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JD's Sci-Fi: John Crichton update.

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JD's Sci-Fi: John Crichton update.

Postby JoshuaDunlow » Mon Feb 08, 2010 10:09 pm

Place holder for my Lost Sol Setting. I hate having so many threads, but sometimes they are a requirement.

Special Game Rules
- Super Movement (Space Travel)


Lost Sol Personalities:
- Abigail Ind, Network Communicator(PL 5)
- Ensign Nev, 1st Class Navigator (PL 5)
- Ambassador Erasai (PL 8)
- Captain Hazard, Astral Soldier(PL 8)
- Monica Webber, Reader(PL 5)
- Talia Zane, Ex-Gladiator


Lost Sol Game Notations
- Military Ranks
- Creatures: Nanwei
- Equipment: Armor
- Equipment: Weapons
- Equipment: High Powered Ballistic Weapons
-Equipment: Forcefields
- Equipment: Hover Vehicles
- Equipment: Civilian Vehicles
- Science and Technology: Space Ship Technology
- Space Ships: Deep Space Explorer: The Daedilus


Babylon 5
The B5 Universe
- Earth Force Ranks
- Telepathic Ability
- The Shadows
- The B5 Station
- Playable Alien Races
- PPG Weapons
- Character Creation
- Starfuries


Babylon 5 Crew
Personell
- Cmdr. Jeffrey Sinclair
- Cmdr. John J. Sheridan
- Ensign David Corwin
- Lt. Cmdr Susan Ivanova
- CWO Michael Garibaldi
- Dr. Stephen Franklin
- Sergeant. Zack Allan
The Diplomatic Staff
- Delenn, Minbari Ambassador
- Lennier, Minbari assistant to Delenn
- Londo Mollari , Centauri Ambassador
- Vir Cotto, assistant to Londo Mollari
- G`Kar , Narn Ambassador
- Na`Toth, Narn Attache
- Kosh Naranek, Vorlon Ambassador
Other Residents:
- Lou Welch, Peace Officer
- Lorien
- Mr. Morden
- Talia Winters, Commercial Telepath
- Warren Keffer, Lt., Zeta Wing
- Zathras


Serenity/Firefly
- Jane Cob
- Malcolm Reynolds
- River Tam
- Zoe Washburne


Farscape
- Aeryn Sun
- Chiana
- John Crichton
- Ka`Dargo
- Moya (Leviathan)
- PIlot
Last edited by JoshuaDunlow on Tue Aug 02, 2011 10:18 pm, edited 80 times in total.
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Re: JD's Lost Sol

Postby JoshuaDunlow » Mon Feb 08, 2010 10:10 pm

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(Picture by OmeN2501 on Deviant art)
"Captain we are approaching the designated coordinates, and the space is clear of all Anomalies. "

Ensign Nev, Navigator 1st Class (PL 5/75pp)
Name: Nev Arin Gra, Race: Pelku, Profession: Navigator, Birth Place: Vengel Prime, Breed: Navigator, Age: 32, Height: 6’2”, Weight: 185 lbs, Eyes: Dark Brown, Hair: None,

Abilities [21 pp]: Strength 11 (+0), Dexterity 16 (+3), Constitution 12 (+1), Intelligence 16 (+3), Wisdom 16 (+3), Charisma 10 (+0)

Saves [7 pp]: Toughness +2, Fortitude +0, Reflexes 4 (+7), Willpower 2 (+5)

Combat [12 pp]: Base Attack +3, Base Defense +3 (+1 flat), Initiative +3, Grapple +2, Knock Back 0, Hero Points 1
* +4 bonus which can be divided between attack and defense bonus of the vehicle he is piloting.

Attack (dc): Unarmed +3 (dc 15), Blaster Pistol +4 (dc 20/dc18 against metallic)

Skills [6 pp]: Computer 2 (+5), Concentration 4 (+7), Knowledge: Physical Sciences 3 (+6), Languages 1 (Pelki, English), Pilot 7 (+10/+14), Search 5 (+8)

Feats [10 pp]: Attack Focus (ranged) 1, Benefit (Military Rank: Ensign) 3, Combat Pilot (space) 4, Equipment 2

Powers [19 ep]:
Pelku Physiology 1 [Passive Container; Innate] (6pp)
The Pelku are naturally a very hardy and long lived species, with an innate ability to detect spatial anomalies, and pilot with exceptional skill.
- Feature: Longevity (180-220 years)
- Feature: Natural Pilots (+4 piloting skills)
- Super Senses 3 [Detect (spatial Anomalies, Radius, Extended)]

Navigator Training (13ep)
Navigators are either trained or breed Psionicists with the ability to extend their vision incredible distances. In Nev’s case his ESP was an breed ability (born with it), making him naturally inclined towards navigation systems on most star ships. With practice a Pelku Navigator can even learn to extend their ability to detect spatial anomalies.
- ESP 5 [Visual]
--- Alt: ESP 10 [Visual; Medium (space sensors)]
--- Alt: Boost 10 [(super senses, spatial anomalies); Total Fade, Personal]
- Feature: Navigation System Link

Equipment [10 ep]:
Blaster Pistol (Blast 5 [Energy]; Limited (Metallic Armor or Objects, 2 ranks less)) = 8 ep
Flight Suit (Protection 1) = 1 ep
Communicator = 1 ep


Builder’s Notes:
Here is the next build for my lost sol setting, a character that simulates the Psionic Nav Computers which drives all space ships through hyper space. Without they could never traverse the long distances between habitable star systems.
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Re: JD's Lost Sol

Postby JoshuaDunlow » Mon Feb 08, 2010 10:11 pm

Image
“Welcome to the Network, I am your eyes and ears to the Galaxy. “

Network Communicator Abigail (PL 5/69pp)
Name: Abigail Ind, Profession: Network Communicator, Birth Place: Irestas 5, Breed: Psi-com Communicator, Age: 19, Height: 5’8”, Weight: 140 lbs, Eyes: Black, Hair: Black

Abilities [14 pp]: Strength 8 (-1), Dexterity 10 (+0), Constitution 10 (+0), Intelligence 16 (+3), Wisdom 20 (+5), Charisma 10 (+0)

Saves [8pp]: Toughness +0, Fortitude 3 (+3), Reflexes 0 (+0), Willpower 5 (+10)

Combat [6 pp]: Base Attack +1, Base Defense +2 (+1 flat), Initiative +0, Grapple -1, Knock Back 0

Attack (dc): Unarmed +0 (dc 14)

Skills [8 pp]: Computers 7 (+10), Concentration 8 (+12), Investigate 5 (+8), Knowledge (physical sciences) 5 (+8), Perform (oratory) 4 (+4)

Feats [2 pp]: Eidetic Memory, Well-Informed

Powers [29 pp]:
Network Training/Breed Program
Network communicators are breed with the psychic ability to project information over vast distances. As a latent and limited Telepath, Abigail can broadcast her thoughts. Buts that's about it.
Communication 8 [Mental (psychic transmission); Extra: Omni Directional Area]
-- Alt: Communication 16 [sense type (the network); Omni-Directional Area, Medium (while plugged into the network)] = 17
Feature: Can Link with the Network

Quickness 8 [Perform routine tasks at 500x speed; One Type (Mental)] = 4
A network communicator must be able to handle vast amounts of information.

Comprehend 3 [Languages] = 6
Network communicators are engineered with the ability to comprehend any languages almost instantly.

Super Senses 1 [Communication Link (other Network Communicators); Limited: Medium (while plugged into the Network)] = 1
While plugged into the Network, each Communicator/Operator can communicate with the other. Giving them the ability to coordinate with each other and correct problems that may occur.


Builder’s Notes:
Here is a new Build for my Lost Sol: Sci fi Setting. And the first official character for it! Also don't forget to check out my fantasy thread, there's some new stuff there as well.
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Re: JD's Lost Sol

Postby JoshuaDunlow » Mon Feb 08, 2010 10:16 pm

Ranks for my Lost Sol Sci-fi Setting.

Ranks for Space Forces (Terran Alliance )

1 = Private
2 = Warrant Officer, Petty Officer Second Class (sergeant)
3 = Ensign (second lieutenant), Master Chief Petty Officer
4 = Junior Lieutenant (1st Lieutenant)
5 = Lieutenant (Captain)
6 = Lt. Commander (Major)
7 = Commander (lt. Colonel)
8 = Captain (colonel)
9 = General (1-4 star general)
10 = General of the Navy (Admiral)
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Re: JD's Lost Sol

Postby JoshuaDunlow » Mon Feb 08, 2010 10:18 pm

Nanwei (Lost Sol Setting)
Power Level: 11; Power Points Spent: 204

STR: +12 (34), DEX: +0 (10), CON: +8 (26), INT: +1 (13), WIS: +3 (17), CHA: -2 (6)

Tough: +13, Fort: +16, Ref: +5, Will: +10

Skills: Concentration 10 (+13), Notice 6 (+9), Search 8 (+9), Knowledge (physical sciences) 14 (+15)

Feats: Dodge Focus 3, Fearless, Eidetic Memory

Powers:
Growth 12 (+24 STR, +12 CON, +3 size categories; Duration (continuous); Permanent; Innate)
(Saving Throw) Protection 7 (saving throw: toughness; Impervious; Innate)
Immunity 15 (life support, damage type: Fast Projectiles, starvation & thirst)
Space Travel 11 (Speed: 2500x light speed)
Communication 10 (sense type: mental; Omni-Directional Area; Limited (Other Nanwei); Progression, Increase Area 9 (area x1000), Rapid)
- Telepathy 10 (Alternate; DC 20, Adds: Communication 10, Mind Reading 10; Omni-Directional Area; Limited to Surface Thoughts)
-- Communication 10 (sense type: mental)
-- Mind Reading 10 (DC 20)
- Stun 10 (Alternate; DC 20; Burst Area (50 ft. radius - General), Sleep, Alternate Save (Will); Action (full))
Super-Senses 13 (darkvision, radius: Darkvision, extended: Darkvision 9 (x1000000000), acute: Choose Sense)
Engulf (Snare 10) (DC 20; Engulf; Weak Point)
Protection 5 (+5 Toughness)
Immunity 10 (common descriptor: Gravity; Limited (Does not apply within a planets own atmosphere))

Attack Bonus: +5 (Ranged: +5, Melee: +5, Grapple: +33)

Attacks: Unarmed Attack, +5 (DC 27), Telepathy 10, +5 (DC Will 20), Mind Reading 10, +5 (DC Will 20), Engulf (Snare 10), +5 (DC Ref/Staged 20), Stun 10, +5 (DC Staged/Will 20)

Defense: +8 (Flat-footed: +3), Size: Gargantuan, Knockback: -22

Initiative: +0

Drawbacks: Disability, very common, moderate, Cannot Speak, Disability, very common, moderate, Cannot Hear, Disability, very common, moderate, No Hands

Languages: Nanwei Mind Speech

Totals: Abilities 10 + Skills 10 (38 ranks) + Feats 5 + Powers 135 + Combat 36 + Saves 20 - Drawbacks 12 = 204

Notes:
What would life be like, if it was able to survive to space? Meet the Nanwei, a race of strange creatures that swim between the stars on gravity waves. A Nanwei looks somewhat like a long worm like tube, that is bent into a loosely shaped lightning bolt almost. However at each end of the creature is a wide port, which allows it to intake innate energy and other materials and expell it out the other end. Very thing membranes extended from the front portion of the creature all the way to center ben, giving it wings that might resemble a manta ray's. However these wings bend and sway in ways it normally could not, and give off a ethereal glowing light from them as well as the entire length of the creature on its bottom side.

They live exclusively in space, and do not have the ability to survive in the atmosphere or surface of a planet because the gravity of a planet counters its natural space flight capabilities. Little is known of these creatures, and they are extremely rare to encounter. No one even knows how long they live, or where they originally come from. The Nanwei naturally creates a gravity field which it uses to propel itself at speeds far beyond the speed of light. As a species the Nanwei are very docile and peaceful creatures, and have no real attack except ramming into things. They can also engulf smaller ships , but this unfortunately is its greatest weakness. Since it has little to no protection from attacks from the inside.

The Nanwei are innately psychic, and can use that to its advantage against living creatures. It can create a psionic burst which stuns living creatures and puts them to sleep if necessary. It is possible that if a Nanwei could be domesticated, and a species had appropraite bio-mechanic engineering skills. A Nanwei could be turned into a viable "living" ship.[/u]
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Re: JD's Lost Sol

Postby luketheduke86 » Mon Feb 08, 2010 10:20 pm

Characters look cool JD. Any info coming up about your setting? I'm always intrigued by a good Sci-fi setting.

I'm also gonna have to thank you for pointing out OmeN2501 at deviantART. I've been looking for the artist who did a couple pieces I found online and it turns out it was him! 8)
A little rudeness and disrespect can elevate a meaningless interaction to a battle of wills and add drama to an otherwise dull day.
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Re: JD's Lost Sol

Postby JoshuaDunlow » Mon Feb 08, 2010 10:20 pm

SCI-FI SETTING
I thought I would start things off by providing a Equipments list for my sci-fi setting, unfortunately I do not have a name for the setting yet. And to start things off, here is a list of armor personally tailored for the setting that I will create.


Flight Suit
Flight Suits are worn by combat pilots, as body armor. It also quickly doubles as light combat armor with ground troops too. It is lined with Kevlar pouches on the chest, back, abdomen, arms and legs. Which are inserted with metal plates.
[Protection 1] = 1 ep


Survival Suit
A survival suit is equipped with enhanced technology, that allows a person to survive in the outdoors without food or water, for extended periods of time. To do so, the suit recycles waste and other bodily fluids into something reusable. Solar cells woven into the fabric, store heat for comfortable sleeping at night.
[Protection 1 (Features: Endurance Feat, +4 save vs. Hot Extremes, Cold Extremes, Dehydration, and Starvation)] = 5 ep


Space Suit
A environmentally sealed uniform capable of sustaining life, even in the most harshest conditions. The suit is not tough enough though to resist Micro Meteors (so best be careful), and has a built in communications device.
Container: Protection 2, Immunity (Space worthy), Super Senses (Radio)] = 9 ep


Space Combat Armor
The first true step in powered armor (originally), it works just like heavy combat armor. But with its ability to function in space, via movement through a jet pack. It makes ship to ship fighting, advantageous. The Magnetic Boot system allows troops to walk on the hulls of ships. When not in space, this armor is very bulky and hard to move around in.
Protection 4 + Immunity (Space Worth, Micro Meteors) + Super Senses (radio) + Flight 1 + Feature: Magnetic Boots + Drawback: (-2 to movement related skills, and -10 to movement when not in space)= 14pp


Stealth Suit
A Stealth suit is equipped with sonic dampening technology which makes the wearer almost unheard (but not fool proof), and is padded to provide protection to the shoulders, elbows, and knees.
Protection 1 (Features: +4 bonus to stealth checks) = 2 ep


Camouflage Suit
A camouflage suit is similar to light combat armor, however it sacrifices protection to the lower body to increase the speed of the wearer. It comes in a variety of blended colors, from white, gray , and black.
Protection 2 (Features: Skill Focus (Stealth)) = 3ep


Inviso Armor
Another first in advanced technology incorporated into light combat armor, Inviso armor is just as it seems. Inviso Armor is practically banned these days, and can normally only be found in the Black market. However some governments do have these for advanced field agents, Inviso armor takes light and wraps it around the user making them completely transparent. But even this technology is not perfect unless the soldier is perfectly still, because the technology creates an almost perceptible wobble when ever the soldier moves. Most Inviso armor is equipped with state of the art computer, and communications technology to keep in touch with other units.
Protection 3 (Features: Communications, Computer) + Concealment 2 (Normal Vision; Flaws: partial -1) = 7ep


Light Combat Armor
Most light combat armor comes with a reinforced blast vest, shoulder & upper arm pads, thigh and abdomen pads, and knee pads. But do not always have a visor for head protection.
Protection 3 = 3ep


Medium Combat Armor
Designed for heavy warfare and other dangerous situations, it nearly covers the warrior from head to toe in armored plating. And comes with a helmet, that does not interfere with vision.
Protection 4 = 4ep


Heavy Combat Armor
Heavy combat armor, is the ultimate step in heavy warfare. Like Medium Combat Armor, is provides protection from head to toe. And comes with a Heads up Display Helmet, and a visor that protects against sudden bursts of bright light. Making flash grenades rather useless. The armor also comes with options to incorporate additional technology, like computer upgrades for the helmet. Adding things such as Automatic targeting (accurate or attack focus).
Protection 5 [Features: Heads up Display; Sensory Shield (visual) 5] = 11 ep


Field Armor
Field Armor was originally invented to increase the efficiency of the Individual Soldier. The primary benefits of the armor were primarily its communications and Sensor gear. The armor itself is composed of bullet resistant plating and Kevlar protection gear. Each suit is built with a built in computer that is capable of sending and receiving text and image transmissions (via heads up display). Including images captured from the scopes on those weapons to provide real time representations of what the scope can see (fire a shot to capture images, fire again with a tracer round). Allowing the weapon to fire around corners. The communications systems, allows for the coordination of all soldiers with ease and efficiency.
Protection 3 [Features: Computer, Camera, Communications, Enhanced Trait (Ricochet)] = 7ep
This armor almost always comes with an Assault Rifle, so add 16 ep to the cost of the armor.


Astral Armor
Despite its name, Astral Armor is an experimental new combat armor. Almost used exclusively by Astral Soldiers, a Mercenary group. Which implements streamlined powered armor augmentations, by providing an outer reinforced exoskeleton to increase strength without reducing movement. Each suit comes with a visor which provides protection against flash grenades. The visor of course comes with Radio & Communications equipment.
Protection 4 [Impervious 2]+ Super Strength 2 + Sensory Shield 5 (Visual) + Communications Feature = 18ep
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Re: JD's Lost Sol

Postby JoshuaDunlow » Mon Feb 08, 2010 10:21 pm

SCI-FI WEAPONS
This listing will not cover the mundane weapons available out the main book.

Mono Blade
The Mono Blade is a long edged weapon, with an exceedingly sharp molecular edge. In a more Imperial Sci-fi setting, this is considered a civilized weapon. Because of how deadly these weapons really are, strength has little to do with their ability to slice through things or cause damage.

Corrosion 5 = 15 ep



Vibro Blade
The Vibro Blade is made of a durable metal alloy, many times tougher than steel. Inside the blade are microscopic machines that vibrate the metal, increasing its cutting power. The user is protected by the Vibations, through the plastic handle.

Strike 3 [Power Feats: Mighty, Improved Critical 2; Extra: Penetrating, Penetrating Strength 2] = 11 ep



Stun Baton
The stun baton is a common weapon used among police and security forces these days, not only can it be used as a bludgeoning weapon. All one has to do is touch someone with the tip, to send an electrical current rushing through their body. Stun Batons are commonly keyed to the user, so no one else can use the stunning charge.

[Link] Strike 2 [PF: Mighty] + [Link (+1)] Stun 5 = 18 ep



Blaster Weapon
Better known as a Plasma Weapon, coming in a wide variety. They shoot compressed super heated gasses held inside special power packs. Plasma weapons are usually very popular especially on board ships, because they do less damage against the metallic hulls of ships. Against armored foes, this weapon is not as good.

Blaster Pistol (Blast 5 [Energy]; Limited (Metallic Armor or Objects, 2 ranks less)) = 8 ep
Blaster Rifle (Blast 7 [Energy]; Limited (Metallic Armor or Objects, 3 ranks less)) = 11 ep



Laser Weapons
Come in many shapes and sizes, from pistols to rifles and other long arms. And are usually the most popular weapon, and often shoot in two different modes. Short , self contained beams, or solid streams.

Laser Pistol (Blast 4 (Energy)) = 9 ep
- AP: Long Burst (Strike 4 (energy, Extra: Line)
Laser Rifle (Blast 6 (Energy, Extra: Autofire)) = 19 ep
- Ap: Long Burst (Strike 6 (Extra: Line))
Laser Sniper Rifle (Blast 6 (Energy, PF: Improved Ranged)) = 13 ep



Pulse Rifle
A pulse rifle is a full automatic laser assault rifle, capable of firing a rapid barrage of laser energy. And is standard issue for most heavy assault soldiers like Astral.

Blast 7 [Energy, Extra: Autofire] = 21 ep



Tangler Gun
A unique non-lethal weapon eagerly adopted by Law Enforcement agencies. The Tangler fires an incredibly sticky that can render a target immobile in just a few seconds. The Tangler fires and inert compound that, when broken, expand into a gelatinous substance that covers a large portions of the target. Unfortunately for the target it becomes more problematic as it hardens.

Snare 7
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Re: JD's Lost Sol

Postby JoshuaDunlow » Mon Feb 08, 2010 10:21 pm

Ballistic Weapons are still quite common, even in most sci-fi settings. I'm just not sure how much further we can take Ballistic Technology, without resorting to more massive vehiclular weapons.

Some ideas include magnetically propelled rounds, and a miniature rail gun. So i will include these here now.

Mag Light
The Mag light special is a heavy pistol, that shoots rounds through magnetic expulsion rather than chemical based ignition. This allows the use to come up with a wide variety of ammo, the most common are freeze rounds of course. That immediately lower the ambient temperature of the object in an attempt to shatter it. Such ammo has a surprisingly long range, and is still able to keep its firepower. The drawback is there is no way of lowering the intensity. Making these weapons extremely lethal, unlike most energy weapons which can vary their fire power.

Blast 4 [Ballistic; PF: Extended Range, Improved Critical; Extra: Penetrating; Drawback: Full Power] = 14ep
Ap: [Link] Freeze Rounds [Corrosion 1] + [Link] Blast 5 (Extended Range)


The Rail Rifle
This is the ultimate in hand held weaponry, though its kickback makes it slow to use again. It takes the Mag Light's powers, and uses it to propel metallic rods at great speeds. At his autofire capabilities, and this weapon can tear up the hulls of most large vehicles.

Blast 7 [Ballistic; Extra: Autofire, Penetrating; Flaw: Action (full round)] = 21ep
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Re: JD's Lost Sol

Postby JoshuaDunlow » Mon Feb 08, 2010 10:22 pm

Personal Force fields
In most sci-fi the ultimate in protection is the Personal Force field, which varies in size and application. All such technology is at the whim of the Game Master, and depends entirely on the tech level you wish to implement in your own sci-fi campaigns. The GM is well within his rights, to treat such equipment as this as a Device for the purposes of costs. I suggest it as well.



Personal Shield
The Personal Shield creates a magnetic field about the user which helps keeps ballistic from finding its mark. It mostly comes in a vary small and portable device, usually a belt or some kind of bracer worn about the wrist.

Shield 3 or 4 (Rank 1 device)
Many Shields have a limited flaw so they only work against specific forms of attacks (only physical or energy -1, only against metallic weapons -2, only against ballistic -3). Only a TRUE personal shield, works without any hinderances against all attacks. This is about as good as it gets for most science fiction settings.




Flicker Field (Rank 3 device)
The Flicker Field is an upgrade from the personal shield, and is actually able to create a barrier of vibrational energy about the user. Its not totally fool proof, because the field flickers on and off constantly. If the field was activated constantly, it would cause serious damage to anything near the user. And if someone can gain the frequency of the Flicker Field, they can bypass the defense entirely.

Deflect 4 [All Ranged; Extra: Automatic; Flaw: Action (Free +2), Personal range(-1), Drawback: Power loss (weapons that match the frequency of the field)] = 15 pp



True Force Field (rank 1-2 device)
The True Force field may be out of the reach of humanity, though it might exist as high technology among some of the alien races they come across. The device is able to create a barrier, most like out of kinetic energy that actually stops and prevents objects from passing through. A weak version of a real force field, may only act like armor when used. While a true Miniature force field is more than likely able to resist the force behind most small firearms.

Weak Force Field Generator [Force Field 4]= 4 pp
Miniature Force field Generator [Force field 4 [Extra: Impervious]] = 8 pp



Omega Generator
This is the kind of Forcefield people dream about, and if something like this exists its really hush-hush. There is speculation that these devices exist out on the black market, or in secret government facilities. The Ultimate in personal defense. The Type 1, combines the personal Shield with the Miniature Forcefield. Not as powerful as either, but when combined together its benefits cannot be overlooked. The Type 2, provides the benefits of the personal shield, flicker field, and the miniature forcefield.


Omega Type 1 Generator (rank 2 device) = 8 pp
[link] Shield 2
[Link] Forcefield 3 (Extra: Impervious)

Omega Type 2 Generator (rank 4 device) = 16 pp
[link] Shield 2
[Link] Forcefield 3 (Extra: Impervious)
[Link] Deflect 3 [All Ranged; Extra: Automatic; Flaw: Action (Move +1), Personal range(-1), Drawback: Power loss (weapons that match the frequency of the field)]
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Re: JD's Lost Sol

Postby JoshuaDunlow » Mon Feb 08, 2010 10:22 pm

HOVER VEHICLES

Hover Pack
The hover pack is for personal use
[Flight 5] = 10 ep



Skiffer (30ep)
A hover vehicle that is particular build for movement over the water. The Skiffer has a maximum capacity of 3 people. With a altitude ceiling of 1 mile.

Strength: 30
Speed: 6 on water/ 8 in air
Defense: 9
Toughness: 7
Size: Large



Hover Bike (19ep)
The hover bike has a capacity of 1 person, but maybe 2 if modified enough. And has a ceiling altitude of 2.5 miles.

Strength: 20
Speed: 8
Defense: 10
Toughness: 6
Size: Medium



Hover Buss (32ep)
The hover buss is the current form of Mass transportation in the future. It has a capacity of 80 people. It’s ceiling altitude is 1 mile.

Strength : 45
Speed: 8 (air)
Defense: 6
Toughness: 11
Size: Gargantuan



Hover car (29ep)
The Hover Car’s Max ceiling altitude is 5 miles, and can carry anywhere from 4 to 5 people.

Strength: 30
Speed 5 on land, 8 in Air
Defense: 8
Toughness: 7
Size: Huge



Hover Truck (29ep)
The hover truck is often used as Emergency Transport, to rescue people. Its Maximum Ceiling Altitude is 5 miles. It can hold a maximum of eight people.

Strength 40
Speed: 6 on Land/7 in Air
Defense: 8
Toughness: 7
Size: Huge
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Re: JD's Lost Sol

Postby JoshuaDunlow » Mon Feb 08, 2010 10:23 pm

Civilian Transport
The Aerodyne is the maker of most Civilian styled transport, most transport is equipped by law with remote-shutdown systems in case of a high speed chase. Civilian class transports can come with Hover capabilities, but for an additional price. (add 10 ep to the cost, for Speed 5 (air))

C-Class Aerodyne (15ep)
A four door sedan.

Strength: 30
Speed: 7 on Land
Defense: 8
Toughness: 9
Size: Huge



E Class Aerodyne (19ep)
This is a small two door sedan, equipped with an air filtration filter for extreme environmental conditions.

Strength 30
Speed 7
Defense 8/9
Toughness: 9
Size: Large 2
Feature: Maneuverability (shield 1, adds to defense), Air Filtration System



L Class Aerodyne (20ep)
The L Class Aerodyne is a luxury car.

Strength: 35
Speed: 8 (land)
Defense: 8
Toughness: 9
Size: Huge



M Class Aerodyne (19ep)
The finest luxury vehicle on the market, this is basically the future’s version of a limousine. It often comes with a wide variety of Luxury features.

Strength 35
Speed 7 (land)
Defense 8
Toughness 10
Size: Huge



Taxi Cab (21ep)
The Taxi Cabs of the future are computer driven , with a auto comp navigation system. It features enough room for 2 to 6 people. Its navigation is voice activated, the computer will ask for the destination. Then calculate fair, and travel time, which is then relayed to the customer with a friendly computerized voice.

Strength 35
Speed 7
Defense 8
Toughness 10
Size: Large
Features: Auto Navigation System (2)
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JoshuaDunlow
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Re: JD's Lost Sol

Postby JoshuaDunlow » Mon Feb 08, 2010 10:29 pm

luketheduke86 wrote:Characters look cool JD. Any info coming up about your setting? I'm always intrigued by a good Sci-fi setting.

I'm also gonna have to thank you for pointing out OmeN2501 at deviantART. I've been looking for the artist who did a couple pieces I found online and it turns out it was him! 8)


Well when i can formulate some setting information, you folks will be the first to know :) . I just wanted to get what information i had come up with so far, applied here for easy reference and use.
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JoshuaDunlow
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Re: JD's Lost Sol

Postby peteyrock » Tue Feb 09, 2010 7:27 am

Gets its own thread, eh? Saweeeet!
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Re: JD's Lost Sol

Postby MorningKnight » Tue Feb 09, 2010 12:04 pm

This is a frackin' delight, JD.

Nanwei are very cool, and the Mag Light (with Ice Rounds) is one of the neatest gun concepts I've seen.

Again, Nev and Abigail are awesome.
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