient’s nervous system is amped to be more in tune with themselves; +1 APM, +2 on initiative, +4 save versus Horror Factor, +1 save versus poison and disease, and +2 save versus possession.

-Increased Physical Agility and Dexterity---Paladin Steel’s biotechs seem to believe that the easiest way to survive damage is to not be hit; that, and lay down hurt on the OTHER guy faster than he can lay down hurt on YOU. Thus, physical agility and responses have been stepped up. Increase P.P. to 22, +1 APM, +2 on initiative, automatic dodge, paired weapons, and +5% to physical skills requiring physical dexterity. The character is also ambidextrous.

-Mental Conditioning---Because of the potential threat of a TEAL GUARDIAN being turned on his or her allies, the bio-mods get special conditioning against mind control and torture. +5 save versus mind control, +4 save versus illusions and horror factor, +2 save versus psionic attack, and is impervious to possession.

Total bonuses:
+40 SDC+4d6 SDC
+2d6 Hit Points
Effectively becomes a megadamage being with 4d4x10 MD +2d4 per level of experience. +40+6d6 MDC (from above SDC/HP conversion)
+2 APM
+4 on initiative
Automatic dodge
+4 dodge when hovering or flying under 80 MPH
*+6 dodge when flying at 890 MPH or greater
Increase P.P. to 22
+1d6+5 P.E. +1d4 P.E.
Fatigues at 1/10th normal rate
+1d6 P.B.
+1d6 SPD
+1d6 to P.S(+1d4 to P.S. when armored up)., plus it is considered to be Extraordinary.
+8 save versus Horror Factor
+1 save versus poison and disease
+5 save versus mind control
+4 save versus illusions
+2 save versus psionic attack
Impervious to possession
+2 save versus possession
W.P. Paired Weapons
+5% to physical skills requiring physical dexterity. The character is also ambidextrous.

Variants:
*AZURE GUARDIAN---A variant of TEAL GUARDIAN supposedly in development that would replace the Bio-Armor aspect with a more durable Invulnerability aspect, addressing some of the life support issues;
-700 MDC and regenerates at 1d6x10 MDC per minute/4 melees.
-+1d6 P.E.
-+1d4 P.S. and considered Superhuman/Robotic
-+20% to Save versus coma/death
-Supernatural punches, kicks, and bites do HALF damage
-Gases, chemicals, radiation, poisons, toxins, and disease do HALF damage, duration, effect. CANNOT be killed by toxins or radiation.
-Hold Breath for 12 minutes
-Go without food for 80 days
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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89er
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Re: Paladin Steel Storefront

Unread post by 89er »

Were you inspired by the following to make the Arachne, http://io9.com/this-scary-lovely-dress- ... 1676731694 ?

On a side note, some of the stage mages (Simulated magic users) have been asking how hard would it be to create spells. Since they have seen people making spells every other day in another megaverse whose name has been withheld for security and they like the idea of hurling superbase in a spinning toroid of gravity at cultists.
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Re: Paladin Steel Storefront

Unread post by abtex »

So much coming from the 'Man on Top of the land locked Iceberg' or hill as he calls it.
Are you in the storm's path?

I made Page 103!!! Great Happyness!!!
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

abtex wrote:So much coming from the 'Man on Top of the land locked Iceberg' or hill as he calls it.
Are you in the storm's path?


Oh yeah...And I'm supposed to have the evening shift at work just as thestorm blizzard is hitting its stride.
Might be better to err on the side of safety and tell 'em I can't make the hour-long commute through whiteout conditions, let alone the drive back in the middle of the night. I've had(about five years ago) one winter wipeout up against the median divider too many on that same route.
Given how the whole state is already shutting down in anticipation, I think my boss will understand, provided he's not already planning on calling employees and telling them not to come in on Tuesday.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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abtex
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Re: Paladin Steel Storefront

Unread post by abtex »

89er wrote:Were you inspired by the following to make the Arachne, http://io9.com/this-scary-lovely-dress-can-defend-you-from-unwanted-at-1676731694 ?

He will most likey use some Lemuria or Splicer and mix a dozen or so critters and bugs to make some dress-WarFare.

See some more 'Dresses' on her website.
89er wrote:On a side note, some of the stage mages (Simulated magic users) have been asking how hard would it be to create spells. Since they have seen people making spells every other day in another megaverse whose name has been withheld for security and they like the idea of hurling superbase in a spinning toroid of gravity at cultists.

Waiting for his reply. But "3D printing and microcontrollers" could make Simulated magic possible.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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Re: Paladin Steel Storefront

Unread post by abtex »

taalismn wrote:Given how the whole state is already shutting down in anticipation, I think my boss will understand, provided he's not already planning on calling employees and telling them not to come in on Tuesday.

But what if people need books on Winter Survival to check out? :D

Did you shut the bathroom window? :D :lol:
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

89er wrote:Were you inspired by the following to make the Arachne, http://io9.com/this-scary-lovely-dress- ... 1676731694 ?

On a side note, some of the stage mages (Simulated magic users) have been asking how hard would it be to create spells. Since they have seen people making spells every other day in another megaverse whose name has been withheld for security and they like the idea of hurling superbase in a spinning toroid of gravity at cultists.

:D How could I NOT? Oh yes...all's fair in love and war.

And to the second question; depends on the spell. And sometimes all it takes to simulate 'cast fireball' is a burst of tracer. :twisted:
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

abtex wrote:
taalismn wrote:Given how the whole state is already shutting down in anticipation, I think my boss will understand, provided he's not already planning on calling employees and telling them not to come in on Tuesday.

But what if people need books on Winter Survival to check out? :D

Did you shut the bathroom window? :D :lol:


I fully expect, in the middle of the blizzard, people will call the library to see if we're open...because they want to come in and check their e-mail. Or get tax forms.
I kid you not. :|
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel TWKMUT-01 Kinetic Manipulation Utility Tool
(“Cargo Wand”, “Forklift Stick”)

“Just the thing for getting that warehouse logjam cleaned up and things humming right along!”

“Just remember how many crates you got in the air and how long the spells holding them up last, Houdini. Remember the guy you’re replacing and his little ‘incident’ with the glass shipment.”

The TWKMUT-01 is a technowzardry-powered utility tool meant to be used in cargo handling, transport, and construction, allowing the user to magically manipulate and move heavy objects with greater ease.
The TWKMUT-01 resembles a baton or traffic control wand, and is powered by a TW power crystal or battery in the handle. A touch-button slider allows the user to select from several different kinetic manipulation spells.
Levitation---Need to move a heavy sofa upstairs? Let this spell make the job easier!
Telekinesis---Ideal for picking up objects and moving them remotely.
Featherlight---Reduces the weight of affected items, so they’re easier to handle.
Float in Air---Another convenient spell for maneuvering heavy items.
Manipulate Objects---Allows the user to ‘juggle’ tasks more easily.
Fly---Gives the magic carpet touch to objects, allowing them to be ‘flown’ where needed.
The TWKMUT is a familiar tool in high-volume warehouses and transport hubs through the GNE. It is also, unfortunately, an increasingly favorite tool of pranksters and thieves, the former using the instrument to dangerously place heavy objects and the latter to facilitate quick grab-and-goes.

Weight: 5 lbs
MDC: 20
Range:
(Levitation) 60 ft
(Telekinesis) 60 ft
(Featherlight) 10 ft
(Float in Air) 30 ft
(Manipulate Objects) 100 ft
(Fly) Touch
Damage/Effects:
(Levitation) Lifts up to 360 lbs of weight up 140 ft.
(Telekinesis) Can affect up to 60 lbs of weight.
(Featherlight) Enchants up to 1,600 lbs of mass to weigh only as much as a feather.
(Float in Air) Levitates objects 1-2 ft in the air, including over water.
(Manipulate Objects) Picks up and carries objects up to 5 lbs per 2 PPE spent.
(Fly) Causes objects to fly, at the direction of the wand, at up to 35 MPH, maximum altitude of 1,000 ft. Object cannot exceed 6 ft in length/width. Spell does NOT work if the enchanted object contains any sort of metal or plastic in its construction.
Rate of Fire/Duration:
(Levitation) 24 minutes
(Telekinesis) 8 minutes
(Featherlight) 80 minutes
(Float in Air) 20 minutes
(Manipulate Objects) 16 minutes
(Fly) 48 minutes
Payload:
(Levitation) 3 PPE per activation
(Telekinesis) 4 PPE per activation
(Featherlight) 5 PPE per activation
(Float in Air) 3 PPE per activation
(Manipulate Objects) 1 PPE per every 5 lbs of weight
(Fly) 8 PPE per activation
Special Features:
*Integral Flashlight/Illuminator
Cost: 190,000 credits, + PPE battery/energizer cost
Options:
*(Spell) Energize Spell(6 PPE + spell being boosted)---Extends duration of modified spell. 60,000 credits.


Variants:
A variety of cheaper single-spell models of the TWKMUT exist:
-TWKMUT-Lev---Levitation, 29,000 credits
-TWKMUT-TK--Telekinesis, 44,000 credits
-TWKMUT-Fl--Featherlight, 54,000 credits
-TWKMUT-Fia--Float in Air, 29,000 credits
-TWKMUT-Mo--Manipulate Objects, 14,000 credits
-TWKMUT-F--Fly, 79,000 credits
(stats same as for the individual spells in the combined device)
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Re: Paladin Steel Storefront

Unread post by abtex »

taalismn wrote:Paladin Steel TWKMUT-01 Kinetic Manipulation Utility Tool
(“Cargo Wand”, “Forklift Stick”)

Can this be use to remove snow (from the front porch) and walk over ice?

Nice work.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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Re: Paladin Steel Storefront

Unread post by taalismn »

abtex wrote:
taalismn wrote:Paladin Steel TWKMUT-01 Kinetic Manipulation Utility Tool
(“Cargo Wand”, “Forklift Stick”)

Can this be use to remove snow (from the front porch) and walk over ice?

Nice work.



Only if the snow's packed enough into ice boulders...otherwise the stuff would fall apart.
And yeah, just as I finish cleaning up one mess...another 8-12 inches predicted for Monday. :(
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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abtex
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Re: Paladin Steel Storefront

Unread post by abtex »

taalismn wrote:
abtex wrote:
taalismn wrote:Paladin Steel TWKMUT-01 Kinetic Manipulation Utility Tool
(“Cargo Wand”, “Forklift Stick”)

Can this be use to remove snow (from the front porch) and walk over ice?

Nice work.


Only if the snow's packed enough into ice boulders...otherwise the stuff would fall apart.
And yeah, just as I finish cleaning up one mess...another 8-12 inches predicted for Monday. :(

So using TWKMUT-01 to push a snow shovel would not work? :-(

WeatherMan's rumor says we will have snow last night tonight. Or just maybe. Waiting to see.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

abtex wrote:[
So using TWKMUT-01 to push a snow shovel would not work? :-(

WeatherMan's rumor says we will have snow last night tonight. Or just maybe. Waiting to see.


Nope. Better break out the TW Snow/Leaf/Deadboy Blower.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
abtex
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Posts: 2294
Joined: Sat Jan 04, 2003 2:01 am
Location: Heart in Texas

Re: Paladin Steel Storefront

Unread post by abtex »

taalismn wrote:
abtex wrote:[
So using TWKMUT-01 to push a snow shovel would not work? :-(

WeatherMan's rumor says we will have snow last night tonight. Or just maybe. Waiting to see.


Nope. Better break out the TW Snow/Leaf/Deadboy Blower.

OK, with have to wait for TWKMUT-03 and the smaller EDC [Every Day Carry] model 4 and 5.

It snow last night, will sent you What's left of the storm. Enjoy. :D
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel/Locke-Snye Industries ‘Brumbler’ Ground Combat Vehicle
(aka ‘Wrecking Ball’)
http://i408.photobucket.com/albums/pp164/taalismn/brumblerimg373_zpsd4e19a39.jpg

“Driving the Brumbler takes some getting used to if you like to stick your head out and directly eyeball what you’re driving around. The Brumbler relies entirely on ‘virtual cockpit’ technology to show the pilot what they’re running into, which sounds great, because it means there’s no windows to target in the thing’s admittedly thick armor, but not so great when you consider how many beings can mask themselves from technological sensors. We ran exercises with these things against a group of Cyberknights from Mount Washington and they snookered our drivers every time.”

“Having these things bearing down on you, you get a really negative appreciation for the bowling pins’ point of view.”

Troubled Three Galaxies automaker Locke-Snye’s affiliation with Rifts Earth Paladin Steel arguably breathed new life into the former’s Trundlebug line, but the association and investment of resources also allowed LSI to turn their attention to realizing several other projects. One of these was a military version of the Trundlebug concept.
The ‘Brumbler’ has been described as looking like ‘a shaved sea urchin wearing a set of killer headphones’. The basic body is a heavy studded and treaded sphere, with a freefloating roller bar assembly straddling it, connecting to two axial weapons mounts. The pilot sits inside a second smaller cockpit sphere inside the main body, the cockpit pod remaining upright inside the larger sphere. The Brumbler dispenses with the Trundlebug’s short robotic legs in favor of a more powerful engine and ‘smart’ tread surface to allow the vehicle better off-road performance. The addition of extra military gear also reduces the available space inside the Brumbler, making it, for all intents and purposes, a one-man vehicle(the Trundlebug coudl seat up to 4).
The Brumbler is decidedly heavily armed for a one-man AFV. The Brumbler mounts its main weapons in modular pods on the axial hardpoints. Paladin Steel’s major contribution to the design is the variety of modular weapons that can mounted on these hardpoints. The top of the roller bar assembly can mount a modular sensor system or additional weapons system(typically a missile launcher).
To access/exit the vehicle, the external assembly rotates lengthwise(oriented either way) and the pilot can enter/exit his vehicle through wing-hatches on either side.
Because of the exotic nature of the design, Brumblers require special maintenance and attention to the various advanced systems incorporated into them such as the central gyrostabilized cockpit, embedded sensors, and VR cockpit. Paladin Steel has helped Locke-Snye on improving the ruggedness of the design, making it more combat-ready and reliable, but the design can still prove daunting to service for mechanics unfamiliar with the Trundlebug or Brumbler(GMs may wish to assign a penalty of -10% to -15% for mechanics working on the Brumbler without special training).
The Brumbler has been appearing in small numbers in GNE-affiliated Irregular units(likely field-testing the new vehicle) where it has already acquired something of a reputation as a ‘robot killer’, and has garnered more than a little interest from various paramilitary organizations. This has made Locke-Snye executives rather happy at the pospect of finally being able to get large orders and be taken seriously as a company, but other LSI executives aren’t so sure that military contracts are in the best interests of the company, long-term. Paladin Steel, for their part, are just pleased at the prospect of another successful product line.

Type: PS-LSI-IYA-09 Brumbler
Class: Ground Combat Vehicle, One-Person
Crew: One(a second person can fit inside, but must sit in pilot’s lap).
MDC/Armor by Location:
Main Body 800
Inner Safety Cage 100
*Roller Bar Assembly 280
Gun Mounts(2) 90 each

*Destroying the Roller Bar Assembly does not impede the mobility of the main body

Height: 12 ft
Width: 12 ft
Length: 9 ft
Weight: 1.7 tons
Cargo: Small space inside cabin for a survival pack and sidearms
Powerplant: Nuclear Fusion w/ 10 year energy life
Speed:(Rolling) 120 MPH
(Leaping) Not possible without a running start and a takeoff ramp.
(Climbing) Not possible
(Flying) Not possible
(Underwater) Can roll along the bottom at 10 MPH, maximum depth 1.2 miles, though the external equipment frame is only good for 2,000 ft.
Market Cost: 5 million credits on Rifts Earth...likely to sold for HALF that in the Three Galaxies.
Systems of Note:
Standard Robot Systems, plus:
*Reclining Bucket-Seat---The seat folds back to make for an improvized sleeping area.
*Motion Detector---100 ft range
*Night Vision Systems---500 ft effective range(passive nightvision and IR vision blocs)
*Mini-Radar---3 mile range
*Signal Lights---Tiny surface LEDs can be used to note directional change(or intent to change
direction)---However, these aren’t always readily visible or recognizable by outsiders unfamiliar with
the vehicle, and efforts to install a more visible system have proven less than satisfactor.

*EMP Shielding---The Trundlebug/Brumbler is fully shielded against radiation and electromagnetic
attacks(since the driver is entirely dependent on VR feeds, having a system that is easily knocked
out by a power surge didn’t strike the engineers at LSI as a good idea...).

*Crash Protection Systems(crash cage, auto-lock belting and restraints, airbags)---Reduces crash
damage to occupants by HALF.

*Damage Resistance---Call it superior design, super-science, or alien technology, but the
Brumbler is virtually invulnerable to physical damage; collisons, impacts, megadamage kicks and
punches do 1/4 normal damage(bullets, energy attacks, missile strikes, and magic still do full
damage), bites often do NO damage(owing to the difficulty of getting a good grip on the giant
spheroid), corrosives like acids do only HALF damage, and the vehicle has a +3 to Roll with impacts.
Note that this damage resistance does NOT apply to the external weapons frame, which is typically the first thing shot away in heavy combat.

*Omni-Directional Steering---The ability of the TrundleBug/Brumbler to go instantly in nearly any direction gives a +5% to Trick Driving Maneuvers


Bonuses: The ability of the Brumbler to instantly change direction, unfettered by such impediments as a turning radius, means that the car is +1 to dodge. The Brumbler is also +2 to Roll with punches, kicks, and concussive blasts.

Weapons Systems:
1) Axial Hardpoints(2)---The two ‘headphones’ mount powered pivot hardpoints, each one of which can mount 1-2 similar(and fire-linked) weapons. The Brumbler can bring these weapons to bear by either spinning on its vertical axis or simply spinning the roller bar assembly in the proper direction. The pivot hardpoints can also rotate a full 180 degrees, allowing the Brumbler to engage targets directly above it and behind it. Overall, this gives the Brumbler some SERIOUS firepower(although some drivers complain that the low siting of the main weaponry means the main guns can be fouled or damaged by ground debris, mud, and detritus). Each hardpoint can mount TWO of the following, unless otherwise noted
a)PS-5400 Caseless Machinegun---This weapon is a repackaging of the Bandito Arms 5500 "Cactus Juicer" Fletchette Rail Gun, with bigger ammo drum.
Range: 2,000 ft
Damage: 1D6 MD single round, 6D6 MD per burst of six rounds
Rate of Fire: Single shot, or 6-round burst
Payload: 320 rounds (60 bursts)
Cost: 50,000 credits

b)12.7mm PS-MRG03 Snub-nose Short Gatling Gun : This high-powered four-barreled gatling rail cannon features enormous damage potential, and fair range in a small package. The MRG-03 trades range for blistering short-range fire power, and is frequently used as a ‘streetsweeper’ in built-up areas.
MDC: 30
Weight: 50lbs
Range: 2000 ft
Damage: 1D6 MD single round, 1D6x10 MD per 10 round burst,
2D6x10 +60 per Full Melee Burst of 40 rounds
Rate of Fire: EGCHH
Payload: 500 rounds; the forearm magazine can hold an additional 200 rds.
Market Cost: 12,000 credits

c)PS-DL-110 Razor-Frizzer( a copy of an imported Russian design). The PS version uses ceramic and light alloy discs that, either by accident or deliberate design, give off a very audible high-pitched shrieking or buzzing noise when fired.
Range: 2,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
Rate of Fire: EGCHH
Payload: 2,000 rd drum
Cost: 80,000 credits

d)*45mm PS-HRG05 'Hellshot' Rail Cannons: An early attempt to equal the power of the infamous "Boom Gun" carried by the Glitterboy, these fearsome handheld weapons fire a much larger heavy metal kinetic energy penetrator with a massive punch. Unfortunately, the engineers were unable to equal the Boom Gun's long range or build the projectiles any smaller, limiting the payload.
MDC: 50
Weight: 500lbs
Range: 3,300 ft
Damage: 3D6x10 MD
Rate of Fire: Single shot only; EGCHH
Payload: 12 shots
Market Cost: 120,000 credits per cannon, 800 credits per penetrator round

e)Light 20mm Autocannon
Range: 4,000 ft
Damage:(20mm) 1d4 MD single shot
4d6 MD per 5 rd burst
1d4x10+4 MD per 10 rd burst
Airburst does 1d4 MD to 5 ft blast radius(single shot)
(PSX 20mm) 4d4 MD single shot
2d4x10 MD per 5 rd burst
4d4x10 MD per 10 rd burst
Airburst does 4d4 MD to 5 ft blast radius(single shot)
(Wood Rounds) 6d6 SDC single shot (1d4x10 HP to vampires)
2d4x10 SDC MD per 5 rd burst (2d4x10 HP to vampires)
6d6 MD per 10 rd burst (3d6x10 HP to vampires)
Rate of Fire: Standard
Payload: 200 rds
Cost: 30,000 credits

f)Pulse Laser Lances---Adapted from the Kittani Energy Lance; modest damage, but good range, and excellent accuracy(due to its light weight and integral laser sighting). These weapons are heavier than the original, due to different production methods(70 lbs), and are just now becoming available; PS is testing out the market and applications.
Range: 6,000 ft in hi-mode, 3,000 ft in lo-mode
Damage: 3d6 MD single shot in hi-mode, 6d6 MD per blast in lo-mode
Rate of Fire: EGCHH
Payload: 100 shot battery
Bonus: +2 to strike
Cost: 75,000 credits

g)PS-RG-44 Rail Gun(a copy of an imported Russian design)
Range: 4,000 ft
Damage: 1d4x10 MD per 20 rd burst
Rate of Fire: EGCHH
Payload: 3,000 rd drum
Cost: 75,000 credits

h)PS-MMLR-14 Mini-Missile Launcher ---One of Paladin Steel’s minor triumphs of reverse-engineering has been the knock-off of the Coalition’s CCT-M20 Missile Rifle,complete down to the light laser, but modified to take advantage of PS’s advancements in lighter weight composites and ceramics. Has the advantage of having a light laser for additional firepower. Can be mounted singly or in two-gun mounts.
Range:(Mini-Missiles) Varies by Missile Type(usually about 1 mile)
(Laser) 2,000 ft
Damage:(Mini-Missiles)Varies by Missile Type
(Laser) 2d6 MD per blast
Rate of Fire:(Mini-Missiles) Volleys of 1, 2, or 4
(Laser) ECHH
Payload:(Mini-Missiles)20 per launcher(10 per launch tube)
(Laser) Effectively Unlimited attached to an external generator, or 20 shots per standard E-clip/30 per long E-clip as backup.
Cost: 36,000 credits per launcher

i) Pulse Lasers---Shorter ranged than the lances, but just as powerful.
Range: 4,000 ft
Damage: 3d6 MD single shot, 6d6 MD short burst, 1d6x10 MD medium burst( 20 shots, 2 attacks), 2d6x10 MD long burst(40 shots, 2 attacks), 4d6x10 MD full magazine burst(80 shots, no bonuses to strike...does 3d6 MD to 4d4 targets if in a spray attack).
Rate of Fire: Standard
Payload: Effectively Unlimited attached to an external generator, 25 shots from the standard e-clip in the forward holder, 70 shots from a regenerating canister e-clip. Regenerates 5 shots per hour, and can self-renew four times before needing to be overhauled. E-clip adaptors allow the Blazer to use conventional e-clips and CS canisters in a pinch.
Cost: 78,000 credits

j) Ion Blasters
Range: (Ion Bolt) 3,000 ft
(Spray Bolt)1,500 ft and affects a 15 ft wide area
Damage: (Ion Bolt) 1d6x10 MD per single bolt
(Spray Bolt) 4d6 MD to a 15 ft wide area
On a Natural 20(Critical Strike) the ion weapon does TRIPLE damage instead of the normal double damage
Rate of Fire: Standard
Payload: Effectively Unlimited attached to an external generator, or 6 shots standard E-clip, 10 shot long e-clip, 50 shot e-canister.
Cost: 32,000 credits


k) Plasma Projectors---Modified PPR-3C ‘Serap’ cannon.
Range:(Plasma Stream) 2,000 ft
(Plasma Bolt) 1,800 ft
(‘Shotgun’ Burst)1,500
Damage:(Plasma Stream) 1d6x10 MD per blast
(Plasma Bolt) 1d4x10 MD to 8 ft blast radius
(‘Shotgun’ Burst)4d6 MD to a 20 ft wide area
Rate of Fire: Single shot, ECHH
Payload: Effectively Unlimited attached to an external generator, or 7 shots standard E-clip, 14 shots long E-clip, or 50 shots with a backpack
Cost: 90,000 credits


2)(Optional) Roller Bar Top Mount---The top of the roller bar has a hardpoint that can be used to mount ONE of the following:
a)Sensor Cluster--Small sensor dish on a turntable
MDC: 25
Sensors: Mini-Radar--5 mile range
Motion Detector--200 ft range
Laser Illuminator-----6,000 ft range, Designates targets for laser-guided munnitions/weapons
Laser targetting System(+1 to strike)
Cost: 18,000 credits

b) Lance Scanner---Looks like a long lance protruding from the front of the craft. The Lance Scanner contains a magnetometer() and a short-range microwave radar for groundsearching minefields(in theory, the ground radar sound be able to detect even non-metallic mines, but takes twice as long).
Range: The magnetometer has a range of 4,000 ft and can detect vehicles and other metallic structures with 80% accuracy
The ground radar has a range of 3,000 ft, and has a 90% chance of detecting metal-cased mines, 60% chance of detecting non-metallic ordnance.
Cost: 40,000 credits

c) Aura Scanner---For detecting and identifying PPE concentrations
Range: 2,000 ft
Cost: 35,000 credits

d)Bio-Scanner---Has a molecular analyzer, enhanced radiation detector, high-powered accoustic ‘shotgun mike’(3,000 ft range), and thermo-imager optics(3,000 ft).
Cost: 10,000 credits

e) Optical Cluster---Mini-optics turret similar to those mounted on helicopters and aerodynes
Sensors: Telescopic (2 mile accuity, 4-10x50 magnification)
IR/UV(2,000 ft)
Thermo-Imaging (3,000 ft)
Audio-Video-Survellance System w 48 hour recording capability
Laser Illuminator---’Paints’ targets for laser-guided weaponry. Range of 2 miles and gives a +1 to strike for L-G ordnance.
Cost: 18,000 credits

f) Mini-Missile Launcher---10 shots

g) Copperhead Anti-Tank Missile Pod---Uses PS ‘smart’ armor killers for more accurate fire.
Range: 1 mile
Damage: Armor-piercing: 2d4x10 MD, no blast radius
Rate of Fire:Volleys of 1,2,3, 4, or 6
Payload: 6
Bonuses: +5 to strike
Cost: 200,000 credits

h) Flamer
Range:(Direct-Stream Mode) 230 ft
Damage:(Direct-Stream Mode)
(Gasoline/Alcohol) 1d4x10 SDC
(Napalm) 1d6x10 SDC, plus does 5d6 SDC per melee for 1d4 minutes
(MD Fluid) 1d4 MD per blast, 1d4 MD per melee for 2d4 minutes
(Incendi-Gel)2d6 MD, 2d6 MD per melee for 1d6 minutes
(WI Napalm-P) 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes.
Note: The flamethrower can also be used to cover an area with fluid: up to 10 ft per attack used. Used with Super-Napalm, this does 1d4 MD, Incendi-Gel does 1d6 MD, and with Napalm-P, this does 2d6 MD.
Rate of Fire:(Direct-Stream Mode) Standard
Payload:(Direct-Stream Mode
(Gasoline/Alcohol) 20 blasts
(Napalm) 60 blasts
(MD Fluid) 100 blasts
(Incendi-Gel) 120 blasts
(WI Napalm-P) 200 blasts per tank(much more concentrated than the regular gasoline/alcohol).

i) Heavy Machine Gun
Range: 6,000 ft
Damage: (SDC) 1d6x10 SDC single shot, 1d6 x100 SDC(1d6 MD) per 10 rd burst.
(Ramjets) 1d4 MD single shot, 1d4x10 MD per 10 rd burst.
(High Explosive)3d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(PSX-2) 2d6 MD per rd, 2d6x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard
Payload: 300 rd box magazine
Cost: 8,000 credits

j) Point Defense Cannon---Adapted from the PSA-11’s optional backpack turret, this is a powered turret, directed by either computer control or by eyeball-directed HUD. The turret can be fitted with up to two (similar) weapons, such as the following:

Turret Base Cost: 25,000 credits

*1A) Light Rail Gun---Based on PS’s STARifle:
Range: 2,000 ft
Damage: 1d6 MD per single shot, 5d6 MD on a 5 shot burst, 1d6x10 MD per 10 rd burst
Rate of Fire: Single shot or 5-shot burst, Equal to the pilot's combined hand to hand attacks, or 4 attacks in auto-defense mode.
Payload: 1,200 rd drum feeding both weapons(60 bursts per gun)
Cost: credits

*2A) Pulse Laser Turret: Paladin Steel also offers a lower-powered laser system, with unlimited payload and a longer range. The Pulse Laser is intended as an anti-aircraft/anti-missile system, and can be remote-linked to an air defense grid system, such as the Meles AAAV, Rattlesnake AAV, or the Vixen Fighter/Recon Pod, (Part of Paladin Steel's emerging BAMSP: Battlefield Asset Management System Package).
Range: 6,000 ft
Damage: 3D6 MD single blast, 6D6 MD double- barreled blast
Rate of Fire: Equal to the pilot's combined hand to hand attacks, or 4 attacks in auto-defense mode.
Payload: Unlimited
Bonuses: +2 to strike airborne targets like missiles and aircraft/flying opponents(must be traveling higher than 10 ft off the ground)
Cost: 45,000 credits

*3A) Light Plasma Cannon
Range: 1,800 ft
Damage: 6d6 MD single shot
Rate of Fire: Equal to the pilot's combined hand to hand attacks, or 4 attacks in auto-defense mode..
Payload: Effectively Unlimited
Cost: 30,000 credits

*4A) Light Ion Blasters:
Range: 1,600 ft
Damage: 3d6 MD single shot, 1d6x10 MD pulse burst
Rate of Fire: Equal to the pilot's combined hand to hand attacks, or 4 attacks in auto-defense mode..
Payload: Effectively Unlimited
Cost: 30,000 credits


k) Sensor Pods---Additional specialized sensors can be mounted in place of weaponry.

l) Laser Pod (PSMBL-5000B)
Range: 6,000 ft
Damage: 4d6 MD double blast, 1d4x10+8 MD quad blast, 1d6x10 MD full 5-shot blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
Cost: 270,000 credits

m) Mage Pod---The Mage Pod is probably the most significant technology and option to come out of PS’s earlyy robotics programs. The Mage Pod also represents a crowning achievement for Paladin Steel’s industrial-magery division, and helped establish it as a power to be reckoned with in the PS organization(it had previously been regarded as a ‘cottage industry’ department compared to the large-scale assembly-line centered Heavy Machinery, Aviation, and Naval Engineering sections). The Mage Pod is an effort to develop a modular TechnoWizardry weapon, applicable to vehicles and robots, and is a TW weapons module that incorporates a PPE Battery(Maximum Strength: 500 PPE!) and a pre-programmed crystal spell projector, with hardwired activator spells(Energy Bolt, Energy Field, Domination[for mental spells], and Wind Rush).
The heart of the system, though, lies between the crystal lenses and the PPE Battery. There are three option spaces for Spell Cards. What’s a Spell Card? A Spell Card is a brick-sized wafer of pure iron, crystals, and wiring(typically a large percentage of the wiring consists of gold or silver), woven in mystic configurations, typically around a central gemstone or crystal lense/’lasing’ element, and incorporating a ‘hardwired’ spell. The Spell Card can be simply installed in the Mage Pod’s option slot( a matter of 10-15 minutes to check for correct lense alignment), fed PPE from the Battery via the activator spell, and projected via the crystal ‘shooter’. Instant spell magic! This system also allows the weapons system to be specifically configured to a particular mission needs(i.e. , a Minotaur wheeled tank expected to act as an ECM/ECCM vehicle might carry Frequency Jamming, Illusion, and Illusion Booster, while a vampire hunter might carry Globe of Daylight, Circle of Rain, and Water Wisp).
The Mage Pod has a few drawbacks; one is the fact that the mys-technology is still new and fairly expensive. Spell Cards are rather rare and hard to come by on the market(currently available direct from PS only). The other is that currently only simple single spells can be incorporated into the Spell Card module. Combined effect spells cannot currently be incorporated, though PS is working feverishly on the means to do so.

The model described is a MagePod Model 0.1C, a (slight) refinement over the original model, and featuring a three-slot Spell Card ‘magazine’, allowing the operators to clicke between three spells with the flip of a switch.
Weight: 1,000 lbs
Range: Varies by spell
Damage/Duration: Varies by spell
Rate of Fire: EPCHH
PPE Cost per Use: Varies by spell. However, the use of focusing elements and activator spells effectively reduces spell PPE cost by HALF.
(So you Technowizards aren’t flummoxed by PPE costs in a long-running battle, while the still relatively high PPE costs for the high-end spells keeps someone from using Sphere of Annihilation in every battle).
Payload: Draws from the main PPE Battery, but can also draw upon the robot’s/vehicle’s other PPE reserves/batteries(if any have been fitted). In an emergency, the pilot, if they are a mage or psychic, can kick in their own PPE.
Bonuses: As per spell(if any)
Cost: The basic Mage Pod system costs about 1 million credits
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.
PPE Generators:
PPE Capacity:(Light)----200 PPE battery capacity; recharges at 10 PPE per hour, 20PPE/hour at a leyline, 40 PPE/hour on a nexus
(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
(‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus
(‘Sorcerer’)--- 600 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus
Cost:(Light)----500,000 credits
(Medium)-----1 million credits
(‘Wizard’)----2 million credits
(‘Sorcerer’)---- 3 million credits

3) Ramming--- Ramming with the Brumbler does 1d4 MD at speeds below 40 MPH, and 1d6 MD at speeds
over 40 MPH.

Options:
*Mag Traction System-----The ‘economy’ version of Paladin Steel’s Virtual Tread Traction System, that allows a vehicle superior handling on wet ground and sloping surfaces. The downside of it is that in anything less than a nuclear-powered vehicle, the energy expenditure can quickly drain the car’s batteries.
Bonuses:+15% to control rolls
Penalties: If driving with a liquid fuel or electric engine, reduce baseline gas mileage/range by 10% per hour of activation that the MagTrac system is engaged.
Cost: 8,000 credits.
Last edited by taalismn on Tue Feb 10, 2015 6:49 pm, edited 2 times in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
89er
Adventurer
Posts: 569
Joined: Wed Nov 12, 2008 8:33 pm

Re: Paladin Steel Storefront

Unread post by 89er »

Nice line up, and I have started working on a Smartphone for Rifts. It will be hands free, have a non nuclear battery that lasts, built in translator, communicate to others over a reasonable distance and is techno wizardry compatible. That and more will come out with the device. The working name is Chrm from Paladin Steel.
User avatar
taalismn
Priest
Posts: 48014
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

89er wrote:Nice line up, and I have started working on a Smartphone for Rifts. It will be hands free, have a non nuclear battery that lasts, built in translator, communicate to others over a reasonable distance and is techno wizardry compatible. That and more will come out with the device. The working name is Chrm from Paladin Steel.



Leyline compatible? Video camera and visual interpretor ap for reading d-bee body language? Customizable touch screen to allow users to set their own language preferences and visual spectrum requirements? Vibrate mode?
SAFETY/SECURITY FEATURES? :twisted:
Oh yes, when you start messing with cell phines, you get feature creep. :D
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

* CYGNET SILVER Augmentation Package
(PU2 budget: CLASSIFIED, but certainly in the tens of millions of credits per operative)
http://i408.photobucket.com/albums/pp164/taalismn/CYGNETSILVERmg563_zpsd00aba77.jpg

“There is no truth to the rumor that Paladin Steel is ‘making’ magic girls-”
(snicker)
“-nor that we are equipping them-”
(guffaw)
“-or training their sidekicks-”
(snort)
“-OR providing them with animal mascots-”
(chortle)
“DAMN it, Mary, will you STOP doing that?! We PRACTICE these public relations pieces just so nobody blows it, like you’re doing with all that muffled laughter off to the side!”

“You know what’s neat? The standard GNE military EBA helmets got nicknamed ‘raptor helms’ because the faceplate looks beak-like. Now here I am with the ability to fly like an eagle! Wearing my field armor seems extra appropriate now seeing how I can put the ‘raptor’ into ‘raptor helmet’!”

“YOWZAH! Dangerous neighborhood to be freefalling through, young lady! Hope you don’t mind my putting my arms around you, but you might want to close eyes and hang on tight, because I’m going to have to do some hairy flying to get you to safety!”

The winged mobility of ALUMINUM SERAPH proved a tactical advantage envied by many, but the large wings proved cumbersome and obvious targets, especially in ground operations. Paladin Steel bioengineers thus attempted to produce a Class 4 variant of the angel bio-aug, building off their successes with energy manipulation mods such as PHASE armor, and the HOT EMERALD bio-mod.
CYGNET SILVER most notably attempts to implant a contragravity generator system into the living body, reinforcing the spine and implanting a field generator grid of superconductor fibers into the back. Powered by bio-reactive J!ng crystal implants in the body, these spinal systems produce an anti-graviton field that visually manifests as a glowing wing-like fan over the body. As a very useful side effect, the energy field can also spin off excess energy in the form of projected force bolts. The same energy generation also serves to create a form of subcutaneous power mesh-armor that makes the recipient extraordinarily tough, akin to a light powered exoskeleton.
The utility of CYGNET SILVER is offset by its expense; the exotic elements involved have prevented wider adoption and distribution of the bio-mod and it currently remains a top secret exclusive of Paladin Steel, reserved for special ops personnel and approved affiliates.
Like ALUMINUM SERAPH, CYGNET SILVERs were rushed into action during the Minion War. Rather more durable than the weaker eugenic conversions, CYGNET SILVER operatives were a very visible part of anti-Infernal operations along the East Coast. Sensing an opportunity to demoralize the local resistance by targeting these charismatic champions, Infernal forces often went after CYGNET SILVERs with extreme prejudice, but just as often, terrestrial forces were betting on just that avid attention from the enemy and used it to lure a number of Infernals to their doom in carefully orchestrated traps. Despite the danger, though, , CYGNET SILVER’s quickly become the ‘hot mod’ among those in the know, such as GNE Aerospace Corps’ commandos, who refer to it as the ‘angel fighter conversion’ and the ‘raptor-mod’.

Powers/Abilities:
-Energy Wings(Major)--Wings each have 80 MDC, recover 1d6 MD per minute, and are NOT affected by physical attacks(are vaporized on contact, or go right through). Energy attacks do full damage.
*Flight---Starts at 360 MPH+30 MPH per level of experience, maximum altitude of 30,000 ft. Can also fly in outer space.
*+1 APM, +1 initiative, +2 strike when in flight, +2 dodge when flying under 90 MPH, +6 dodge when flying faster. +2 to hand to hand damage for every 60 MPH of speed.
*Unaffected by thin air, high altitudes, or G-forces of less than 5g. Can hold breath for up to 8 minutes.
*Damage Field/ Projectile Shielding---Simply brushing up against the wings does 2d6 SDC/MD damage(depending on what the person is). Used DELIBERATELY as a slashing weapon, the energy wings do 3d6 points of damage, +1d6 at levels 2, 4, 7, 10, and 13. The damage field can also be used to shield the person from projectile weapons, provided they can be destroyed by 2d6 points of damage.
*Energy Blast---The bio-mod also allows for the expulsion of energy blasts; 200 ft range +100 ft per level of experience, 4d6 MD per blast.

-Extraordinary Physical Endurance(Minor)---The CYGNET SILVER augment more than qualifies for its Class 4 rating with this alone. The energy field creating the wings also serves to intermesh through the person’s body, supporting them, reinforcing joints and muscles, and creating a damage-resistant energy armor, effectively making the bio-mod recipient a megadamage being.
*Fatigues at 1/10th normal rate
*+1d6+5 P.E.
*Effectively becomes a megadamage being with 4d4x10 MD +2d4 per level of experience.

-(Minor) Power Channeling---The same energy conduction network producing the energy wings and turning the bio-mod into an MDC superbeing allows them to direct armor-shattering power into their punches and kicks.
*BodyBlock/Tackle-1d6 MD+1d4 MD per level of experience
*Head Butt -1d6 MD+1d6 MD every 2 levels(lvls 3, 5, 7, 9, 11, 13, 15)
*Punch-1d6 MD+1d6 MD per level of experience
*Power Punch(4 attacks)- 6d6x2 MD
*Kick -2d6 MD+1d6 MD per level of experience
*Jump Kick(ALL attacks that melee)-Kick damage x2!

-Physical Transformation---The recipient of a CYGNET SILVER aug is physically optimized; one of the benefits of the augment. +1d4 P.E., +1d6 P.B., +1d6 SPD, +2d6 Hit Points, +4d6 SDC, and +1d6 to P.S., plus it is considered to be Extraordinary.

- Mind/Body Attunement---The recipient’s nervous system is amped to be more in tune with themselves; +1 APM, +2 on initiative, +4 save versus Horror Factor, +1 save versus poison and disease, and +2 save versus possession.

-Increased Physical Agility and Dexterity---Paladin Steel’s biotechs seem to believe that the easiest way to survive damage is to not be hit; that, and lay down hurt on the OTHER guy faster than he can lay down hurt on YOU. Thus, physical agility and responses have been stepped up. Increase P.P. to 22, +1 APM, +2 on initiative, automatic dodge, paired weapons, and +5% to physical skills requiring physical dexterity. The character is also ambidextrous.

-Phenomenal Sense of Balance---CYGNET SILVER bio-mods have incredible agility, sense of body position, and an immunity to motion sickness. These people can roll and tumble through the air without fear of vertigo or losing track of where they are, where they’re heading, and how fast they’re going. Can fire a gun while moving, upside down, and in flight. +3 Roll, +2 Dodge, +20% to Acrobatics, Gymnastics, and Climb.

-Hypnotic Mental Conditioning---This was a late addition to the CYGNET SILVER mod, and was stretching the overall body tolerance for modification, but PS felt it necessary when it seemed inevitable that CYGNET SILVERs would be expected to play a major role in Minion War operations. Derivative work from COBWEB ATTIC(PS’s study of psynetic implant systems) created a regimen of deep brain indoctrination, coupled with cranial implants, that protect the recipient from psionic attacks and mental manipulation. While many earlier recipients of CYGNET SILVER do not have this upgrade, all subsequent recipients have firmly stood by the inclusion of this to their bio-mod, as it furthers their aura of mental strength, endurance, and supreme resilience in the face of turmoil and menace. +5 save vs Mind Control, +4 save versus Illusions and Horror Factor, +2 save versus all other psionic attacks, and is impervious to possession.

Total bonuses:
Effectively becomes a megadamage being with 4d4x10 MD +2d4 per level of experience. Plus a one-time bonuses of +4d6 +40.
+3 APM
+5 on initiative
+4 strike(from P.P. 22)
+2 strike when in flight
Minimum P.P. of 22
+2 Dodge (+4 from minimum P.P.22 for a +6!)
+2 dodge when flying under 90 MPH, +6 dodge when flying faster
Automatic dodge
+4 Parry(from P.P. 22)
+3 Roll
+1d4 P.E.,+1d6+5
Fatigues at 1/10th normal rate
+1d6 P.B.
+1d6 SPD
+2d6 Hit Points
+4d6 SDC
+1d6 to P.S., plus it is considered to be Extraordinary.
+5 save vs Mind Control
+4 save versus Illusions
+2 save versus all other psionic attacks
Impervious to possession
+8 save versus Horror Factor
+1 save versus poison and disease
+20% to Acrobatics, Gymnastics, and Climb
+5% to physical skills requiring physical dexterity(yes, that’s +25% to the previous). The character is also ambidextrous
W.P. Paired Weapons
Last edited by taalismn on Tue Feb 10, 2015 6:50 pm, edited 1 time in total.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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abtex
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Re: Paladin Steel Storefront

Unread post by abtex »

taalismn wrote:
89er wrote:Nice line up, and I have started working on a Smartphone for Rifts. It will be hands free, have a non nuclear battery that lasts, built in translator, communicate to others over a reasonable distance and is techno wizardry compatible. That and more will come out with the device. The working name is Chrm from Paladin Steel.


Leyline compatible? Video camera and visual interpretor app for reading d-bee body language? Customizable touch screen to allow users to set their own language preferences and visual spectrum requirements? Vibrate mode?
SAFETY/SECURITY FEATURES? :twisted:
Oh yes, when you start messing with cell phines, you get feature creep. :D

If that is true with Cell Phones (Or PS Cell Phines?, must be BioTech), does it also work with Compact Computers?
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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Re: Paladin Steel Storefront

Unread post by taalismn »

abtex wrote:[
If that is true with Cell Phones (Or PS Cell Phines?, must be BioTech), does it also work with Compact Computers?


Cell Phines are the dumb version of 'smart' phones. For people who like the added risk of misspelled texting leading to catastrophic misunderstandings.
Or else they're the result of typing on an old keyboard with the letters worn off the keys, while sitting in a dark room late at night. :P
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
abtex
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Re: Paladin Steel Storefront

Unread post by abtex »

taalismn wrote:
abtex wrote:[
If that is true with Cell Phones (Or PS Cell Phines?, must be BioTech), does it also work with Compact Computers?


.....typing on an old keyboard with the letters worn off the keys, while sitting in a dark room late at night. :P

So the self repair system needs to repaired? 21sin Compact computers still use physical keyboards? Are is that a Rifts age replacement?

Still like them being a BioTech item. Have been t(h)inking with the idea of "Rift Storm Droppings" those critters that the storm's dump. Some not disappearing. But stay (by different means) and grow up, build Smart Nests, provide by products, upgrade or become tools, devices or weapons...
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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Re: Paladin Steel Storefront

Unread post by taalismn »

abtex wrote:[

Still like them being a BioTech item. Have been t(h)inking with the idea of "Rift Storm Droppings" those critters that the storm's dump. Some not disappearing. But stay (by different means) and grow up, build Smart Nests, provide by products, upgrade or become tools, devices or weapons...


You sure some technological alien power isn't already doing that NOW, using Noika and other cellphone companies as proxies? Setting us up for the global lobotomy and follow-up invasion? :frazz:
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
kronos
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Re: Paladin Steel Storefront

Unread post by kronos »

taalismn wrote:
abtex wrote:[

Still like them being a BioTech item. Have been t(h)inking with the idea of "Rift Storm Droppings" those critters that the storm's dump. Some not disappearing. But stay (by different means) and grow up, build Smart Nests, provide by products, upgrade or become tools, devices or weapons...


You sure some technological alien power isn't already doing that NOW, using Noika and other cellphone companies as proxies? Setting us up for the global lobotomy and follow-up invasion? :frazz:


Watch Simon Pegg's The World's End. It touches a little bit on that, but in a funny Simon Pegg style.. if you enjoyed Shaun of the Dead, you'll enjoy The World's End.
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Re: Paladin Steel Storefront

Unread post by taalismn »

-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Paladin Steel TWTTP-01 ‘OHOT’ Field Teleport Projector
(aka ‘T-pot’)

“If you can see it, you can get it there. Just line your intended delivery point in the crosshairs, and activate. It will get delivered.”

“There! Those supplies oughta help those people out! At least until we can blast through this mess of zombies and formally relieve them!”

“And that is what we call time-on-delivery. Also ‘kill on delivery’ when you’re planting a fusion block on an over-ramp or under a bridge like we just did back there.”

“The trick to teleporting inside structures through windows is to get a good fix on the room beyond the window and overlook the intervening glass. Otherwise, you’re likely to simply smack your payload into the window and dump it in the street.”

“Just because it LOOKS like a garbage can doesn’t mean you can use it to teleport your garbage, and especially not into the neighbors’ living rooms.”

The TWTTP-01 is an application of the Teleport: Lesser spell to apport small payloads across short distances.
The OHOT(from ‘Over Here, Over There’) resembles a small garbage can with a telescope/sighting package swivel-mounted on the side. When deployed, the OHOT is set on the ground, the payload packed into the can, the sight swiveled, and the end location fixed in the ‘scope’s crosshairs. The operator then applies PPE, and the payload instantly appears at the designated area. The entire process takes about thirty seconds from target acquisition to payload re-materialization.
THe OHOT is line-of-sight operation; the operator must have a clear view through the targeting scope of the end destination(though the OHOT CAN teleport through clear windows and screens, but NOT forcefields and magical barriers, and tinted/opaque windows and shades that hide the room beyond are as effective as force barriers at stymying effective teleports). The exceptions are mages and psychics who can mentally input a location they’re familiar with(as long as it’s within the spell range), then use the PPE battery of the device to fire off the teleport(or provide their own PPE/ISP, though at x2/x4 what the OHOT expends).
As previously noted, the OHOT is used primarily for light cargo transport, moving small payloads around the field, such as emergency supplies, sensors, and other light gear, and occasionally to plant demolition charges. The OHOT has also been used in espionage and smuggling operations to move small cargoes quickly and covertly(especially in built-up areas). The slow speed of the spell activation means that the OHOT CANNOT be used effectively to target moving objects(can plant explosives in front of them with thirty seconds’ lead-time); these issues would be addressed in the later TWHGL-02 ‘Oshi’ TW Grenade Teleporter Launcher.

Weight: 13 lbs
MDC: 45
Range: 5 miles(the acuity of the sighting scope determines the effective accurate range within the five mile limit).
Damage: None per se; the OHOT is meant for light cargo transport, but can be(and has been) used to teleport up to 50 lbs of ordnance(mines, satchel charges, demolition charges) to a location.
Rate of Fire: Single shot; once every two melees(takes 30 seconds for the spell matrix to power up and ‘fire’)
Payload: Up to 50 lbs of (NONLIVING) payload can be teleported.
8 PPE per activation.
Special Features:
*Sighting Scope---A small refractor-style telescope with integral laser distancer/range finder; 5 mile accurate visual range and range-finding. Integral low-light/nightvision optics.
*PPE Clip Slot----Compatible with TW Greenstar ‘Regenerator’ clips/power matrices.
*Carrying Lanyards---The OHOT is fitted with strap attachment points for easier carrying.
Cost: 79,000 credits
Variants:
Longer-ranged variants are also available(5 miles being the spell baseline) for correspondingly greater price, but the main limitation is the accuracy and visual acuity of the attached sighting scope. PS has also worked on ‘linking’ individual OHOTs with preprogrammed coordinates or ‘addresses’ mystically assigned to the devices, allowing an OHOT operator to (ideally) punch in the coordinates of another OHOT even if he or she does not know where the other device is, and send reliably and faultlessly to the other location as long as it is within the spell-range.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Re: Paladin Steel Storefront

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Paladin Steel TWHGL-02 ‘Oshi’ TW Grenade Teleporter Launcher
(aka ‘Popinator’, "T-Gun')

“Ignore windage, ignore deflection, ignore ballistics. If you can see the target, you can hit it with this thing. I’ve seen tee-gunners get good enough with this baby to hit moving targets right in an engine intake or a cockpit.”

“As scary as this thing is as an offensive weapon, it’s even more impressive as a DEFENSIVE weapon. In the hands of a mage or psychic who can input target locations directly, the Oshi can be used to bomb abandoned positions, provided the gunners familiarized their past locations, that a pursuing enemy HAS to come through, or can’t resist occupying. Especially if the enemy is looking for conventional booby-traps. Used properly, a unit of Oshis can stall an enemy advance or turn a retreat back around into a successful counterattack.”

"We really appreciate the fact that we could put shock or capture foam grenades right in the cockpits of those opposition mecha. We were able to capture a good number of people who had done nothing wrong but be in service of a demagogue and tyrant. We were able neutralize a whole cadre of good soldiers who would serve alive the peace better than if they'd had to be killed in war."

The TWHGL-02 resembles an old M79 grenade launcher with a heavy scope on top. It uses the Teleport: Lesser spell to apport its ordnance dead on target. The TWHGL-02 is a lighter, faster, development of the TWTTP-01 ‘OHOT’ Field Teleport Projector, and uses faster, improved technowizardry to accelerate the spell ‘warm-up’ process, allowing the teleporter to be used more quickly and more offensively in a tactical role. The TWHGL-02 is based on the adage ‘if you can see it you can hit it’, with the aim point for the spell being what is clearly visible through the oversized scope atop the weapon. The shooter takes a moment to visualize the target point, then presses the stud triggering the PPE release from the PPE battery/power source, and the grenade/warhead vanishes from the chamber to materialize at the crosshairs’ point. Because of this, the TWHGL-02 uses W.P. Heavy Energy Weapons for operating purposes.
Like the TWTTP-01 ‘OHOT’ before it, the TWHGL-02 is considered a ‘line of sight’ weapon; the operator must have a clear direct line of sight on the end point, and cannot engage targets he cannot see. The exception is appropriately trained mages or psychics who can directly mentally input familiar locations, within the range of the spell, and trigger the weapon’s PPE systems to hit targets not in LOS.
Theoretically, the TWHGL-02 can fire up to fifty pounds’ of ordnance on target, but in general, most users limit themselves to what can be most easily infantry-carried and slotted into the weapon’s barrel, which is 60mm in caliber. However, experiments are ongoing with such oversized ordnance as the 150 mm mortar bomb(19 lbs) available to be ‘spigot-fired’ by the PS-IMD03 ‘Blunderbus’ rifle-projector. The TWHGL-02 can also be used quite effectively for planting fusion blocks, making it popular with combat engineers and commando teams.
The TWHGL-02 got its name supposedly from the most common verbal utterance of its targets, upon seeing a grenade materialize right in front of them.

Note: The TWHGL-02 CANNOT use spin- or distance-armed munitions because of its teleport form of ordnance relocation. It thus works best with contact, proximity, or timed munitions that are armed before firing. It is also incapable of ballistic, indirect fire(though some operators have claimed success in choosing an aiming point ABOVE the known location of a target, then dropping a contact or timed charge on TOP of them(this effectively counts as a Trick Shot and is -5 to strike).

Weight: 8 lbs
MDC: 40
Range: 5 miles maximum, but generally 1-2 miles(the acuity of the sighting scope determines the effective accurate range within the five mile limit). As noted, the exception is mentally-input target data provided by a mage or psychic.
Damage: Varies by warhead/explosive teleported
Rate of Fire: Single shot(takes 2 actions to reload)
Payload: 1 projectile; can chamber up to 60mm rounds(this allows it to use bazooka rounds). Externally mounted warheads up to 50 lbs weight can also be fired, but are -1 to strike.
8 PPE per activation
Special Features:
*Top Sight-Mount Rail
*PPE Clip Slot----Compatible with TW Greenstar ‘Regenerator’ clips/power matrices.
Cost: 84,000 credits
Options:
Sights-The following are among the most common sight packages mounted on the TWHGL-02.
*OICW-OTS04 Rifle Scope---This is a multimedia targeting scope based on pre-Rifts designs and originally fitted to the OICW ‘Waybur’ Rifle. The scope has since been adapted as the standard scope for a variety of other PS projectile rifles.
-Computerized scope with microchip targeting computer
-laser rangefinder
-x6 telescopic scope w/ passive nightvision/light amplification (5,000 ft range)
-microchip video camera( 12 photo/images/3 minutes video....for recon or kill-trophy verification)
Bonuses: +1 to strike from the targeting sight, +1 to strike from the targeting computer using active sensors(for a total of +2 to strike on a called shot).
Cost: 9,000 credits

*LR-OTS07----Originally developed for use with the PSLR-10 ‘Maximus’ laser rifle, this sensor-scope has since been fitted to a number of other energy weapons. This sophisticated, precision sensor package is one of the most compact scope mounts to be produced by PS. In itself, it’s worthy of production; mounted on the Maximus(and a number of other weapons), it makes for a lethal combination of power and accuracy.
-Telescopic Optics (x6, 5,000 ft range)
-Passive Night Vision (5,000 ft range)
-Thermo-Imaging (5,000 ft range)
-Laser Targeting: +1 to strike
-PPE Sensor---Thanks to advanced microchip engineering expertise, PS has managed to get the size of the system down to compact enough to fit into the rifle module. The sensor has a 200 ft range(out to 400 ft with 50% error in determination), 60-degree arc, and can detect invisible entities. Other penalties similar to the Japanese SNARLS system(on which it is based.....see Rifts: Japan, pg. 116).
-IR/Normal Light Spotlight-----300 ft range.
-Optional Smart Gun Link---Can be fitted for a ‘Smart Gun’ link or any other targeting interfacing.
Cost: 20,000 credits
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
abtex
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Re: Paladin Steel Storefront

Unread post by abtex »

Sorry, but Failed my saving throw not to reply

taalismn did not wrote:Paladin Steel TWFFTDD TW Fast Food Teleporter Delivery Device
(aka ‘Alway On Time’, 'Here Now')

"For those times you want Fast Food and there no place around!"

"Are you just don't want to go out."

“....I’ve hear of tee-Delivery Jocks get good enough with this baby to deliver an order right into a moving vehicle's cockpit or on a dining room table”

.... can fire up to fifty pounds’ of Fast Food per Deivery

Range: 5 miles maximum, but generally 1-2 miles (the acuity of the sighting scope determines the effective accurate range within the five mile limit). As noted, the exception is mentally-input target data provided by a mage or psychic.
Damage: none, unless Spicey food
Rate of Fire: Single shot (takes 2 actions to reload)
Payload: a simple order; family size order up to 50 lbs weight can also be delivery, but are -1 to strike.
8 PPE per activation
Special Features:
*PPE Clip Slot----Compatible with TW Greenstar ‘Regenerator’ clips/power matrices.
Cost: 84,000 credits
Last edited by abtex on Sun Feb 15, 2015 12:08 am, edited 1 time in total.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Very funny. Oh yes, we're just starting to see the (abuse)potentials for cheap magic teleportation. :D :D :D
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
abtex
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Re: Paladin Steel Storefront

Unread post by abtex »

Sorry. The above was fighting for first place against 'Drone repair and part delivery' and wildness Rescue and Recovery supplies.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

abtex wrote:Sorry. The above was fighting for first place against 'Drone repair and part delivery' and wildness Rescue and Recovery supplies.


It's brilliant! Plus, given the near total-mobilization and citizens' militia arrangement of society in the GNE, it makes perfect sense that some of the more creative residents would twig to using some of their state-issued equipment to help them in their jobs outside the defense forces, which beats, for instance, using their armor and weaponry in violent crime.
This naturally makes PS very happy, because it opens up new opportunities for sales and commercial development.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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abtex
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Location: Heart in Texas

Re: Paladin Steel Storefront

Unread post by abtex »

You get paid to practice with the weapon
and when you screw up..... :D
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

Kaldia---Colonial World and Potential Protectorate

“I hear tell the people around these parts used to look in awe when the local knights paraded through the streets, all polished up and shiny. People now turn out in the streets to greet us grungy dogfaces with our strange weapons and even stranger equipment, and not a sparkle-bitty of polish to us. They cheer us like we were knights, and heap both praise and gifts on us because we’re doing what their knights couldn’t. Heck, I even got offered a barony from the grateful locals. Me, a kid from Atlantic City, before it got nuked, machine-gunner in the colonial militia, and the burghermeisters are offering me the vacant barony of Gilsan-Vax, and pick of their virgin daughters, if I stay and become their Champion. My whole company could be royalty because the demons either killed off all the local blue-blood warriors or ran them off.“

“That’s the SEVENTH kingdom this week that’s sent envoys to us offering to pay us PROTECTION. I’ve been offered gold and slaves on behalf of the colony. Hell, I’m been offered gold and slaves PERSONALLY if I’d slip the locals some of our ‘magic’. We REALLY need some experienced colonial liaison and administration types on the ground here, if we’re planning on securing any sort of mainland enclaves.”

Kaldia is a terrestrial planet located outdimension. It is a low-level dimensional crossroads that has seen several colonizations via dimensional rift. The primary population is human, but several other species inhabit the planet, including elves, orcs, and goblins. The planet has been at a general level of technology and society similar to the Feudal Period of Earth, at least until fairly recently, when a high-tech colony was established by Greater New England. It is also a planet well on its way to being conquered by the GNE.
Kaldia’s ‘conquest’ happened rather by accident. A sizeable colony(“New Providence”) had been founded in a remote section of the planet in order to exploit local resources and to relocate refugees from several other worlds and crisis zones that the GNE had contact with. A brigade of the GNE Regular Army, the 57th Armored Cavalry, had been assigned to train up the new colony’s own security militia. The 57th was in the process of ‘shaking down’ the newly raised militia units with war games when word of the Minion War breaking out back on Earth reached them. Before the regiment could mobilize to return to Earth via dimensional rift, the contact was cut off, but not before the regiment’s commanding officer, Colonel Lacens, received orders to insure the security of the colony. Frustrated by being unable to return to where the action was, and where he thought his unit could do the most good, Col. Lacens turned his anger to his surroundings. Having learned of a local racial/ethnic faction that called themselves ‘demons’(though possessing some superhuman abilities and nasty evil attitudes, the reptilean-descent natives had but tenuous relation to the Infernals beseiging Rifts Earth) terrorizing the local populations of humans, elves, orcs, and halfings half a world away, Lacens broadly interpreted his orders to secure the colony’s safety to mean eliminating the ‘demon’ threat. Lacens’ regiment flew overseas and attacked the strongholds of the demons(the native ‘Shelthi’), destroying several armies en masse. Since then, the situation has snowballed until the 57th is now leading a massive army of reconquest and reform across the rest of the planet, and the New Providencians are looked to increasingly as the new ‘royalty’ of Kaldia.
Currently the 57th is busy pushing the Shelthi back beyond their pre-Bloodstar borders, and eliminating their centers of industry(including freeing the slaves working the Shelthi mines), while the New Providencians have been obliged to hurriedly appoint and organize administrations for several protectorate territories the military has secured from liberated lands. Meanwhile the Nisu-orcs amongst the colonials have been talking up the local orcs, trying to divide their loyalties from the Shelthi and goblins, by getting the locals interested in how good orcs have it under the New Providence administration.

Solar System
Number of Stars: 2
Types of Stars: Yellow Dwarf(‘Korona’)
Red Dwarf(‘Kadros’)---Sometimes called the ‘Bloodstar’ in local myth. The star’s eccentric 4,000 year elliptical orbit figures in local astrology, and the ‘Bloodstar’ figures prominently in Shelthi lore, particularly when the star is looping in closer to Korona. The Bloodstar may also be responsible for periodic large meteor bombardments of Kaldia, and colonial astronomers are already concerned about Kadros’ close approach bringing in a wave of displaced comets, necessitating the establishment of a deep space meteor watch and intervention patrol system.
Number of Planets: 1(Kaldia)

Planet(Kaldia)
Type: Terrestrial
Diameter: 13,000 km
Gravity: 1.1 gs
Temperature: Temperate
Unusual/Special Features:
-Craters---Large craters dot the planet, evidence of past massive meteor bombardment.
-(Other) Unusual Weather Patterns---Kaldia’s oceanic weather has created a sort of permanent cyclonic pattern of rough weather and rotating storms that have isolated the Western Continent from its surrounding continents, and discouraged all but the most foolhardy natives from venturing into the deep ocean. New Providence, however, sits nicely in the center of this storm pattern, and the constant churning of the waters makes for excellent fishing in the area. The storm patterns do not pose any problem to the modern vehicles of the colonists, but make it difficult for the less advanced natives’ craft to navigate the Western Ocean.

Atmosphere: Breathable terrestrial
Terrain:
The majority of the land on Kaldia is concentrated in a series of interconnected continents sprawling from the north polar region and down over the equator. The vast ice-covered upper regions are known locally as the Cold Strath, and are home to many wandering tribes of orcs, goblins, and the Shelthi. The lower and warmer lattitudes are known as the Lower Kingdoms, where the humans and elves are concentrated. Control of trade routes and agricultural areas through a number of fertile valleys between the two regions has always been a source of contention between the humans, elves, goblins, and orcs.
New Providence Colony is established on a far western continent separated from the other inhabited continental land masses by large oceans.
Notable Mineral Concentrations:
-Magnesium
- Gold/Silver
-Sapphire
- Diamond
- Wolframite
-Nickle
- Asbestos
- Salt
Hydrosphere: Moist; 70% of Kaldia’s surface is covered in open water.
Biosphere: Verdent. Kaldia has a rich ecosystem, though it has apparently had to struggle up from periodic meteor bombardments. Some GNE scientists speculate that periodic Rift activity may help replenish the ecosystem after punishing catastrophic bombardments.

Civilization:
Population:
Native Kaldia is populated by a mix of humans, elves, orcs, and goblins.
There is also a native population of ‘demons’, the Shelthi, who are of reptilean descent, with a range of ethnic mutations, including horn growths. These warlike nomads have begun carving out their own empire from the other species on Kaldia.

Technology: Roughly equivalent to Earth’s Middle Ages. Some of the equatorial nations have begun experimenting with greek fire-style incendirary weapons and the beginnings of gunpowder, but the average technology is Iron Age, sword and archery.

Economy:
Primarily agricultural for most of the planet.
The local kingdoms, such as the Leonarda, use monetary metals, such as gold, as the standard of exchange. Of late, the local economies have taken a nose-dive thanks to the Shelthi invasions.
The Shelthi economy is barter-based on loot and slaves.

Wealth:
Currently, could be considered Impoverished. The trade networks connecting the Lower Kingdoms have been shattered by the Shelthi invasion, orc and goblin raids, bandits of all species, refugees choking the trade routes, and widespread hoarding. Only a few of the most southern Kingdoms are making any money, selling weaponry to the beleagured northern regions.

Government:
-New Providence Colony: Democracy

-Native Kaldian governments have not ascended above hereditary aristocracies and strong-man politics, The largest Human government, the Leonarda Empire, until fairly recently, was fairly large and progressive, with a strong degree of gender tolerance in its organization.

-The Shelthi demons are tribal, led by tribal headsmen who earn their station through conquest and trials-by-combat.

Law Level:
Currently effectively lawless; the sword and the lash rule the land in the territories conquered by the Shelthi, while law and order are quickly deteriorating in the threatened kingdoms. Only the New Providence Colony has a stable government and reliable law and order.

Popularity:
The Shelthi are pretty much hated by everybody, including their orcish allies. Only their goblin allies seem to stick by them with any degree of loyalty.
Amongst the Lower Kingdoms, local opinion of their regional governments ranges from Steady support to outright contempt and disgust at how readily they’ve caved to the Shelthi threat. Increasingly, many are turning their eyes towards the strangers of New Providence.
New Providence Colony is loved by its citizens and increasingly, by the mainlanders who see the newcomers as the only ray of hope on Kaldia.

Stability:
Unstable. Until recently, the largest empire on Kaldia, the Leonarda, dominated, but it has stagnated of late, then suffered several disasterous defeats at the hands of the aggressive Shelthi, who have organized their various tribes into a more powerful army of conquest. Panic has further fractured the Leonarda, and its allies have either split from it in order to save themselves, or have turned on it, to grab what they can of the imperial territories.
The Shelthi seemed poised to roll over what was left, but for Colonel Lacens’ intervention. The 57th and the New Providence Militia having annihilated the spearpoint armies of the Shelthi and decapitating their most aggressive leadership, the remaining tribes have fallen into confusion. The peoples of the threatened territories are now increasingly looking, not to the broken empires and kingdoms trying to regroup, but to the newcomer New Providencians and their seeming powerful sorcery, fo succor.

Colony: New Providence
New Providence was established by the GNE as part of a deal with their allies to re-settle several populations of refugees from endangered environments(The humans were saved from a nuked world, the Nisu-Orcs were fleeing ethnic cleansing at the hands of more aggressive orcs, the Coyle were escaping a solar flare that sterilized half their homeworld, the Kretig were escaping a freefire zone between their own hardliner government and the CCW, and the Haranasya Vadyra are refugees from the Splugorth ). The colony was established on an Australia-style island continent away from the other inhabited land masses on Kaldia. The colony’s security and peace were initially insured by the island continent being in the ‘eye of the storm’; a weather pattern of severe weather that kept the locals from venturing out into the open sea and discovering the extent and resources of the island land mass.
Even though New Providence is cut off from Rifts Earth, the colony is still in contact with other PS/GNE colonies and outposts, allowing it to receive continuing material support and trade.

Sponsoring Organization: Paladin Steel and Greater New England, primarily as a refugee settlement world.

Colony Size: 80,000+
The species makeup of New Providence is made up of Humans, Nisu-Orcs, Coyle, Kretig, and Haranasya Vadyra.

General Alignment: Scrupulous(Good)

Trade Policy: By the book; the colony trades fair with other colonies and increasingly with its local neighbors. When dealing with suspected second-hand loot confiscated from the Shelthi, the colonists attempt to find where it came from first, and try to return identifiable items and heirlooms to their proper owners(or their survivors). Slavery is forbidden under GNE Alliance law(this has caused some friction with the locals).

Environment Around Colony:
New Providence’s primary community is established on a low plateau in amongst the elevations of a coastal mountain chain, near to meltwater reservoirs of fresh water, and mining sites in the ridges.
A satellite and the next largest community, SeaGlenn, is located some eighty miles away on the coast, and is home to the colony’s growing fishing fleet.

Notable/Special Natural Resources:
-Mining
-Coastal Fishing

Medical Facilities: Modern and multi-species.

Primary Energy Sources: Nuclear Fusion, supplemented by solar and wind.

Primary Source of Transportation: Fully motorized. Most of the New Providencians hail from technological societies and have re-established a technological infrastructure on-world as quickly as they can. This includes paved roads, refueling/recharging stations, and a transport network.

Security/Fighting Force:
The 57th Armored Brigade, well-equiped with Cossack and Bruno Hovertanks, Skimmers, and Slepnir hover-carriers. They also have a number of Alpaca heavy hiver transports for logistical support.
The New Providence Militia which is armed and equiped equal to any Rifts Earth GNE National Guard, and uses GEV-APC-113 ‘Grenser’ APCs and various armored AFVs, provides additional support to the 57th. They’ve also started a small naval corps, arming over a dozen freighters and fishing trawlers.
Colonel Lacens also has several thousand Kaldians flocking to his banner. Most of these are the remanents of the armed forces of the various feudal kingdoms conquered by the Shelthi, or former slaves looking for revenge. Col. Lacens has authorized cherrypicking the best and most disciplined of these volunteers and training them in modern combat tactics and arming them with second-echelon modern weapons(mainly shotguns and automatic rifles), plus better body armor. This has given him the equivalent of two regiments of reliable native auxilia.

Outside Threats:
The Shelthi remain a viable threat. Though their horde has been broken, the remaining tribes are regrouping. There’s also a fair amount of resentment from the remaining old guard of the Lower Kingdoms of what they regard as the usurpation of their power by the New Providencians and their new ways. Hoping to swoop down on the fractioned empires and carve out their own enlarged empires(and ignoring the fact that the Shelthi would eat them all), a number of smaller aristocrats and kingdoms are angry at the New Providencians for stealing a march on them. The revelation that New Providence is based somewhere in the Western Ocean has some of these angry nations commissioning privateers to explore the unknown region in hopes of finding the New Providencians’ homeland.

Indigenous Peoples:
-Humans, Orcs, Elves, Goblins, and Shelthi
Size of Population:
-Roughly equal to Earth’s Middle Ages. The Shelthi War and subsequent outbreaks of disease have taken large bites out of the overall population numbers.
Hostility Index:
-The local Humans and Elves range from Friendly(especially if hey’ve just been saved from the Shelthi hordes) and Indifferent to a minority of Agitated and Discontented(either think the New Providencians aren’t doing enough to help them, or are threatening their own sovereignty).
-The local Orcs regard the newcomers from standpoints of Agitated and Openly Hostile. The New Providencians are beating up the Shelthi and the snooty goblins, but are also taking over lands and goods the orcs would rather have for themselves. MOst regard the largely human-manned New Providencian military as a sign that the orcish population will suffer if the newcomers win.
-The local Goblins and Shelthi may be regarded as Openly Hostile.
Tech Level:
-Medieval/late Renaissance. A few nations are experimenting with gunpowder(and Greek Fire-style incendiary weapons are known) but the majority of armies are armed with Ancient Weapon types.
Origin of People:
All the ancestral ‘natives’ appear to have ultimately been Rifted from elsewhere at some time in the past.
Sacred Technology(if any):
None. There is some small practice of magic, but nowhere on the scale of the Palladium Fantasy World or Rifts Earth.


Shelthi

“The Shelthi are tough, strong, fast, and mean, and they eat the locals for breakfast...often literally. But if they have a weakness, it’s their arrogance. I once snuck up on two of them who were so busy showing off their slavegirls and beating their own chests, they didn’t notice me until I got the drop on them. Now admittedly, between my aug, my exo-armor, my vibroblades, and my blasters, it was short work of them after that, but if they’d bothered noticing me beforehand, they still could have turned the tables on me. In the field, they’re right bastards to face, but behind their own lines? They’re smug bastards.”

The name ‘Shelthi ‘ literally means ‘demon’ in the Shelthi tongue, and the Shelthi will loudly proclaim to anybody in earshot that they ARE demons. It is possible that at some time in the past the Shelthi may have had contact and relations with one of the Infernal factions, and may even have served as minions once, but their current status seems to be of independents. That hasn’t stopped them from carrying on as if they were supernatural demons with regard to conquest, murder, rapine, and pillage.
It is unknown if the Shelthi evolved on Kaldia, or if they too are from elsewhere, same as for the other Kaldian races of humans, elves, orcs, and halflings. Shelthi appear to have evolved from reptilean ancestry(though they have evolved to possess mammal-style self-regulating body temperature), and possess great strength, speed, and tough skins, making them a serious challenge for the other peoples of Kaldia to defeat.
Normally, it is the small size of Shelthi warbands and their predilection for in-fighting that keep their threat down, but Shelthi common folklore holds that when the red dwarf star, known locally as the ‘Bloodstar’, that is Korona’s partner in an eccentric orbit, is on its closest approach to the inner star system, the Shelthi fortunes are on the rise. Legends tell of past appearances being accompanied by ‘blood from the sky’ and geeat destruction, during which the tough Shelthi ruled the lands in the chaos(it is now believed that these events were past large destructive meteor showers). It is the growing presence of the Bloodstar in Kaldia’s skies that has triggered the coming together of the Shelthi clans under a common leadership, and set them on the warpath against the Lower Kingdoms. Caught offguard by the sudden organization and unexpected numbers of the Shelthi horde, the Lower Kingdoms have been crumbling under the onslaught.
Though incredibly tough, the Shelthi have proven far more vulnerable to the modern weapons and more powerful magicks of the New Providence militia forces.
Currently the Shelthi appear confined to Kaldia, but if they ever made contact with offworld forces like the Splugorth or the Infernals, they would cheerfully sign on as minions, slavers, and pirates.

Alignments: Any, but the majority (96%) are Evil in alignment.
Lifespan: 130 years
Size: 6-7 ft tall.
Gender: Heterosexual
Physical Description/Appearance:
Humanoids with hairless blue skins, squashed noses, and small sharp teeth filling their mouths. Their skulls sport two horns, the size of which varies by ethnic tribe. Most tend towards a lean muscular build, but about 20% go in the opposite direction, becoming obscenely corpulent.
Disposition/Attitudes:
Extremely warlike and aggressive. Might equals right is their motivation, and they seek to dominate all those around them. Highly competitive, Shelthi will use just about any occasion to show off their prowess, even(maybe ESPECIALLY) in the company of comrades, and gambling is a common pasttime when they aren’t fighting and looting. Shelthi also tend towards a strong streak of extortion, torture, and sadism with regards to rivals and prey.
Physical Attributes:
IQ: 3d6
ME: 2d6+6
MA: 2d6+6(tend towards intimidating, rather than charming)
PS: 3d6+12
PP: 1d6+6
PB: 2d6
PE: 2d6+12
SPD: 4d6+20
(ISP):----
(PPE): 4d6
Hit Points: 75
SDC: 150+1d4x100
Armor Rating: 13
MDC:----
Horror Factor:
Natural Abilities:
-Strong-Willed: +1 to save versus psionic attack, and +2 to save versus insanity
-Superior Nightvision
-Incredibly Tough--Heal twice as fast
Psionics: None, no potential
Magic:
Shelthi have an average propensity for magic, but inevitably they gravitate towards death-magic, fueled by the sacrifice of slaves or, in the absence of prisoners, rivals and unwanted children. Females and the occasional male are most inclined to take up the pursuit of magic.
Cybernetics/Bionics: None; no knowledge of them.
Available OCCs: Shelthi tend towards primitive OCCs, such as PFRPG men-at-arms. Their females and a rare few males gravitate towards shamanistic magicks, especially of the sacrificial kind.
RCC Skills:
All Shelthi are raised to known at least 2 Ancient W.P.s
Land Navigation(+5%)
Wilderness Survival(+15%)
Hand to Hand: Basic
Skills of Note:
Tend towards Physical skills, Weapons training, and wilderness skills.
Culture:
Nomadic warlords and marauders. Advancement in Shelthi society is through displays of strength, acquisition of material wealth and slaves in conquest, and trials by combat. Shelthi social pecking order encourages fear of those above onself in the chain of command, and contempt for those below one’s station.
The Shelthi have aligned themselves with the resident orcs and goblins of Kaldia, but just as often raid and murder unaffiliated orcish bands. Only the goblins seem to get along with the Shelthi without much friction.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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abtex
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Location: Heart in Texas

Re: Paladin Steel Storefront

Unread post by abtex »

He found Made a new marketplace.
I hate it when my mind wonders,
Because I have no idea what it will bring back with it.

taalismn says -- Librarians assume the role of scholar-priest-kings in an increasinly illiterate society...

taalismn says -- Abtex...Unofficial archival mole for the fictional arms industry again with the sites that make you blink... :shock: :-D
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

VITAL GAMMA Augmentation Package
(PU2 budget of 5.9 million per operative)

“See Vita up there? Can’t miss her; she’s the smoking hot one in the leather bikini, boots and gloves. She’s a LATE OMEGA bio-mod; she can strut around in her undies in this climate without a care so she does. Damn good worker. Now see Ralphie over there? The big fat one in the overalls and yellow helmet? Ralphie’s going to get the promotion to section foreman. Ralphie’s a VITAL GAMMA, just as tough as a LATE OMEGA and she’s practical as hell. Doesn’t care how a thing looks, as long as it WORKS. Doesn’t try to pretty up a solution, she gets it working. That’s why she’s going to get bumped up; she gets results, and that’s what really counts around here.”

While most bio-mods aim to make the recipient a paragon of glowing health, VITAL GAMMA goes for simple rude durability and raw power over anything else.
VITAL GAMMA actually causes a person to LOSE P.B. points due to the heavy weight gain; recipients put on a serious amount of weight that leaves them looking obese. However, the apparent fat is anything but; it’s protective organic body armor and permanent muscle, plus redundant organs, and incurs none of the health problems normally attendant with massive weight gain of that degree. Special care in the genetic surgery has been taken to insure that the gross physical improvements, enlargements, and reinforcements do not come at the cost of physical dexterity(as has happened with other, similar, eugenic modifications).
VITAL GAMMA is for those who value performance over appearance and rude health over good looks. It is commonly bought by hazardous environment workers and those working on high gravity planets, but a few security services have subsidized the bio-mod for operatives. It’s rumored that GNE intelligence agencies have also used this bio-mod as the basis of disguises for infiltrating orc, ogre, and troll communities.

Powers/Abilities:

-SDC Augmentation---+240 SDC

-Improved Heart---+2d6 SDC, +2d6 Hit Points, +1 save versus disease, +4 save versus heart and blood diseases, +14% save versus coma/death, and fatigues at 1/3 normal rate.

-Spinal Column---+3 roll, and takes only 1/3 normal damage on a successful roll.

-Reinforced Skeleton---+2d6+10 SDC, +3 roll with punch, +2 to damage from punches, elbows, and kicks.

-Increased Physical Endurance---+1 P.E.

-Strength: Superhuman---

-Steroid Bulk-Up----+1d6x10 SDC, +6d6 Hit Points, +1 P.E., +1 P.S. , increase weight by 4d6x10%.

-Enhanced Physical Strength----+1d6+1 P.S.

-Energy Reserve:(Fatty Bladder)---An extra energy-storage organ that stores water and nutrients, allowing the person to last one day per P.E. point without food or water.

-Damage Resistance---Takes HALF damage from blunt force strikes, due to the shock-disipating ‘mesh’ in their muscle tissues.

-Heat Resistance---Takes HALF damage from heat-based attacks, can tolerate temperatures as high as 130 degrees without adverse effect, and hold objects as hot as 200 degrees F without problem.

-Cold Resistance--- The same modified vascular system that provides protection from heat can also protect from extreme cold. Takes HALF damage from cold-based attacks, and temperatures as low as freezing have no adverse effects.

-Armor Rating Increase(A.R. 12)

-Armored Eyes---Provides protection against sand and other airborne irritants.

-Polarized Vision---Built-in glare protection; also protects against UV.

-Lungs: Filtration---The recipient can now breath tainted air, while fibers in the sinuses and tissues in the airway filter out fine grit; +5 save versus gases

-Enhanced Kidneys---+2 save versus poisons, +1 save versus drugs and other toxins. Damage and penalties from toxins are HALVED, and duration is only 50% of normal.

-Pre-Stomach---Can digest grass and other nutrient-poor foodstuffs. It can also be used to hold water(extend time the character can go without water by 1d4 days, if they’ve had time to tank up before).

-Immune System--- Don’t worry about losing work because of the flu; on the minus side forget about using sickness as an excuse to cut work. Impervious to disease and +1 to save poisons and toxins.

Penalties:
Reduce P.B. by 30%
Increase weight by 4d6x10%

Total bonuses:
+250 +4d6 +1d6x10 SDC
Natural Armor Rating of 12
+8d6 Hit Points
+1d6+2 P.S. (and considered to be Superhuman)
+2 P.E
Fatigues at 1/3 normal rate
+6 roll
+2 to damage from punches, elbows, and kicks.
+14% save versus coma/death
+5 save versus gases
+3 save versus poisons
+1 save versus drugs and other toxins. Damage and penalties from toxins are HALVED, and duration is only 50% of normal.
Impervious to disease
HALF damage from cold, heat, and blunt force

Options:
-Heavyweight---Add even more weight and muscle; +2d4x20 lbs, reduce Speed by 20%, but also add 1d6x10+12 SDC, , +1 P.E, and +10 to hand to hand damage. (900,000 credits)

-Steroid Power-Up Glands---1d6+3 times per day, the operative can increase their P.S. by 12 points and P.E. and Speed by 5 points. This takes melee round to take effect, and lasts 3d4 minutes. (350,000 credits)

-Circadian Rhythms---Earn serious overtime. Can run on as little as three hours of sleep a day, or without sleep altogether for four days straight, needing only seven hours of follow-up sleep to recover.(250,000 credits)
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
taalismn
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Posts: 48014
Joined: Tue Sep 02, 2003 8:19 pm
Location: Somewhere between Heaven, Hell, and New England

Re: Paladin Steel Storefront

Unread post by taalismn »

Some quickies to make use of the Mysteries of Magic book:

Paladin Steel ‘Quicksilver’ TW Weapons Modification

“Hah! Human, as if that prodder can actually hurt m--when did it get so shiny?”

This TW add-on to a melee weapon takes advantage of the Earth Elemental Warlock spell ‘Silverize’(see Mysteries of Magic Book One: The Heart of Magic, pg. 94) to, with the application of some PPE or ISP, coat a melee weapon with mystically conjured silver, allowing it to do damage to those vulnerable to the touch of silver. This TW application has been rushed into production to meet the enormous demand for such weaponry during the Minion War, with silver supplies assuming greater importance as war material.
PPE Cost: 10 PPE/20 ISP per activation
Duration: Baseline 5 minutes per activation
Damage: Treat the weapon now as silver-plated; does DOUBLE damage to those vulnerable to silver.
Cost: +12,000 credits +500 credits per 5 minutes duration

PS ‘Lightning Striker’ TW Weapons Modification

“SHOCKIT TO ‘EM!!!!”

This TW weapons modification uses the Air Elemental spell Lightning Strike(see Mysteries of Magic Book One: The Heart of Magic, pg. 91) to enchant projectiles into lightning bolts doing megadamage. The projectile, such as a bullet or crossbow bolt, is destroyed upon impact, releasing a powerful electrical jolt. Applied to firearms, it’s a quick way to create a dual-mode weapon; regular SDC rounds for hunting and ‘soft’ targets, MD lightning for MDC targets. As another means of getting megadamage magic weaponry into the field quickly(especially using existing stocks of SDC firearms), this modification has proven especially popular in response to the Minion War’s incursion on Rifts Earth.
Range: Increase base projectile’s range by 50%
Damage: 1d6 MD per damage/experience level bought.
Even if parried with a shield, the target takes 25% damage due to electrical shock grounding out.
PPE Cost: 9 PPE/18 ISP per round. Can use a PPE battery/clip, or the gunner can use their own PPE/ISP to charge the weapon.
Cost: +80,000 credits to an existing weapon, +500 credits per 1d6 MD level of damage
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"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
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taalismn
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Re: Paladin Steel Storefront

Unread post by taalismn »

BRASS NITRO Environmental Bio-Mod
(Estimated budget of 9 million credits per operative)

“This is how Paladin Steel means to survive; being able to put their people wherever there’s markets to be opened, resources to acquire, allies to be met, and opportunities to be exploited. It can get rather startling though, to be walking across some wreck-world or borderline terrestrial planet in full envirosuit, and come across some PS agent in shirtsleeves or less, casually walking along in the other direction. First couple of times that happened, I had to run both external and suit diagnostics to make sure I wasn’t hallucinating. Once I hooked up with a few of their teams, however, and got used to it, I found them pretty fun companions to be around.”
---D’sselang H’nder, A’rac adventurer.

“It’s a toss-up whether the Steels’ new infatuation with super-duper bio-amps is a good thing or a bad thing; on one hand the Splugorth are already talking up how tempting all those superpowered bioborg-like slaves just across the puddle are, and how much they’ll bring at market...on the other hand, if the Splugorth try to come and collect, they’ll end up paying much more than that in blood and treasure, because the bio-mods won’t come cheap.”
---Cassia Emhardt, Scholar and Biomedical Ethicist, University of New Lazlo

“If you don’t mind being limited to your regular old senses, BRASS NITRO’s the bio-mod for the wanderer in you. You can go just about anywhere and survive, provided you don’t do anything stupid. There’s still plenty of worlds out there that can kill you within seconds of setting foot on them. You may be tough, you may be adaptable, but you’re not INVINCIBLE.
Also remember that this biomod doesn’t pass on to your kids, so forget about settling down on some borderline world and claiming it for yourself and the many descendants you plan on making. It makes you a more effective VISITOR, not a more effective COLONIST.”
---Sinajian Tylor, Dimensional Ranger

“Damn things tore my jacket! I LIKED that jacket!”
“That jacket was just about the only thing you had on! What were you THINKING, walking around alien ruins dressed like THAT?! You’re lucky it was only your coat and not your whole skin that got ripped off!”
“You make it sound like I was running around naked. May I remind you that I had, and still have, my gun?”
“Big deal. There are more of those monsters down there than you have shots in that thing.”
“Well, I’m here, and if I can’t get my jacket back, then I’ll settle for a piece of those critters. Deploy the guns on this tub and give me a firing pass over those ruins; they’re about to get a little more shot up!”
---Rhianna Amaran(BRASS NITRO bio-mod) and her companion Rexx Nala(cyborg pilot), GNE Outstep Service Scout Ship Curious Monkey


Another of Paladin Steel’s efforts to grant their operatives the ability to operate in a greater range of environments across the Megaverse, BRASS NITRO is considered by many to the ultimate expression of such previous bio-mods as ARID ROSE, LATE OMEGA, VITAL GAMMA, and KNIFE BEACON. Short of assuming a fully protean and shapeshifting form, BRASS NITRO is considered by many to be the closest one can get to a truly all-environment adaptation.
BRASS NITRO modifies the recipient’s internal organs and outer integument into nanotech-infused ‘smart’ tissues, able to adjust and adapt on the fly to environmental pressures and dangers. An internal web-mesh of reinforcing fibers provides a form of integral power-assist and armor protection, while an amped immune system heals even serious injuries quickly and efficiently. Modifications to the nervous system give the recipient faster reflexes and response time to danger. Greater bio-efficiency gives the recipient the ability to go longer and harder, be it in work, play, or just plain survival. A general overall tune-up of the recipient’s physiology and mental fortitude makes them leaner, more fit, and better prepared to deal with what they may face stepping into the megaverse.
While BRASS NITRO is a good fit for the multi-environment technician who can expect to be shipped all over Paladin Steel’s widespread trade and industrial network, it’s even more popular with executives, planetary scouts, and adventurers. In fact, despite contractual obligations, several early BRASS NITRO recipients have broken contract and skipped out to go galavanting around the Megaverse. It also seems to attract a number of ex-M.O.M./Crazies, especially with the implications of being able to adapt quickly to a range of new environments, faster than some Crazies’ attention spans.


Powers/Abilities:
-Environmental Adaptation---Same as the Major Superpower Adapt to Environment, only longer-lived due to advanced biotech systems. Unlike the listed power, the bio-mod can maintain the adaptation indefinitely(unless otherwise noted).
*Adapt to Air/Atmosphere---Takes 1d4 hours of a coma-like state to adapt to a new atmosphere.
*Semi-Impervious to Toxic Gases---Resistant to breathing toxic gases, smoke, and pollution. Exposure to such toxins means the bio-mod is -50% to all skills, combat bonuses, and APMs, but will recover after 15 minutes exposure and 1 minute of breathing clean air. More than 20 minutes exposure, and the bio-mod lapses into a coma, and the aforementioned atmospheric adaptation cuts in, taking 1d4 hours of constant exposure to adapt. Interruption of the process is possible, but the bio-mod will need 3d4 minutes of breathing clean air to get back up to 100%.
*Adapt to Physical Environment---Takes 1 full melee of concentration to adapt. Can adjust to be optimal for Arboreal(climbing/acrobatics 89%, prehensile feet, leap 15 ft or 50% farther, whichever is greater), Arctic(0 degrees F has NO effect, subzero does only 10% of normal damage), Desert(immune to sunstroke, dehydration, heat fatigue, and temperatures up to 200 degrees F only do 20% normal damage/penalty. Can go on 16 ounces of water per 24 hours), Plague(+5 save vs disease, disease is never fatal, and penalties/damage are HALVED), Nocturnal/Underground(night vision- 300 ft, but sensitive to bright light---can only see 20 ft. DOUBLE normal hearing range, +1 on initiative/dodge in darkness), Radiation(NO damage from radiation), Underwater(swim x2 normal speed, and breath water down to 1 mile depth), and Vacuum(goes into a vacuum-proof state of hibernation; 5 days’ duration per level of experience) conditions same as described under the power.
*+1d4 P.E., +3 save versus poisons and magic poisons, +15% save versus coma/death.

-Extraordinary Physical Endurance(Minor)---The BRASS NITRO mod qualifies as Class IV by making the recipient a minor megadamage being, via an intermesh through the person’s body, supporting them, reinforcing joints and muscles, and creating a damage-resistant energy armor.
*Fatigues at 1/10th normal rate
*+1d6+5 P.E.
*Effectively becomes a megadamage being with 4d4x10 MD +2d4 per level of experience.

-Healing Factor----+2d4 P.E., +2d6+6 Hit Points, +25 SDC, +20% save versus Coma/Death, +3 save versus magic, poison, and toxins, +3 save versus psionic attacks. Recovers 3 SDC/MDC every 10 minutes, 1 Hit Point every 15 minutes, twice per 24 hours can instantly speed-heal 4d6 HP/MDC, does NOT fatigue, fire and cold do HALF damage, toxins and poisons do 1/3 normal damage on a failed save, and the bio-mod doesn’t scar when healed. Even broken bones heal 10 times faster than normal.

-Physical Transformation---The recipient of a BRASS NITRO aug is physically optimized; one of the benefits of the augment. +1d4 P.E., +1d6 P.B., +1d6 SPD, +2d6 Hit Points, +4d6 SDC, and +1d6 to P.S., plus it is considered to be Extraordinary.

- Mind/Body Attunement---The recipient’s nervous system is amped to be more in tune with themselves; +1 APM, +2 on initiative, +4 save versus Horror Factor, +1 save versus poison and disease, and +2 save versus possession.

-Increased Physical Agility and Dexterity---Paladin Steel’s biotechs seem to believe that the easiest way to survive damage is to not be hit; that, and lay down hurt on the OTHER guy faster than he can lay down hurt on YOU. Thus, physical agility and responses have been stepped up. Increase P.P. to 22, +1 APM, +2 on initiative, automatic dodge, paired weapons, and +5% to physical skills requiring physical dexterity. The character is also ambidextrous.

- Hypnotic Brain Conditioning----Because PS knows from experience that exploring strange new worlds or attending to extraordinary circumstances means facing exotic new terrors, strange new experiences, ad exposure to all manner of alien influences, BRASS NITRO recipients spend extra time ‘in the tank’ getting indoctrinated and hardened against negative mental influences; +5 save vs mind control, +4 save vs illusions and Horror Factor, +2 save vs all other psionic attacks. Impervious to Possession

Total bonuses:
Megadamage Being: 4d4x10 MD +2d4 per level of experience.
+2d6+6 Hit Points
+25 SDC(Convert HP and SDC to MDC)
+2 APM
+4 on initiative
Increase P.P. to 22(minimum)
Automatic dodge
+1d6 to P.S., plus it is considered to be Extraordinary
+1d6+4d4+5 P.E.
Fatigues at 1/10th normal rate
+1d6 P.B.
+1d6 SPD
+1 save versus poison and disease
+6 save versus poisons and magic poisons
+35% save versus coma/death
+5 save versus psionic attacks
+8 save versus Horror Factor
+5 save vs mind control
+4 save vs illusions
Impervious to Possession
+5% to physical skills requiring physical dexterity
The character is also ambidextrous.
W.P. Paired Weapons
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"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
89er
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Posts: 569
Joined: Wed Nov 12, 2008 8:33 pm

Re: Paladin Steel Storefront

Unread post by 89er »

Neat mods of Bio and TW sections.

Will some of the GNE's citizens become sympathetic to the CS after the minion war?
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