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Cosmo-Knights (here we go again) No. New question.
Posted: Wed Jun 25, 2008 1:27 pm
by Chad
bored... players can't get together, pool halls are closed, nothing on TV, girlfriend at work, beat the same video games a 100 times. So I'm alone, nursing an adult beverage (there is a little Miller Lite Philosophy here), and looking at my books- "limited
only by the imagination" Huh, I wonder how out there my imagination can get?
Then it hits me like a less filling brick wall
(ouch! but taste great). With the following: assuming one has the complete biology mapped out of a CosmoKnight both before and after he/she fell (maybe even caused a few of them to fall)-
The entire genetic knowledge of a Gene-Splicer
Vallax nano-technology with the secrets of Variable energy
Matter/Energy and PPE converter from the 'Great Machine' dimension
and what the hell- throw an ARCHIE 8.2 in the mix (Why? Why the f*** not?)
Could one turn himself into a technological Cosmo-Knight?
Please- no: "Have another./ You must be really bored./ Your imagination is out there." answers. Or simple "No! Forge wouldn't allow it." or "Sure! Sounds cool." responses.
Just yes/no and a good logical reason for your opinion.
Remember, purely hypothetical- there are no right or wrong answers.
Thanks in advance!
Re: Cosmo-Knights (here we go again) No. New question.
Posted: Wed Jun 25, 2008 1:53 pm
by LostOne
No. At least not in my game. I don't think the technology is quite there to mimic all the abilities. How do you explain their weapon appearing and disappearing into hammerspace (dimensional pocket or wherever they go)? Their weapon boomeranging when thrown? Their cosmic armor? The lack of need of eating/breathing? Where are they getting their flight and FTL abilities?
Re: Cosmo-Knights (here we go again) No. New question.
Posted: Wed Jun 25, 2008 2:05 pm
by Chad
LostOne wrote:No. At least not in my game. I don't think the technology is quite there to mimic all the abilities. How do you explain their weapon appearing and disappearing into hammerspace (dimensional pocket or wherever they go)? Their weapon boomeranging when thrown? Their cosmic armor? The lack of need of eating/breathing? Where are they getting their flight and FTL abilities?
Flight and FTL- create a Contra-Gravity field around them.
Armor- coalesce the molecules around their Contra-Gravity field.
Weapon- probably have to leave it out. Not something they could do. Unless someone has an another idea?
Re: Cosmo-Knights (here we go again) No. New question.
Posted: Wed Jun 25, 2008 2:10 pm
by Chad
LostOne wrote: The lack of need of eating/breathing?
sorry, missed this one.
Live off the ambient energy of the universe. Matter/Energy or in this case Energy/Matter converter.
Re: Cosmo-Knights (here we go again) No. New question.
Posted: Wed Jun 25, 2008 2:12 pm
by LostOne
Chad wrote:Flight and FTL- create a Contra-Gravity field around them.
Armor- coalesce the molecules around their Contra-Gravity field.
Just curious, since you're wanting to use existing examples in the books. What specifically are you basing the above off of? I know there's contra-gravity for flying, but don't remember man-sized contra-grav for FTL. I don't remember anything about coalescing molecules of a contra-gravity field to produce armor.
Re: Cosmo-Knights (here we go again) No. New question.
Posted: Wed Jun 25, 2008 2:41 pm
by Chad
LostOne wrote:Chad wrote:Flight and FTL- create a Contra-Gravity field around them.
Armor- coalesce the molecules around their Contra-Gravity field.
Just curious, since you're wanting to use existing examples in the books. What specifically are you basing the above off of?
Imagination
I know there's contra-gravity for flying, but don't remember man-sized contra-grav for FTL.
Uber-Advanced Organic Nanite Technology
FTL would have to open a wormhole in space or do the same thing a spaceship does or some such.
I don't remember anything about coalescing molecules of a contra-gravity field to produce armor.
I don't think you will, Man. I just made it up.
Re: Cosmo-Knights (here we go again) No. New question.
Posted: Thu Jun 26, 2008 12:40 am
by Aramanthus
You could always try to write one up for us. I'm sure all of us would love to see some new OCCs. I know I have several all of which can not be placed on the site.
Re: Cosmo-Knights (here we go again) No. New question.
Posted: Thu Jun 26, 2008 4:48 pm
by Chad
Magic Warrior with the right "boosters" to make it look real-er is another. I have an NPC Lady (Lord) Magus who has a phantom Cosmo-Knight as a boyfriend (since the Lord Magi are masters of illusion). In her immediate neighborhood the word gets around when a knight in shining armor flies in and lands with a heavy thud, or follows her flying limo as an escort. Don't tell anyone though < wink, wink > She's in the security business and when people think you have a CK as a boyfriend, well, it can open doors and act as a deterrent.
Don't worry, your secret is safe with me.
I'll leak some false information to Blackman Intelligence just to throw certain people off.
Possibly. My take is the Aerri from Aliens Unlimited might have the best shot at, from strictly an "anything PB goes" type of deal.
The Arerri have "perfected" inducing super-powers in their race, so theoretically they could make a super-soldier to at least rival the Cosmo-Knight, in some fashion, depending on what their limits is on the Number of Powers they can place in a meatbag and which powers they have access to. If they're good little scientists they have all the HU and PU books, Skraypers don't hurt neither.
Power's Unlimited. Hmm.
Believe it or not, I thought about that after the idea hit me. For about a minute.
Then it occurred to me, "Damn!! That's alot of super-powers!"
I think you summed it up best- How many super-powers can one cram inside of a meatbag?
However I think the best candidate is the magic spell Apparition which should let any mage summon a Cosmo-Knight or Dominator or 2nd Stage Promethean, Adult Dragon, etc, etc, (maybe a Demon Planet?) which should work as needed for as long as the victim fails their saving throw. I'd make sure I had Energize Spell too.
I have to admit, you're right. Magic would make it a whole lot more simplistic. And I know, Cosmo-Knights are supposed to go beyond science and magic as anyone understands it. However, I was thinking more along the line of the tech. and resources above.
You could always try to write one up for us. I'm sure all of us would love to see some new OCCs. I know I have several all of which can not be placed on the site.
I think the point might be getting lost here.
This is not about what I think. I already know what I think. I try not to... well...think about it ... too much.
umm...
yeah, This is about what intelligent, creative, and resourceful people such as yourselves think.
As far as writing one up... I'm looking at the OCC right now and don't really think there would be that much to change.
I mean, otherwise, it would not be the equivalent of a Cosmo-Knight.
Stats, MDC, PPE, Life Span = all the same
Horror Factor wouldn't apply
Impervious to heat and other forms of energy (including Magic thanks to Variable Energy) inflict 1/100 damage. Particle beams, imo, would inflict kinetic damage.
Flight, Blast, Armor, Regeneration = all the same
Weapon, as stated above, would not apply. Unless someone has an idea?
MDC Conversion and Bonuses = all the same
The main problem, in addition to acquiring all the above, is Galactic Awareness.
Impervious to radiation, toxins, SDC poisons, drugs and diseases.
Would not require: air to breathe (but would need it to talk)
sleep to rest (meditate 1 hour a day)
or food to nourish the mind or body (but would require Pumpkin Pie from time to time, because as we all know- pumpkin pie nourishes the soul.
)
I guess what I am looking for is your opinion and a good logical reason to back up either viewpoint.
"No. I don't think it would be possible because the energy that you're talking about (Variable Energy or not) would literally flash-fry the vessel. Remember, Cosmo-Knights have their souls seared by the fires of the Forge. I don't see anything that accounts for a SDC mortal being infused with that level of power.
or
Yes. I think it would be possible. You seem to have all of the resources to make it work. The only thing that gets me is the Galactic-Awareness. I don't know how you would compensate for this, unless everyone of your Bio-Engineered, Pumpkin-Pie eating Cosmo-Knights came fully equipped with a Neural-Tachyon-Transceiver.
or something to that effect.
Again Ladies and Gents, thanks in advance.
Re: Cosmo-Knights (here we go again) No. New question.
Posted: Fri Jun 27, 2008 3:06 am
by Aramanthus
That is an interesting idea Gadrin. I see what you mean about that apparation.
Re: Cosmo-Knights (here we go again) No. New question.
Posted: Wed Jul 02, 2008 6:55 am
by KLM
LostOne wrote:Chad wrote:Flight and FTL- create a Contra-Gravity field around them.
Armor- coalesce the molecules around their Contra-Gravity field.
Just curious, since you're wanting to use existing examples in the books. What specifically are you basing the above off of? I know there's contra-gravity for flying, but don't remember man-sized contra-grav for FTL. I don't remember anything about coalescing molecules of a contra-gravity field to produce armor.
Anvil Galaxy ( as I recall) mentioned a firm, which produces an FTL PA or EBA.
Also, with the multi-tool in DMB2, nanotech armor is not impossible technologically,
thought I would go with shields and holographic masking, built into a borg body,
like the Quatoria.
Adios
KLM
Re: Cosmo-Knights (here we go again) No. New question.
Posted: Wed Jul 02, 2008 4:37 pm
by Malakai
Well, I've done it with TW/Magic - very close and in some cases better (if not for the limited duration).
As for the Superpowers angle, you wouldn't need that much
Major
Flight: Superluminal (or something like that)
Bio-Armor (or Matter Expulsion: Metal - less MDC, but you get other bonuses and a weapon)
Super Energy Expulsion: Energy (not as powerful, or you cold have Rechannel Energy: which will help "even" things out)
Minor
Flight: Wingless
Superhuman Strength (you could argue eveything else turns him supernatural, which makes this SNPS)
Space Native
I think that covers most of it - obviously lacking in certain areas, but hey, it's a start.
The other way wouuld be going full tech - make it a cyborg body. base it off of the Quaratoria or Repo-Bots or Machine People to start out. The impervious to energy is going to have to be a gimme, as I don't recall anything tech like it. the armor appearing and disappering, as well as the weapon, could easily be explained through the the use of nanotechnology changing it's chape and micro-gravity drives bringing the weapon back and allowing for flight. FTL is going to be a hard sell., but if you made the borg large enough I could see it - some fighters have it, so if you turned this thing into a Jotan Cosmo-Kinight or some such, it could be reasonable. Link multiple weapons for "increased blasts". Going this route, you wouldn't even need the GeneSplicers.
I'll elaborate more later.
Re: Cosmo-Knights (here we go again) No. New question.
Posted: Wed Jul 02, 2008 11:54 pm
by Aramanthus
Definately an interesting concept. I'm looking forward to seeing more info on this subject. I created a mega hero who is on par with a cosmo knight, of course I had to bend more than a few rules to do that. But I was working on a character from a comic, and I wanted it to be as close as I could.
Re: Cosmo-Knights (here we go again) No. New question.
Posted: Mon Jul 07, 2008 1:25 am
by Chad
KLM wrote:LostOne wrote:Chad wrote:Flight and FTL- create a Contra-Gravity field around them.
Armor- coalesce the molecules around their Contra-Gravity field.
Just curious, since you're wanting to use existing examples in the books. What specifically are you basing the above off of? I know there's contra-gravity for flying, but don't remember man-sized contra-grav for FTL. I don't remember anything about coalescing molecules of a contra-gravity field to produce armor.
Anvil Galaxy ( as I recall) mentioned a firm, which produces an FTL PA or EBA.
Also, with the multi-tool in DMB2, nanotech armor is not impossible technologically,
thought I would go with shields and holographic masking, built into a borg body,
like the Quatoria.
Adios
KLM
Klm- are you talking about Intruder tech?
Re: Cosmo-Knights (here we go again) No. New question.
Posted: Mon Jul 07, 2008 1:36 am
by Chad
Malakai wrote:the armor appearing and disappering, as well as the weapon, could easily be explained through the the use of nanotechnology changing it's chape and micro-gravity drives bringing the weapon back and allowing for flight.
For going above and beyond the use of common sense, I hereby award you the "Limited Omniscience" medal. Use it wisely.
I love this
Re: Cosmo-Knights (here we go again) No. New question.
Posted: Mon Jul 07, 2008 2:26 am
by KLM
Chad wrote:Klm- are you talking about Intruder tech?
Nope.
DMB5, page 95 mentions a corporation, Ganymede GoSystems, which markets
a "personal space travel suit that enables single flyers to travel to 25 light years
on their own".
Adios
KLM
Re: Cosmo-Knights (here we go again) No. New question.
Posted: Mon Jul 07, 2008 9:31 am
by Chad
KLM wrote:Chad wrote:Klm- are you talking about Intruder tech?
Nope.
DMB5, page 95 mentions a corporation, Ganymede GoSystems, which markets
a "personal space travel suit that enables single flyers to travel to 25 light years
on their own".
Adios
KLM
pg. 96- Cool. Thanks for the heads up.
Don't know how I missed that.
Re: Cosmo-Knights (here we go again) No. New question.
Posted: Mon Jul 07, 2008 9:36 am
by KLM
DMB5 is one aspect I really like in RIFTS books: dozens if not hundreds of ideas in a
few sentences.
Brainstorming on steroids, if you like.
Adios
KLM
Re: Cosmo-Knights (here we go again) No. New question.
Posted: Thu Jul 17, 2008 6:53 pm
by Chad
LordVarandus wrote:I think some things only the cosmic forge can do
You think no- that's cool.
But
why?
Beyond only the cosmic forge should be able to do it.
Re: Cosmo-Knights (here we go again) No. New question.
Posted: Fri Jul 18, 2008 1:43 am
by KLM
LordVarandus wrote:I think some things only the cosmic forge can do
I think the topic searches ways for CK wannabees, not exact duplicate, just
maybe close enough to fool most people.
Adios
KLM
Re: Cosmo-Knights (here we go again) No. New question.
Posted: Fri Jul 18, 2008 2:20 am
by Aramanthus
I think I see where KLM is coming from. If you want to try and be close there are methods you can try, but it won't equal a true cosmo knight!
Re: Cosmo-Knights (here we go again) No. New question.
Posted: Fri Jul 18, 2008 12:22 pm
by Chad
Nope- the focus is on;
In an anything goes, full-blown-out, ballstothewall type of setting,
given the resources above (on the first post),
Do you think it would be possible for one to turn himself (in the game) into a technological (scientific version) equivalent of a Cosmo-Knight?
There are no right or wrong answers. I was asking for opinions- yes or no and a good 'logical' reason- (not: no, it's overpowered, or yes, as long as your having fun)- to back up either view point.
Now that I think about it-I think I like duck-foot's 'gene-spliced cosmo-knight' thread better though.
Re: Cosmo-Knights (here we go again) No. New question.
Posted: Fri Jul 18, 2008 11:30 pm
by Aramanthus
Then I'd sayno. You can make thew attempt using all of those resources. But overall you will fall way short of that goal and remain canon. Someone out on the new created one years ago. It was called a "Mechaknight".
Re: Cosmo-Knights (here we go again) No. New question.
Posted: Fri Jul 18, 2008 11:46 pm
by Chad
I wasn't talking about canon, just fun for my own game- but wanted it to make perfect sense.
No is a fine answer, but you haven't given a reason why.
I think the Mecha-Knight is Power Armor and not what I was referring to.
Re: Cosmo-Knights (here we go again) No. New question.
Posted: Sat Jul 19, 2008 12:45 am
by Aramanthus
There is an armor called the Mecha knight. But at one time online there was an RCC called a Mechaknight. It was pretty vicious. I tuned it down to allow it in my game. I can't find the old site. If I can I could share it with you. There's always the Armor made by my NPC named Scott Fuji-Stark. I leave it up too your imagination. It won't be posted here in any way shape or form. I could email people with it.
Re: Cosmo-Knights (here we go again) No. New question.
Posted: Sun Jul 20, 2008 11:29 am
by KLM
Chad wrote: Do you think it would be possible for one to turn himself (in the game) into a technological (scientific version) equivalent of a Cosmo-Knight?
OK, the process during which the Forge converts someone into a CK
is WAY OVER the possibilities of the Prometheans, the Core Powers,
whatever, so no power can create something that powerfull, except
the Forge.
Period.
This said however, it is possible both technologically, both magically
to create a super-warrior who is hard to kill, has PERSONAL FTL capabilities
and can threat even a starship with his "weaponry".
Adios
KLM
Re: Cosmo-Knights (here we go again) No. New question.
Posted: Sun Jul 20, 2008 12:21 pm
by talmor
Chad wrote:With the following: assuming one has the complete biology mapped out of a CosmoKnight both before and after he/she fell (maybe even caused a few of them to fall)
Honestly, I don't know enough about the Phase World setting to comment on the feasibility of replicating a CK; but I think some group ATTEMPTING to do so--capturing some to study, manipulating others to fall and THEN study, unleashing various prototypes of various levels of sanity/power/etc--would be an AWESOME campaign.
Personally, I wouldn't worry about if it was possible or not, but I would def. run with people trying to.
Re: Cosmo-Knights (here we go again) No. New question.
Posted: Sun Jul 20, 2008 3:19 pm
by LostOne
The Mechaknight RCC was someone's munchkin way of dealing with Cosmoknights. IIRC the writer did not like cosmoknights so he made technological based CK level things that might as well have had "Immune to Cosmo-Knights" stamped on their forehead.
Could use super powers to mimic many of the abilities of a Cosmo-Knight:
Matter Expulsion: Metal for the cosmic armor and forming a cosmic weapon, sonic flight, pick a power that makes you immune to energy, superluminal flight for FTL travel. Not as powerful as a Cosmo-Knight, but passable as far as appearances go. If you want to make him more powerful, give him massive damage capacity, supernatural strength. With that he might even be able to pass himself off as a CK in a fight.
For a plot idea: He was engineered and is an Invincible Guardsmen intended to discredit the Cosmo-Knights or in some other way do something they'd need an allied CK to pull off otherwise (abusing someone's trust of cosmo-knights for some purpose).
Re: Cosmo-Knights (here we go again) No. New question.
Posted: Mon Jul 21, 2008 2:13 am
by Aramanthus
Thank you lost one. I lost my info on them last fall when my old computer suffered a serious problem. I actually found them and saved the original and then I made some serious changes to them to make them compatible with the system overall. They were still powerful but not overwhelmingly so anymore. And I have the forge start creating a new form of cosmo knight to deal with these mecha knight upstarts. One of my prime NPCs is one of the upgraded CKs. If you have a copy of the mechaknight RCC I'd love to get a copy of it. Please!
Re: Cosmo-Knights (here we go again) No. New question.
Posted: Mon Jul 21, 2008 9:09 am
by LostOne
I do not. I didn't like them when I first saw them because of how powerful they are and how blatantly they were designed to be the anti-cosmo-knight. This was 8-10 years ago. So I did not keep a copy. Try google.
Re: Cosmo-Knights (here we go again) No. New question.
Posted: Mon Jul 21, 2008 11:29 pm
by Aramanthus
No problem. Thank you for your quick response! I'll have to see if I can find it again. I like my response to them. The upgraded CK's could take them.
Re: Cosmo-Knights (here we go again) No. New question.
Posted: Thu Jul 31, 2008 4:43 pm
by Malakai
let's see - powers of a CK:
Supernatural PS (50)
MDC: 200 + 15xlevel + 500 armor
PPE: 1D6x100 + 1D4x10
(practical) immunity to energy
FTL Flight
Atmospheric Flight: 1 Mach per level
Energy Blast: (1D6 - 5D6)x10, x20, or x50
Galactic Awareness
Bio-Regen: 1D4x10 / Minute
Cosmic Weapon: 1D4 - 2D4x10
Bonuses
+2 Initiative
+2 Strike
+2 Parry
+2 Dodge
+6 Pull Punch
+4 vs Toxins
+6 vs HF
Well, let's see what we can come up with for a "Psuedo-Cosmo-Kinght". I'll try a Super-powered one first - they're easier to work with.
Majors
Control the Voidbeing limited in selection, I took this because it fills many of the needs of the PCK: Space Travel, Galactic Awareness, and heavy-hitting damage. The meteor shower ability compares nicely damage wise with the CK, the only differnce being they need Large meteors around to dish out the REALLY heavy damage
InvulnerabilityTo beef him up and give him that immunity he needs, as well as a better regeneration.
Matter Expulsion: Metal OR Weapon Energy ExtensionsIf going with the classical, the ME:Metal give him add armor, strength, and the ability to create a weapon. Unfortunately, the weapon does not compare to the CK's. If you are looking for a more beefier weapon, you could go with the WEE, though you obviously lose damage capacity and PS. Also, a possible side-benefit (if your GM allows) is the fact that you may be able to form you own LARGE asteroids to use with the Meteor Shower ability - though this would likely take up a significant amount of time, the benefits coudl eb worth it.
Minors
Flight: WinglessObviously not as fast as the CKs, this nonetheless allows them to get around.
Superhuman PSBoost the PS score to an equivalent, particularly when you count in the ME: Metal bonus when armored. And thanks to RIFTS conversion, it becomes SNPS.
Hardened SkinThis is really only to help keep up with the CK in terms of MDC through level advancement
So, as we stand here, We have 3 Major and 3 Minors - I stop here because all this can be done CANON, as in CB1 it gives this possibility for mutants in RIFTS - and we've got a good representation down. Let's compare:
PS - Even, when armored at least
MDC - again even
PPE - Actually a non-issue, since the CK only uses this to power his other abilities
Immunities - The PCK wins here, thanks to the Invulnerability.
FTL Flight - Depends on your measure - the PCK only goes Point-to-Point, while the CK actually flies, so while he can't chase down another ship, he could certainly beat it to whatever destination. Note that this MAY require some CG device to make it more useful by artificially creating the necessary gravity well.
Atmospheric Flight - the CK beats us hands down. unfortunately, there is really no known vehicle that can keep up, save the Intruder ships.
Ranged Attack - Equal, with possible lead to the CK, due to thier ability to pump the blasts. Note also that in atmosphere, the CK definitely wins.
Galactic Awareness - equal, assuming the the character takes the skills.
Bio-Regen - PCK wins by a landside - 4x faster
Cosmic Weapon - CK wins here, though not too badly, unless he opts for the higher damage ability.
Bonuses - equal, so long as you keep yourself hoveirng a few feet off the ground - hell, you get an extra attack.
NOW, if you don't mind going off-canon, then here's what I would take - to make it more exact.
Majors: 5 Superluminal Flight
ME: Metal
Re-Channel and Expel Energy (used when the big ships fire)
Super-Energy Explusion: Energy (Twice - as per the NPC "Runaway")
Sonic Flight
Minors: 4 Superhuman PS (could be the Major SNPS, but I don't want to be greedy)
Extraordinary PE
Hardened Skin
Space Native
I think that covers about everything, though, AGAIN, the lack of HEAVY Ranged attack is readily appearant, unless your target is obliging with thier own firepower.
As for PA/Borg/"Hard" tech, we can get a bit more interesting - i'll write it up later when I have more books available
Re: Cosmo-Knights (here we go again) No. New question.
Posted: Fri Aug 01, 2008 12:55 am
by Aramanthus
interesting creation! I'm looking forward to seeing your next creation.
Re: Cosmo-Knights (here we go again) No. New question.
Posted: Fri Aug 01, 2008 8:58 am
by LostOne
Malakai wrote:Majors: 5 Superluminal Flight
ME: Metal
Re-Channel and Expel Energy (used when the big ships fire)
Super-Energy Explusion: Energy (Twice - as per the NPC "Runaway")
Sonic Flight
If you're taking it twice that's technically 6 powers. Otherwise I think you won the thread.
Re: Cosmo-Knights (here we go again) No. New question.
Posted: Sat Aug 02, 2008 3:17 am
by Aramanthus
Won the thread? I didn't know there was a contest. It wasn't announced as a contest.
I thought it was a discussion.
Re: Cosmo-Knights (here we go again) No. New question.
Posted: Sun Aug 03, 2008 9:41 am
by LostOne
Aramanthus wrote:Won the thread? I didn't know there was a contest. It wasn't announced as a contest.
I thought it was a discussion.
I was being facetious. It was my silly way of saying I approved of his post, it's the truest to a cosmoknight that has been posted so far, IMO.
Re: Cosmo-Knights (here we go again) No. New question.
Posted: Thu Aug 07, 2008 12:28 am
by Aramanthus
I know! I'm was just being a smart alec!
Sorry.
Re: Cosmo-Knights (here we go again) No. New question.
Posted: Thu Aug 07, 2008 1:41 pm
by Chad
duck-foot wrote:Chad wrote:LostOne wrote: The lack of need of eating/breathing?
sorry, missed this one.
Live off the ambient energy of the universe. Matter/Energy or in this case Energy/Matter converter.
i dont believe that would work.
<
Damn, it's like trying to juice a turnip>
Why???I'm not an expert in biology, but my understanding is the process of Respiration takes place inside every one of your cells and converts stored chemical energy (food, etc.) into mechanical work and heat. These little organic-nanite-matter-energy/energy-matter-converters are bypassing this process, regulating all bodily functions (similar to a Juicer's bio-comp system with a more active role). I always assumed Cosmo-Knights have something similar, if not exact, going on. Then the question becomes, '
Well, what powers the cell?' Ha! Glad you asked. I refer to an article in the Rifter (don't remember which one) about how Mitochondria (powerhouses) of the cells are PPE collectors used to sustain creatures like Dragons and such. The organic-nanite-PPE-converter would allow this to take place.
If you don't think that this is the case, I would very much be interested in hearing your ideas.
talmor wrote:Chad wrote:With the following: assuming one has the complete biology mapped out of a CosmoKnight both before and after he/she fell (maybe even caused a few of them to fall)
Honestly, I don't know enough about the Phase World setting to comment on the feasibility of replicating a CK; but I think some group ATTEMPTING to do so--capturing some to study, manipulating others to fall and THEN study, unleashing various prototypes of various levels of sanity/power/etc--would be an AWESOME campaign.
Personally, I wouldn't worry about if it was possible or not, but I would def. run with people trying to.
Oh I am!! I started it about a week ago.
Your post gave me an idea, btw. I'm going to have NPCs who the PCs are going to run into who have tried the same thing. Thanks!!
Malakai wrote:let's see - powers of a CK:
Supernatural PS (50)
MDC: 200 + 15xlevel + 500 armor
PPE: 1D6x100 + 1D4x10
(practical) immunity to energy
FTL Flight
Atmospheric Flight: 1 Mach per level
Energy Blast: (1D6 - 5D6)x10, x20, or x50
Galactic Awareness
Bio-Regen: 1D4x10 / Minute
Cosmic Weapon: 1D4 - 2D4x10
Bonuses
+2 Initiative
+2 Strike
+2 Parry
+2 Dodge
+6 Pull Punch
+4 vs Toxins
+6 vs HF
Well, let's see what we can come up with for a "Psuedo-Cosmo-Kinght". I'll try a Super-powered one first - they're easier to work with.
Majors
Control the Voidbeing limited in selection, I took this because it fills many of the needs of the PCK: Space Travel, Galactic Awareness, and heavy-hitting damage. The meteor shower ability compares nicely damage wise with the CK, the only differnce being they need Large meteors around to dish out the REALLY heavy damage
InvulnerabilityTo beef him up and give him that immunity he needs, as well as a better regeneration.
Matter Expulsion: Metal OR Weapon Energy ExtensionsIf going with the classical, the ME:Metal give him add armor, strength, and the ability to create a weapon. Unfortunately, the weapon does not compare to the CK's. If you are looking for a more beefier weapon, you could go with the WEE, though you obviously lose damage capacity and PS. Also, a possible side-benefit (if your GM allows) is the fact that you may be able to form you own LARGE asteroids to use with the Meteor Shower ability - though this would likely take up a significant amount of time, the benefits coudl eb worth it.
Minors
Flight: WinglessObviously not as fast as the CKs, this nonetheless allows them to get around.
Superhuman PSBoost the PS score to an equivalent, particularly when you count in the ME: Metal bonus when armored. And thanks to RIFTS conversion, it becomes SNPS.
Hardened SkinThis is really only to help keep up with the CK in terms of MDC through level advancement
So, as we stand here, We have 3 Major and 3 Minors - I stop here because all this can be done CANON, as in CB1 it gives this possibility for mutants in RIFTS - and we've got a good representation down. Let's compare:
PS - Even, when armored at least
MDC - again even
PPE - Actually a non-issue, since the CK only uses this to power his other abilities
Immunities - The PCK wins here, thanks to the Invulnerability.
FTL Flight - Depends on your measure - the PCK only goes Point-to-Point, while the CK actually flies, so while he can't chase down another ship, he could certainly beat it to whatever destination. Note that this MAY require some CG device to make it more useful by artificially creating the necessary gravity well.
Atmospheric Flight - the CK beats us hands down. unfortunately, there is really no known vehicle that can keep up, save the Intruder ships.
Ranged Attack - Equal, with possible lead to the CK, due to thier ability to pump the blasts. Note also that in atmosphere, the CK definitely wins.
Galactic Awareness - equal, assuming the the character takes the skills.
Bio-Regen - PCK wins by a landside - 4x faster
Cosmic Weapon - CK wins here, though not too badly, unless he opts for the higher damage ability.
Bonuses - equal, so long as you keep yourself hoveirng a few feet off the ground - hell, you get an extra attack.
NOW, if you don't mind going off-canon, then here's what I would take - to make it more exact.
Majors: 5 Superluminal Flight
ME: Metal
Re-Channel and Expel Energy (used when the big ships fire)
Super-Energy Explusion: Energy (Twice - as per the NPC "Runaway")
Sonic Flight
Minors: 4 Superhuman PS (could be the Major SNPS, but I don't want to be greedy)
Extraordinary PE
Hardened Skin
Space Native
I think that covers about everything, though, AGAIN, the lack of HEAVY Ranged attack is readily appearant, unless your target is obliging with thier own firepower.
Thank you. You just gave me one of my NPCs (a Kreegor Invincible Guard experiment)
Oh yeah, almost forgot. For anyone keeping up with this-
Thanks to a PM (
) I also need to add a Modular Genetic Template. A blank genetic-helix so to speak. So the DNA of an Auto-G would also have to be included in the list of things above (in the first post).
Still having trouble on the Galactic Awareness though (I'm playing where it is more like Silver Surfer's Cosmic Awareness than just skills)- any thoughts would be appreciated.
Thanks!!!
Re: Cosmo-Knights (here we go again) No. New question.
Posted: Fri Aug 08, 2008 1:27 am
by Aramanthus
It would be a very interesting secret Kreeghor project. I could see them trying out anything extra to give them a different edge over their enemies. It would give them soldiers who weren't created by the creature in the dark.
Re: Cosmo-Knights (here we go again) No. New question.
Posted: Wed Mar 09, 2016 6:40 am
by IronWarrior
Chad wrote:Magic Warrior with the right "boosters" to make it look real-er is another. I have an NPC Lady (Lord) Magus who has a phantom Cosmo-Knight as a boyfriend (since the Lord Magi are masters of illusion). In her immediate neighborhood the word gets around when a knight in shining armor flies in and lands with a heavy thud, or follows her flying limo as an escort. Don't tell anyone though < wink, wink > She's in the security business and when people think you have a CK as a boyfriend, well, it can open doors and act as a deterrent.
Don't worry, your secret is safe with me.
I'll leak some false information to Blackman Intelligence just to throw certain people off.
Possibly. My take is the Aerri from Aliens Unlimited might have the best shot at, from strictly an "anything PB goes" type of deal.
The Arerri have "perfected" inducing super-powers in their race, so theoretically they could make a super-soldier to at least rival the Cosmo-Knight, in some fashion, depending on what their limits is on the Number of Powers they can place in a meatbag and which powers they have access to. If they're good little scientists they have all the HU and PU books, Skraypers don't hurt neither.
Power's Unlimited. Hmm.
Believe it or not, I thought about that after the idea hit me. For about a minute.
Then it occurred to me, "Damn!! That's alot of super-powers!"
I think you summed it up best- How many super-powers can one cram inside of a meatbag?
However I think the best candidate is the magic spell Apparition which should let any mage summon a Cosmo-Knight or Dominator or 2nd Stage Promethean, Adult Dragon, etc, etc, (maybe a Demon Planet?) which should work as needed for as long as the victim fails their saving throw. I'd make sure I had Energize Spell too.
I have to admit, you're right. Magic would make it a whole lot more simplistic. And I know, Cosmo-Knights are supposed to go beyond science and magic as anyone understands it. However, I was thinking more along the line of the tech. and resources above.
You could always try to write one up for us. I'm sure all of us would love to see some new OCCs. I know I have several all of which can not be placed on the site.
I think the point might be getting lost here.
This is not about what I think. I already know what I think. I try not to... well...think about it ... too much.
umm...
yeah, This is about what intelligent, creative, and resourceful people such as yourselves think.
As far as writing one up... I'm looking at the OCC right now and don't really think there would be that much to change.
I mean, otherwise, it would not be the equivalent of a Cosmo-Knight.
Stats, MDC, PPE, Life Span = all the same
Horror Factor wouldn't apply
Impervious to heat and other forms of energy (including Magic thanks to Variable Energy) inflict 1/100 damage. Particle beams, imo, would inflict kinetic damage.
Flight, Blast, Armor, Regeneration = all the same
Weapon, as stated above, would not apply. Unless someone has an idea?
MDC Conversion and Bonuses = all the same
The main problem, in addition to acquiring all the above, is Galactic Awareness.
Impervious to radiation, toxins, SDC poisons, drugs and diseases.
Would not require: air to breathe (but would need it to talk)
sleep to rest (meditate 1 hour a day)
or food to nourish the mind or body (but would require Pumpkin Pie from time to time, because as we all know- pumpkin pie nourishes the soul.
)
I guess what I am looking for is your opinion and a good logical reason to back up either viewpoint.
"No. I don't think it would be possible because the energy that you're talking about (Variable Energy or not) would literally flash-fry the vessel. Remember, Cosmo-Knights have their souls seared by the fires of the Forge. I don't see anything that accounts for a SDC mortal being infused with that level of power.
or
Yes. I think it would be possible. You seem to have all of the resources to make it work. The only thing that gets me is the Galactic-Awareness. I don't know how you would compensate for this, unless everyone of your Bio-Engineered, Pumpkin-Pie eating Cosmo-Knights came fully equipped with a Neural-Tachyon-Transceiver.
or something to that effect.
Again Ladies and Gents, thanks in advance.
Actually weapons would apply if you were willing to use magic ones. Nightlands has Artifacts of Power that can be disguised as rings and other jewelry. No ranged just melee.
Re: Cosmo-Knights (here we go again) No. New question.
Posted: Wed Mar 09, 2016 2:09 pm
by say652
Using super inventions, yes.
NMI posted a Heroes unlimited version of the Cosmo Knight, using super inventions and covering sdc to mdc(Lol good luck) its 100% possible to be the equivalent of a CK using technology and rules flexing.
Re: Cosmo-Knights (here we go again) No. New question.
Posted: Thu Mar 10, 2016 9:47 am
by IronWarrior
say652 wrote:Using super inventions, yes.
NMI posted a Heroes unlimited version of the Cosmo Knight, using super inventions and covering sdc to mdc(Lol good luck) its 100% possible to be the equivalent of a CK using technology and rules flexing.
where is that post? i would be interested to see how he did it.
Re: Cosmo-Knights (here we go again) No. New question.
Posted: Thu Mar 10, 2016 10:42 pm
by LostOne
IronWarrior wrote:say652 wrote:Using super inventions, yes.
NMI posted a Heroes unlimited version of the Cosmo Knight, using super inventions and covering sdc to mdc(Lol good luck) its 100% possible to be the equivalent of a CK using technology and rules flexing.
where is that post? i would be interested to see how he did it.
Same here, sounds like an interesting mental exercise.
Re: Cosmo-Knights (here we go again) No. New question.
Posted: Thu Mar 10, 2016 10:54 pm
by say652
Re: Cosmo-Knights (here we go again) No. New question.
Posted: Fri Mar 11, 2016 4:41 pm
by IronWarrior
say652 wrote:http://palladium-megaverse.com/forums/viewtopic.php?f=7&t=137215&hilit=Godling+Cosmo+knight
Took some digging.
thats pretty cool and if you take out the power weapon and give him/her an Artifact of Power or other type of magic weapon that transforms and returns when thrown you could easily stay within the established rules without fudging.
Re: Cosmo-Knights (here we go again) No. New question.
Posted: Fri Mar 11, 2016 5:33 pm
by say652
After I gain a few more Diplomat levels, I may just duel class again to pick up a few Super Inventions levels to add them into my Bionic frame.
Personally, with no rules about adding super inventions to Cyborgs not existing the necessity to actually take levels in Super Invention Power Category are Gm fiat.
If your gm is willing to allow cyborgs unlimited super powers run with it.
Re: Cosmo-Knights (here we go again) No. New question.
Posted: Sun Mar 13, 2016 8:55 pm
by Axelmania
Since the 'Super Invention' creator can be Hardware: Electrical and they could easily select MD in their education, having the device being a cybernetic implant does not seem outside the scope of the category.
Re: Cosmo-Knights (here we go again) No. New question.
Posted: Mon Mar 14, 2016 12:44 pm
by drewkitty ~..~
I would limit the OP idea to an NPC only construct unless the campaign the GM is running is a counting a threat to one of more dimensions in the megaverse.
Re: Cosmo-Knights (here we go again) No. New question.
Posted: Mon Mar 14, 2016 8:58 pm
by Slight001
“We are now within five light minutes of the planet, estimated arrival is two hours. beginning scans of all EM field ranges. No contact with planet or planetary defense forces.”
“... Sir, detecting an unknown fleet of ships in orbit of the planet. Detecting high volumes of debris in high planet orbit that match the planetary defense compliment. A single ship is breaking orbit and approaching… it appears to be a cruiser class based on mass and dimensions, however I’m not detecting metal or even ceramics. I think it’s organic.”
“Holy! Ship at three kilometers! It just appeared out of nowhere.”
“The profiles match. Sir I believe these are the same ship.”
“Incoming transmission… its primitive old school radio… running translation programs…”
“W….raw co…..na..on ..tect.. c..e be... dev….ed. .. no. app….. de..is fi....”
“The hell is that?”
“Translators are having a hell of a time. Sir, I’m also not certain but this signal looks incomplete like it’s muffled.”
“Keep working on it in the meanwhile kill our acceleration and begin drifting.
“What is the delay captain? We have a world in need of aid do we not?”
“Sir knight, we have a problem an unknown force is blocking forward progress and we are having trouble communicating with them.”
“Then they will answer to me. By the forge I will not permit our aid to be denied to those in need.”
“What is the Cosmo-Knight doing?”
“I believe he’s attacking the enemy ship sir.”
“Another transmission is incoming.”
“.. ha.. .h. .u.. .nd a.. dis...b..ing it. ..ease cea.. h...ili...s.”
“Captain the ship it just launched something at the Cosmo-Knight… it looks like another humanoid. Again no metals detected can’t even detect a propulsion system.”
“Put it on the main screen.”
“Did you see that? Whatever that guy is shooting at the cosmo-knight wasn’t a typical energy blast. Whatever that was just tore a good chunk out of the knights armor by the look of the damage.”
“The other one is showing signs of regenerating the damage inflicted by the knight.”
“He just charged his attacks up! He’s ignoring the fighter and attacking the ship directly.”
“Another transmission in coming…”
“..ry ..ll. Y.. ..v. .ade ….self ..own as ..em.es.”
“Sir, the ship is moving to adjust it’s angle of attack and I believe it’s bring weapons into our arc of travel.”
“Several dozen of those organic knights just launched and are swarming the cosmo-knight… he’s gone sir.
“Translations complete beginning playback”
“Withdraw contamination detected cure being developed do not approach debris field.”
“We have the cure and are distributing it. Please cease hostilities.”
“Very well… you have made yourself known as enemies.”
“... Sir the ship is…”
“That’s all we could recover from the ship's black box recorders.”
“So we don’t know who this race is?”
“No. We do know that they finished curing the population before withdrawing and that they used organic technology for seemingly everything. Unlike the necrons they weren’t insulted or hateful of technology just oddly leary of metal as though it were poisonous. At least that's how the people described them.”
"What a waste of first contact. Damn Cosmo-Knights and their bloody code. Spread the word to keep an eye out. We don't want another opportunity to be wasted."
"Opportunity?"
"Yes you heard them they had dozens perhaps even hundreds of soldiers able to go toe to toe with a cosmo-knight on just one of their ships. I want them working for the FWC and fighting the TGE."
Re: Cosmo-Knights (here we go again) No. New question.
Posted: Mon Mar 14, 2016 9:07 pm
by LostOne
Nice story, what are you basing the organic soldiers stats on, out of curiousity?
Re: Cosmo-Knights (here we go again) No. New question.
Posted: Mon Mar 14, 2016 9:15 pm
by Slight001
LostOne wrote:Nice story, what are you basing the organic soldiers stats on, out of curiousity?
Splicers tech with some void whale and necron critter dna thrown in... you'd need a generous GM.