Heavyporker
31-12-03, 08:39
Thanks to Dazist for the shieldgenerator/nanobot ideas, and thanks to Shadow Dancer for his ooollllllldddd idea of tech heals too.
Now... here they are, updated by yours truly:
Shieldgenerators:
Basically, think of them as technological backpack shelter/deflector sanctums. They would require high TC - about 65 T-C for the first level one, and 90 T-C for the second level one. Also high STR - about 50 STR and 80 STR, respectively. There would be two levels - the first level about between the effectiveness of normal/blessed shelter/deflector, and the second about between the effectiveness of blessed/holy shelter/deflector. The first level version would weight, say, 60 kgs, and the second level about 80 kgs. To equip those shieldgenerators, you put them into your chest armor slot. They'd use energypacks bought from the ASG (the cerosene or whatever), continously draining them, but they'd autoload from your inventory. The high reqs mean that only PEs and Gentanks would have the wherewithal to lug them around, but this means your group would have some pretty good defense if there wasn't a PPU around.
Nanobots - medical application:
Basically I merged dazist's and SD's ideas on this one.
The initial application of nanobots would be in technological healing. The requirements would be both INT/DEX, T-C, *and* implant. You'd have to buy remote repair nanites (from the ASG) and load them into a new TL30 poketool (like the TL 30 hacktool, sorta) then "poke" people you wanted to heal. The strength of the techno-heal would be tied to your combined skill levels - someone with say, 50 INT/30 DEX and 40 T-C and 50 Implant might heal some burning from a terrorleaper, while someone with 100 INT/DEX and 110 T-C and 84 implant gonna heal someone to full from near-death. Yes, might be a lot of T-C, but it wouldn't be wasted - not if said person used obliterator already :)
Discuss, please.
Now... here they are, updated by yours truly:
Shieldgenerators:
Basically, think of them as technological backpack shelter/deflector sanctums. They would require high TC - about 65 T-C for the first level one, and 90 T-C for the second level one. Also high STR - about 50 STR and 80 STR, respectively. There would be two levels - the first level about between the effectiveness of normal/blessed shelter/deflector, and the second about between the effectiveness of blessed/holy shelter/deflector. The first level version would weight, say, 60 kgs, and the second level about 80 kgs. To equip those shieldgenerators, you put them into your chest armor slot. They'd use energypacks bought from the ASG (the cerosene or whatever), continously draining them, but they'd autoload from your inventory. The high reqs mean that only PEs and Gentanks would have the wherewithal to lug them around, but this means your group would have some pretty good defense if there wasn't a PPU around.
Nanobots - medical application:
Basically I merged dazist's and SD's ideas on this one.
The initial application of nanobots would be in technological healing. The requirements would be both INT/DEX, T-C, *and* implant. You'd have to buy remote repair nanites (from the ASG) and load them into a new TL30 poketool (like the TL 30 hacktool, sorta) then "poke" people you wanted to heal. The strength of the techno-heal would be tied to your combined skill levels - someone with say, 50 INT/30 DEX and 40 T-C and 50 Implant might heal some burning from a terrorleaper, while someone with 100 INT/DEX and 110 T-C and 84 implant gonna heal someone to full from near-death. Yes, might be a lot of T-C, but it wouldn't be wasted - not if said person used obliterator already :)
Discuss, please.