Darkmax wrote:hmm.... a washing machine..... can't get clean clothes without one in space and zero-G
Zero-Gee Porta-Potties...Face it, you can live without a bath for a while, but this?
Moderators: Immortals, Supreme Beings, Old Ones
Darkmax wrote:hmm.... a washing machine..... can't get clean clothes without one in space and zero-G
KLM wrote:Psionic helm:
An old noro design, since copied by most powers, is a psilite based ship control device,
which look like a crystalline coffin.
The psionic powers imprinted into the psilite imbue the helmsnoro (or anyone, who has
at least dormant psionic powers) with the following powers:
- 6th sense
- speed reading
- telemechanics
- totall recall
- clairvoyance
But most importantly the device creates a small astral domain, heavily reinforced from
outside intrusion.
To use the device, the helmsman has to attach himself psionically to the sarcophagus,
which is a long process, taking 24+d12 hours, and also comes with the permanent expenditure
of 10 ISP, to create the domain.
Due to the nature of the helm, one coffin can be attached to one helmsman, but
fortunately, helms can be transferred from ship to ship as well as multiple helms can be
installed on a single ship.
Once the helmsman steps into the device, enters a trance - actually it is an astral transference -
which takes about a minute (d4 melee).
After that, in the "domain" - which is a well equipped tactical workstation he finds that the
time flows differently there - actually faster than in the 3 Galaxies. In space battles, this means
that the helmsman has more time to react, thought the ship and her equipment is still
stuck in normal time.
The added powers (listed above) imbue the helmsman with an wiev on his ship and the tactical
situation around often descibed as "enlightened". The 6th sense and the clairvoyance powers
also offer some predictions of how the situation will evolve in the next few second.
The helm can store 3000 ISP, which can be recharged only by the master attached to it.
Fortunately, as time flows faster the helmsman can regenerate ISP faster - but his body
ages and is exhausted faster too.
Also, the helm takes practice to master and takes its toll. In non-combat circumstances
it matters little, since the helmsman can enter a meditative trance, but once events
begin to speed up, using all powers cost 10 ISP per "real life" melee. Also, the useage
of the helm is akin to a skill or psionic power, so it advances with practice (ie. levels).
It adds +20%+3% per additional level to piloting skills and sensor system rolls (only for
ship systems tied to the helm).
1st level: +4 to initiative, +2 to dodge, +1 action useable to dodge
2nd level: +1 to initiative, +1 to dodge, +1 action useable to dodge, +1 action to assign
commands to "mundane" crews
3rd level: +1 to initiative, +1 to dodge, +1 action useable to dodge, +1 action to assign
commands to "mundane" crews
4th level: +2 action to assign commands, +1 to strike with weaponry
5th level: +1 action to assign commands
6th level: the ability to "upgrade" the "domain" with the permanent expenditure of further
ISP or PPE.
The helm itself costs about 15 million credits, but only manufacturable by psilite
experts, taking long time. This makes a viable upgrade for only multi-crewed craft,
as well as making expert helmsman a hot commodity in the fleets of the 3 Galaxies.
Adios
KLM
Aramanthus wrote:Those just sound scary! Attach this hose.............WHERE???? :::Faints:::
Aramanthus wrote:But could they effect a ship without a psionic interface? Just your thoughts KLM.
gadrin wrote:What HF seems reasonable ?
I've seen leaflets dropped but I think if you noticed it looked like money...
>
Power source: Nuclear, 5 year lifespan
(...)
The drone will continue to follow the last command it was given until new commands are received.
KLM wrote:Psionic helm:
Price tag is about 15 million credits. This probably comes with the waiting period of a few months
since manufacturing is slow, or you purchase a non-noro product or a second-hand one.
While impressive, it has drawbacks:
- it gives almost absolute power to one single crewmember, who is
by the nature of things becomes a bit disconnected and creepy.
Also, it is very hard to guess the extent of his power.
- it is a potential gateway (a well locked, but nevertheless existing) for various
entities
- VR based purely technological systems do exist, with a somewhat lower
performance, but with the option of multiple helmsmen jacking in, in shifts.
And it takes only a datajack, not some supernatural ability.
S
Adios
KLM
gadrin wrote:taalismn wrote:KLM wrote:Psionic helm:
(...)
Serious adventure hook material then...
Yeah it's essentially an super-artifact and you don't want to be handing those out to the PCs
just because they can afford it.
gadrin wrote:I'm STILL trying to get my head around magic and typical precautions. Like the Noro
who have been around for a long time and are aware of Coexistence/Astral Projection.
gadrin wrote:
One shifter is worth his weight in gold in some cases.
>
Roscoe Del'Tane wrote:Okay, not so much a tool, as an alteration, but bear with me on this. I know its also been a while, but I've been busy, sorry about this guys. Hope I can keep cranking out the ideas, but the well's been a bit dry for me.
The Nano-Aperture-Producer (aka the NAP) {A Hartigal Combine Special} Cost: Variable).
taalismn wrote:Roscoe Del'Tane wrote:The Nano-Aperture-Producer (aka the NAP) {A Hartigal Combine Special} Cost: Variable).
Whow.....
Roscoe Del'Tane wrote:Not to be attempted for anybody travelling over 25 miles per hour, every mph over that has a cumulative 5% chance of failing to make it all the way into the hole (leaves bits and pieces of themselves hanging out).
Roscoe Del'Tane wrote:The Nano-Aperture-Producer (aka the NAP) {A Hartigal Combine Special} Cost: Variable
{Snip}
The basic model means there must be somebody on the other side to verify who you are and let you pass, otherwise it might as well just be a wall. Putting advanced scanners in the wall and AI in the control computer costs extra, two million for a small group of 20 (but those individuals can come and go as they please, with their pass times logged and stored for record keeping), another five million for widespread access (can verify whole species, or up to 20,000 specific individuals, plus the specs for the previous model) as well as in depth medical scans and reports, for five million extra you can get defenses built into the door (uses heat/electricity, threads of silver, and nano-made acids), for five more you can get basic stealth features (will create patterns of bricks/cracks/graffiti, etc), for ten more in addition to that you can get advanced stealth (heat, motion, electrical and x-ray proof), and finally, for 100,000 credits the safe approach speed can be increased by one mph.
{Snip}
Roscoe Del'Tane wrote:Silenced Barrels: On Rifts Earth in particular, and several other worlds in the 3G's, it is not a good idea to use loud, gun-powder weapons, mainly due to their effect of attracting nasty creatures (and enemies). The Hartigal Combine has come up with this odd part to help those who must travel far from 'civilization', often for long periods at a time. On S.D.C. capable weapons only, they remove the barrel of the gun, and slightly alter it, adding infinitesimal amounts of chemical agents and nano-products. The end result is that the entire barrel acts as a silencer, without the need for an add-on on the end. The new barrel with cut the retort by 95%, not entirely silencing the gunshot, but making it much harder to be heard and thus attracting less attention to you.
Roscoe Del'Tane wrote:Some things I thought could be useful after watching a few space-shoot'em-up movies this weekend.
Mobile Barricade Paneling: Pieces of Mega-Damage metal (or plastic and ceramics) built in a jigsaw pattern, allowing rapid transportation and assembly. They are bound together using fitted forms, as well as electromagnetic bonding and bolts. Each piece is roughly five feet wide and six feet tall (comes with windows for weapon barrels, have sliding doors to keep enemy missiles and such out) and four inches thick. Each MBP has 50 M.D.C., and weighs 60 pounds, larger pieces have to be custom ordered and cost double (can increase either the width/height or the M.D.C., not both). Cost is 12,000 credits per Panel
KLM wrote: Compared to EBA or even borg armor the panels offer less protection for their bulk, so either I suggest to raise protection value (after all, most infantry rifles WILL punch through one in one short burts) or decrease price.
KLM wrote:The damage value of the mobile mine system also needs a bit upped, since they are not likely to harm even a squishy in light EBA. Or maybe a secondary effect, like save vs. paralysis and/or blindness should be included, even if it means decreasing payload to one.
Yeah, I really like those guys, make me much more comfortable than Naruni. And besides, this gives some of my home-brew races exrta goodies that the cannon peoples don'tAramanthus wrote:Those are some cool new systems! And that is another interesting idea Gadrin! Roscoe your gear represents Hartigal Combine. Cool that gives them more products for us to play with.