Stützrad - SCHWARTZ Apr 1, 2013 19:15:53 GMT -8
Post by JACK on Apr 1, 2013 19:15:53 GMT -8
N A M E -- SCHWARZ
T Y P E -- Ranged Combat Reconnaissance Unit
R A N K -- S
S I Z E -- 2 Meters (1,000 Ryo).
M A T E R I A L -- A // Steel (10,000 Ryo).
S L O T S -- 73/75 slots used.
S Y S T E M S -- Stealth
T O T A L --
Radar (10,000 Ryo)
Type: Puppet Gear / Ranged
Special: Consumes a certain amount of slots depending on attachment quality (rank). This can be jammed by anything that would jam a normal electronic device. Does not work on constructs or anything inorganic. Range of radar depends on quality (rank) of equipment.
'S' - 10 slots // 50 metersAn internal radar system that uses a combination of bouncing sound waves and heat sensing technology to pick up on hiding or stealth organic targets. When detected the puppet turns to the direction of the target and emits a beeping noise that increases in tempo as the distance shortens. If multiple targets are detected it will face one, then face another and continue this with the beeping tempo being specific to each one.
Stealth Systems (500 Ryo)
Type: Puppet Gear / Self
Special: Consumes a certain amount of slots depending on attachment quality (rank). This can be jammed by any device that would jam a normal electronic. Usage of heat sensing or sonar will still detect this.
'C' - 4 slots // 2 sensesAn internal stealth device that generates a myriad of masking fields. These fields include sound dampening, scent masking, taste masking and invisibility. One can keep this active for five posts before needing to cool it down for two.
Afterburners (5,000 Ryo)
Type: Puppet Gear / Self
Special: Consumes a certain amount of slots depending on attachment quality (rank). Shunshin burst can be up to ten meters in any direction. Complex movements cannot be made such as zig zags or curves, only linear in one direction. One is able to shoot straight up or down. Amount of bursts per thread depends on the quality (rank) of the equipment.
'A' - 8 slots // 4 shunshin burstsA series of incredibly small pipes leading out all over the puppets body. The pipes themselves are connected to a small reservoir of oil contained within any part of the puppets body. Through the burning of high potency fuel, the puppet can make a near instant shunshin like movement.
Electrical Modifier (5,000 Ryo)
Type: Puppet Gear / Self
Special: Consumes a certain amount of slots depending on attachment quality (rank). The electricity's ability to deal damage is equivalent to it's rank. These mods can be active for an amount of turns equal to the amount of slots the mod takes up but requires a two turn recharge period, if used for more turns than it is capable the mod will break and must be replaced.
'A' – 4 slots // full turn paralysisA specialized offensive modification, The Electrical Mod is set up to electrify, to some degree, all weapon systems present in the puppet that has it installed. The upgrades available from the Electric Mod range from minor numbing shocks to plasma-grade weaponry depending on the amount of electricity that the mod is capable of pumping into the puppets.
Smoke Generator (5,000 Ryo)
Type: Puppet Gear / Area of Effect
Special: Consumes a certain amount of slots depending on attachment quality (rank). The user can replace this with poison gas at their discretion. This does not come filled with smoke and costs Ryo to completely fill. Poison must be bought specifically and then added to the smoke once the device is full.
'A' - 8 slots // 20x20 meter smokescreenSeveral small tubes going in and out of the puppet at any number of points. The tubes all lead to an internal cavity in which the pressurized smoke is stored. By lifting the internal gates that hold the pressurized smoke in the puppets body it can be expelled at a tremendous rate.
Natural Weapons (5,000 Ryo / Claws / Both Hands)
Type: Puppet Attachment / Melee
Special: Consumes a certain amount of slots depending on attachment quality (rank). The natural weapon's ability to deal and take damage is equivalent to it's rank. If one chooses to get a series of spikes or spines, they may get 10 per purchase of this weapon. Claws can be fitted to both hands in one purchase and horns can come in sets of one or two per purchase at the buyers discretion.
'A' - 8 slots // 4 meter length maxClaws, spikes, horns and other such natural weapons can be a great constant offensive or defensive tool if used the right way. The can also be fired at will moving the same speed as a thrown kunai.
Cable Spool (20,000 Ryo / Both Palm) [20 Slots]
Type: Puppet Attachment / Offensive
Special: Consumes a certain amount of slots depending on attachment quality (rank). The strength, length and amount of cables are equivalent to this attachments rank. Can pay an extra 1,000 Ryo to add 3 meters length to any rank attachment and 1 slot of size will be added per increase, so a 3 meter cable with two lengths bought will take up 4 slots rather than just 2. (Max length possible of these cables are 18 meters.)
'S' – 10 slots / 15 meter length / can pierce metal/armorA vastly versatile tool and attachment within the puppeteer's arsenal, the Cable Spool features a length of thick metal rope, typically with a metal spike-like tip, it can be used to ensnare, entrap, skewer, or strangle the victim of the puppet. Commonly wrapped around a rotating spool or a spike, the cable can be stored within a puppet with exit holes anywhere on the body from the skull to a palm or even just an empty cavity like a hollowed torso.