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tower:b3:ideadump

The Idea Dump

Room Description

The Idea Dump is exactly what you'd think it is - a dumping ground for ideas that I haven't thought out all the way. I tend to think of things all the time, write them down to get them out of my head, then find myself remembering them again because I forgot to do something with it.

Don't worry, most of the ideas here are harmless, and some will likely find themselves upstairs sooner or later… and others, well, deserve to be down here.

Room Navigation

Sort Through The Rubbish...

The following ideas are lurking in the Idea Dump:

Lunar Equipment: Suspiciously like Earth equipment with a (selective) grayscale filter?

Glide Boots: These futuristic boots have extra-thick soles with a nanomolecularly smoothed dip between heel and toe for minimum friction within this curve; with a pair of glide boots, a parkour master can effortlessly and rapidly glide down railings, wires, and other edged surfaces.

The Glideboard: Transport of the Future

A glideboard is an advanced skateboard with a number of futuristic features to make it extremely useful as a form of recreational transportation:

  • Hypergrip: A super-friction surface that provides maximum grip, with electromagnetic plates so that it can bind to magnetic soles.
  • Hovermode: When enabled, the board generates a slight negative gravity force that allows it to float, gain, or lose altitude based on the shifting weight of the rider instead of on such silly things as gravity.
  • Boostjump: A boostjump allows the glideboard rider to leap high into the air from ground level by pushing the hover power of the board into an upward thrust.
  • Boostbail: A boostbail allows the rider to launch off of the board, usually for fancy tricks, by abruptly and momentarily reversing the magnetic polarity on the hypergrip panels, while maintaining the board's current trajectory and velocity so as to make it easier to land on the board again.
  • Glideback: The back of the board is made of a highly durable nanomolecularly smoothed material to minimize friction, allowing for amazing grind tricks even when the board is depowered.

The Glideboard, Glideboots, Glidesuit, Glidehelm, and Glidepack combine to make for maximum mobility in practically any environment.

Glidesuit - A nanosmoothed exterior surface minimizes wind resistance and maintains temperature; combined with the other elements, it is even usable as a space suit for short periods.

Glidehelm - Aside from protecting one's head against high-speed injuries, this also provides a heads-up display, acts as a computer system, and even stores emergency air and pressurization systems in case the wearer has a Glidesuit and abruptly finds themselves in the depths of space.

Glidepack - A supply pack that interfaces with the glidesuit and helm, serving as power pack, airtank, and thrust pack.

Glidebelt - An emergency safety harness system that activates when it detects an uncontrolled fall, providing optimum safe fall speed to get a person to safety before its internal power supply runs out.

While the combination of elements may look a bit silly to the unfamiliar, the maneuverability provided allows for amazing feats of agility and grace in almost any environment. Someone wearing the entire ensemble could theoretically survive a fall from orbit - the suit would maintain temperature and pressure, the helm would supply air, and the pack (and board, if available) would maintain a descent sufficiently slow to reduce re-entry burn to safe levels, with the belt as an emergency fallback once the user is within range of ground.

Glidewatch: This watch-sized device generates a large holographic display with location-sensing capability, allowing the user to use it as though it were a touchpad, and allowing them to use it as a screen without obstructing their vision (as an HUD would.) The Glidewatch is named mostly because it is traditionally worn as part of a Glider's attire, but it has no intrinsic ability to protect against a fall. It does, however, carry a comm system, microcomputer, extendable UDT connector, solar cell, and survival laser.

Nanospray: A nanomachine dispensary can. Includes power cell, storage canister, and control base. Available in the following standard styles:

  • Tech in a Can: Spray over an affected machine, and the internal nanomachines will attempt to troubleshoot the device in question for common problems, repair minor damage, and replace aging systems.
  • Doc in a Can: Spray over an injured or diseased area, and the internal nanomachines will attempt to provide diagnosis and treatment to the best of their capability.
  • Dismantler: Spray over an item, and the item thus marked will be disassembled into component materials. Does not work on organic materials.
  • Disintegrator: Spray over an organic item, and the item thus marked will be disassembled and removed. DO NOT SPRAY ON SKIN OR IN EYES.

Re-Focus

Standard = 1 attack per round

Focus Points: A pool from which you can expend points to perform more quickly than usual - extra attacks, added damage, etc.

  • Per extra unpenalized action (attack, defense, or otherwise) spend 1 cumulative point of Focus (1 FP for 1 extra attack, 3 FP for 2 extra attacks, etc.)
  • Per +10% to damage/performance for one action, spend 1 cumulative point of Focus (as above.)
  • Per -10% to damage/performance for one action, spend 1 cumulative point of Focus (as above.)
  • Per +1 to skill for one action, spend 1 cumulative point of Focus (as above.)

DIFFERENT uses of focus are noncumulative in cost - for example, someone could boost their skill two points with three points of Focus, then boost their damage 20% with three more points of Focus. Or, someone could take two extra defenses for three Focus Points, and take a +2 to each for 3 Focus Points each, for a total cost of 9 Focus Points.

Maximum Focus

Your maximum Focus at any given time is equal to your current fatigue points remaining. Reduction in this value - due to general fatigue, dehydration, starvation, lack of sleep, etc - lowers one's maximum Focus as well.

Regaining Focus

Focus is typically regained gradually over time when meditating - from zero Focus to 1 Focus in one second, 1 to 2 in two seconds, 2 to 3 in four seconds, 3 to 4 in eight seconds, and so on upwards. A person could go from zero focus to 6 Focus in one minute.

Compiled notes:

War

Battlegrounds:

You can hold contested territories within the Backwaters with the assistance of your guild and other organized groups.

Guild Warfare Positions —

Champion - The person who takes on the role of Champion is responsible for dealing with challenges, and leads the combined

armies of the guild into battle.

Commander - The Commander controls the overall flow of battle, is responsible for any troops that are currently not under

the jurisdiction of an officer or general, and provides a leadership bonus to all troops under his command.

Strategist - The strategist

Your Army Health / Morale Enemy Army Health / Morale Timer

You have driven the armies of Armada from the field!

Casualty Report:

Your Army 12,430 wounded

		   235 killed

Enemy Army 45,200 wounded

		16,497 killed

You won the field in 72:43:53!

Your victorious army divides up the spoils of war amongst the generals.

Your share based on service and valor:

123,045 gold (out of 100,000,000) 6,570 food (out of 25,000) 12,000 wood (out of 64,000) 65,100 iron (out of 1,000,000)

Starmetal Ore x 1

Your guild is now in possession of Traitor's Keep! As long as you hold it, your guild will regularly receive a share of the

area's proceeds, which will be divided amongst all members. You will also receive a boost to morale recovery.

http://www.dawnofthedragons.com/forums/showthread.php?4873-Conquest-(GvG)-Help-Text&p=94029#post94029 —

Army:

The total number of units in your army are listed here.

Militia x 25 Spearmen x 200 Archers x 12000 Knights x 500

Arrange your battle formation:

[ ][ ][ ] [ A ][ ][ ] [ K ][ S ][ M ] [ A ][ ][ ] [ ][ ][ ]

Range: Unit range controls how far away they need to be to be able to attack. There is a slight bonus for being significantly

closer than this range, and a drastic penalty for being less than 10% of range (too close for comfort.)

For example: Wrestlers have an effective range of 1. Archers have an effective range of 1000.

An archer can probably riddle a wrestler with arrows before he gets close enough to attack. However, if the wrestler is

close enough to attack, the archer will be penalized because the wrestler is within his 'too close' range.

ICE

Solid ICE

Solid ICE is designed to be built into the hardware itself as a baseline system defense without which the system will

refuse to function. Of course, this means that one way to take down a system is to figure out a way to melt the Solid

ICE…

Black ICE

Black ICE is, in short, any IC that is invisible to users - this term is usually used for particularly destructive or

invasive ICE, but technically refers to any unnoticed ICE that is intended to be hidden from users.

ICEMelt

This particularly nasty bit of software attempts to physically destroy the memory section in which a particular segment of

ICE is stored. If successful, this may remove an obstacle, but it is highly dangerous as it may also disrupt the system's

stability, distorting Virts, corrupting programs, and possibly crashing the system. Which, in turn, may still suit the

user's purposes.

ICECube

A portable EPROM chip that contains a single ICE system, and is used as a plug-n-play defensive measure to immediately add

an intrusion countermeasure program to the system. ICECubes

memory detected: 3084 GB memory allocated: 4096 GB

Warning: memory bank #3 ejected or absent

Slots and Ports: Any computer system has a variety of slots and ports which can be used to modify its basic functionality,

its connected peripherals, and its overall performance. Most systems are limited by the board installed - for instance, a

low-end board may only have four memslots, one procslot, one driveslot, and four chipslots, as well as two UDT ports, and

may have a maximum memory limit of 4096GB.

Antimatter Crossbow

The antimatter crossbow is, in truth, a deadly-simple device - a normal-sized crossbow bolt that contains a very small

amount of antimatter in a containment field. Once removed from its power support quiver, its internal battery begins

ticking down, and the containment system fails one minute later. This is not a weapon to forget you're holding, as an

antimatter explosion is pretty much instant death for you and anything nearby in most cases. The optimum use, of course, is

to impale it in a target, then destroy that target and anything that happens to be nearby at the time.

Chipped Business Card

A chipped business card contains a thin-line memory chip with a UDT jack that can be plugged in to any compatible UDT port.

The chip itself is built to blend in to the card on a cursory glance, but be easily detachable for personal use. Movers and

shakers often hand these out at trade shows or major corporate meetings, with copies of their promotional material,

business contact information, and other shared materials. Occasionally, secured versions are used as access keys, or are

used to store confidential information that is too confidential for online transfer or storage or is specifically intended

for physical transfer only. A variant version that is more suited to concealment contains a microcard that fits snugly

within the card, but must be inserted into a microcard-capable device to be read.

Chips, Slots, and Connections

Computer systems have a variety of interfaces, ports, and connections which they use to transfer data and connect to

peripherals and equipment. However, some standards have evolved over time:

Universal Data Transfer Port (UDT Port)

The Universal Data Transfer Port is a standardized connection roughly equivalent to a USB port in size - 1 cm by 5 mm in

size. Port version numbers control data transfer speed; UDTv1 transfers 1 GB/second, UDTv2 transfers 10 GB/second, UDTv3

transfers 100 GB/second, and so on exponentially upwards. UDT ports count as a direct-wire connection, adding minimal

latency.

Mini-UDT Port

A mini-UDT port is a svelte 5 mm by 2 mm in size, and is used in smaller devices that occasionally require a direct

interface (digital cameras, media players, game systems, etc). Data transfer speeds are half normal. Typically, they

connect to normal systems by way of a cable with a standard UDT port at one end, and a mini-UDT port at the other.

Micro-UDT Port

A micro-UDT port is a miniscule 2 mm by 1 mm in size, and is used in the smallest devices - data transfer speeds are one

tenth normal.

Block-UDT Port

Block-UDT ports are common in large peripherals that need to interface with other components; they use an 8 mm by 8 mm

square-shaped port to transfer data. Data transfer speeds are normal for their type.

Extended UDT Port

Extended UDT ports are commonly used to direct-connect computers or other high-demand items to each other (laptops docking

with workstations, for example), and are 1 cm by 5 cm in size. Data transfer speed is increased by a factor of 5. Early

neural-connectivity systems required E-UDT ports to maintain necessary UDT speeds. These are also known as 'interlock

ports', as they are often used for components that interlock directly with each other.

UDT Wireless Transmitter

This is a plug that fits into a UDT port, that includes a small wireless transceiver, allowing it to connect to wireless

peripherals and components. This typically creates some latency as a consequence, and range is limited slightly - the

freedom it provides, however, is usually worth the minor costs.

This transmitter is designed to connect to a low-orbit communications satellite, allowing it to access the Net from

practically any point on the planet where the satellite transmission can reach. It does not function in underground areas

or in some buildings, and weather can occasionally interfere with its signal, but it is otherwise excellent for getting

connected practically anywhere.

Smartphone

The smartphone is an essential component of a businessperson's ensemble. It serves as a status symbol to represent one's

wealth, a keyring for access to digitally locked areas or systems, a GPS for navigation and tracking, a personal computer

for running applications, a Net portal for browsing websites, a camcorder for recording videos and snapping pictures, a

data storage system for easily carrying files, and it even makes phone calls via local telecomm networks or satellite

uplinks.

The smartphone uses a four-stage telecomm solution to offer near-constant service, depending on the local network areas:

1) Net Hotspot: In an area that offers free Net access, such as a cafe, the Smartphone uses the Hotspot's access for Net

browsing and telecommunications.

2) Local Area Network Zone: Within a local area network that allows mobile connections and to which the smartphone has

access keys, the smartphone can use its Net connection as if it were a normal Hotspot.

3) Telecomm Coverage Zone: Outside of a standard LAN Zone, telecomm companies usually provide coverage to their customers

over large areas - this is the 'coverage zone', and not all companies provide coverage in all areas. Customers can usually

use other telecomm coverage zones for a fee set by the provider of their service and the local area provider.

4) Satellite Coverage Zone: In any location that can receive satellite transmissions, smartphones can establish a satellite

uplink in order to be covered practically anywhere on the planet. This does have some limitations, and most telecomm

services charge for this level of coverage, but it is invaluable for professionals who can't afford to lose connection for

long. There are free satellites available, but they may not be as reliable and may be slow to connect.

Smartphones can be used for voice, text, email, or video communications depending on the user's preferences.

Communications in the Future Age

Digital Address

Your digital address is a locator point used by all forms of communication to reach you, without revealing too much

information or being too complex to be suitably remembered. Originally used for emails, this universal address now serves

as a waypoint to connect you to all forms of social interaction, from text messages to voice communication to video

chatting.

Digital addresses typically use the following format:

username@domain.ext

Many businesses and users own their own Net domain, allowing them to combine their Net presence with their lines of

communication.

Text Messaging

Despite the many advanced ways of communication available, the simple text message is still highly popular - a short

snippet of 200 characters that lets people express themselves quickly and without unnecessary subtext. They are commonly

used in chat interfaces or instant-message systems.

Voice Call

A direct conversation between individuals, typically using a telecomm or Net pathway to establish connection. Requires at

minimum a microphone and speaker; smaller systems usually come with these built-in, whereas larger ones use peripherals to

add this functionality.

Video Call

A video call does exactly what you'd think - allows two people to chat literally face-to-face in real-time (barring latency

issues).

Data Transmission

A direct connection between two systems can also be used for raw data transmission - for everything from exchanging

business cards to sending project files to sharing a desktop presentation. Technically, all forms of communication are data

transmission, so using it to transmit files is no real surprise; transmission speed usually depends on the quality and

speed of the connection and what else it is being used for. (Trying to send too many things at once can sharply degrade

transmission speed and quality.)

Remote Control

A direct connection can also be used to directly control an end system; for example, a smartphone may be used to check a

car's systems or start it remotely, a computer technician may remotely take control of a computer system to maintain it, a

telecommuting employee on the road might need to use his work desktop, or an unsavory hacker may want to take over a

terminal as an attack platform. Access key systems are a form of remote control; the 'key' controls the 'lock', triggering

it to open.

Electronic Mail

While not perhaps as refined as direct person-to-person communication, many people prefer electronic mail to convey

messages. Files are often attached to electronic mail, whether pictures or documents of import or unpleasant surprises for

the end user. As such, scanning mail before opening it is standard operating procedure for most systems. Variants are voice

mail and video mail, which are technically email with an audio or video file attached.

Conferencing Systems

Conferencing systems are host systems used to administer a text, voice, video connection or other shared data communication

between multiple end users. Text conferencing systems are better known as 'chat rooms', although they are sometimes

referred to by protocol: NOC stands for 'Net Open Chat', for unencrypted communications that require minimal authentication

protocols, while NEC stands for 'Net Encrypted Chat', for encrypted communications that usually require much more stringent

authentication protocols. Some hackers set up NEC/NOC systems on targets they control, though there are risks involved (if

the system isn't quite as well controlled as you think, it may be logging your every move for later analysis…)

Voice and video conferencing systems (known better as 'conference calls') typically don't receive the same clever

nicknames, but they do usually specify 'open conference' - where connections to other voice systems are handled by simple

connection platforms (typically, people receive a phone number and a password, but there is no more stringent

authentication involved), whereas 'closed conference' requires more significant authentication - usually via voice

recognition, username, and password, and with more stringent methods depending on the level of security required.

Shared desktop display and networked file access is common in office environments (delivering a presentation to employees

at multiple workstations in the office or around the world, working on a document from multiple locations, etc), although

typically these are established using secured connections only.

Honeypot Systems

A honeypot system is essentially a system dedicated to be a target in order to track and isolate hacker activity, virus and

worm propagation, and other troubles; it exists entirely to be probed, attacked, and compromised by external sources in

order to give the system maintainer more information about the tools and techniques being used.

Defeating Traces and Transfers –

* Targeting home systems / systems with little to no logging activity * Targeting known security vulnerabilities and searching widely for vulnerable systems * Targeting a path through multiple countries (from DC to Romania, then Korea, then Brazil, then Chicago); this means

multiple legal jurisdictions and rules required to gain IP tracing as well as multiple different languages making it harder

to communicate * Using multiple distinct IP addresses and target ports to make each individual attack seem to be from a different source * Using botnets to launch automated attacks from systems unrelated to the target system after removing traces of their

origin

Script Kiddies and Everyday Hackers

While most PC hackers choose targets of choice using skills and programs they have developed and honed personally, many

other hackers aren't into all of that hard work, and prefer to let others' tools do the work for them. These hackers,

derisively known as 'script kiddies', basically use scripted attacks to hit one or many targets automatically, searching

for known vulnerabilities to exploit with existing tools.

Breaking and Entering

Mechanical Breaching

Ballistic Breaching

Explosive Breaching

Thermal Breaching

Breaching Doors and Locks with a Combat Shotgun

http://en.wikipedia.org/wiki/Combat_shotgun

http://www.cqbsupply.com/doorbreaching.html (Shotgun) Breaching Rounds http://www.theboxotruth.com/docs/bot25.htm

Lessons learned: 1. Breaching rounds work great against locks or door locks. Just as expected.

2. These rounds tend to act like a “solid” until they hit something. That means that they penetrate a lot of drywall before

coming apart. They are certainly not “safe” to shoot indoors if wall penetration is a concern.

3. They penetrated about 12 inches of water, which would mean approximately 6 inches of flesh, at 15 feet. They are not

designed as an anti-personnel round, but I sure wouldn't want to get shot with one. As Tman noted, “That looks like 400

grains of death.”

http://www.breachingtools.com/Breaching%20Tools.html

Weapon Customizations

Welcome to Crazed Carl's weapon customizations store, where we can take the designs of tomorrow and turn them into the

professional tools of today! I'm sure you've thought to yourself that your pocket pistol could use a bit more oomph, or

your sidearm could stand to pack more punch. Well, Crazed Carl is here to offer invaluable suggestions on the best way to

customize your weapons.

Incendiary

Explosive

Shaped Charge

Acidic

Toxic

Fragmenting

Piercing

Irradiated

Hypersonic Supersonic Subsonic

Intrusion Countermeasures

SIPSlide

Attempts to sever all communication from a particular address, temporarily disrupting communications. This may be

problematic if the SIP in question is an otherwise authorized user.

The station is designed with pressure-lock failsafe systems that will mechanically seal off areas where the pressure is

dramatically different and/or dropping rapidly - such as an area vented into space versus the next room.

corn sun flax wildflowers

ICP - Intrusion Countermeasure Process Distributor

The ICPD is a series of roving processes that search for suspicious activities, and attempt to quarantine files for later

review or delete hostile elements from the system outright.

Endpoint Security

Perimeter Security

Gateway Security

ICPD-ESS: Endpoint Security Squad

These security processors are responsible for defending a local machine. They are the 'home team', so to speak.

ICPD-PST: Perimeter Security Team

The PST works to block unauthorized entry into the system through nonstandard channels.

ICPD-GSM: Gateway Security Monitors

The GSM are responsible for monitoring traffic through gateways and intercepting suspicious entries before they can gain

access.

ICPT-FTS: Force-Terminate Squad

The FTS is assigned to sweep through and forcibly terminate processes, usually as part of a system shutdown procedure. They

may be ordered to terminate ALL other processes so that a system can shut down or reboot, or to remove a program that has

crashed and will not close out normally.

Reformat Virtualization

Warning: You are about to enter a partition that uses a lower level of virtualization. Side effects based on your current UI may occur.

Virtual Private Network Secure Connection Link

Encryption Grade – None: Transmissions can be easily read and intercepted, maximum transfer speed. Basic: Transmissions require decryption to read, 'standard' data transfer speed. Professional: Transmissions require complicated decryption to read. Transfer rate halved. Advanced: Corporate: The minimum grade of encryption for secure corporate networking. Government: Military: Futuristic:

3[|======<|][|>

Microscape Error VPP100 Virtualization Image Platform Protocol not found or incompatible with server. Terminating connection…

This Virtualization Image Platform U298 is missing files.

U298_Map01_Overworld corrupted or damaged. U298_Map01_Room04 corrupted or damaged. U298_Map01_Room12 corrupted or damaged. U298_Map01_Room21 corrupted or damaged. U298_Map01_Room22 corrupted or damaged. U298_Map01_Room23 corrupted or damaged. U298_Map01_Room24 corrupted or damaged. U298_Map01_Room25 corrupted or damaged. U298_Map01_Room26 corrupted or damaged.

U298_Map01_CFG file corrupted or damaged. U298_Map01_NPC file corrupted or damaged. U298_Map01_AI_Olivia file missing.

U298_World_CFG file corrupted or damaged. U298_World_Resources file corrupted or damaged.

A VIP package contains all of the relevant information for a particular virtual world. This includes all sensory data, details about the physical manifestation of the environment, and connected tags to programs, tokens, or files of note (say, connecting a particular key to a file that provides proper authorization to pass a secure codewall.)

Recoders are particularly feared, as they have the ability to modify segments of virtual data in real-time, twisting virtual reality itself to their whims and will and bypassing some safeguards and protective measures. For example, a Recoder could create a bridge point between two maps that normally are not connected to bypass a security checkpoint. The most frequent subject of hacking attempts is to safely walk through walls (safely being the operative term, as many VIPs are not equipped to handle your sensory input while you are embedded in a non-environmental space, and those that are tend to be hostile…

Dungeon Delver:

Dungeon Delver is a VIP that allows the participants to create their own roleplaying game, with one player serving as the Gamemaster and operating many of the systems at work, while the others play out their character's behavior and have a good

time.

Spectator: Capable of watching a game in progress. Comments from them are not acknowledged by NPCs, and they do not operate a character.

Player: Capable of operating a character, and communicating in and out of character.

Assistant: An assistant is responsible for running certain aspects of a complicated game to free up the gamemaster to handle other matters. Assistants may be live people or computer software programmed appropriately for the tasks in question.

Gamemaster: Controls all NPC actions and environmental variables, including the passage of game time, monster attacks, traps, weather, and more.

Plasma Rifle

This weapon creates a powerful burst of superheated plasma and launches it at extremely high velocity towards a target,

causing catastrophic damage and death.

Laser Rifle

Considered an ideal sniper weapon by those

Error codes typically follow this format:

[Unit]-[EL][PH]-[Subsystem]-[ECode]

Error Levels: (A) Fatal Error (B) Critical Error (C) Severe Error (D) Minor Error (E) Informational Notice (F) Debug Notice

Priority Handling:

(9) Life-Critical (8) Mission-Critical (7) Very High (6) High (5) Moderate (4) Low (3) Very Low (2) Minimal (1) Negligible (0) Marked for Cleanup

LSUP-B9-00-1150: Life support system failure imminent.

SDES-A9-01-0500: Self-destruct system has been activated for 05:00 minutes. SDES-A9-02-0400: Self-destruct system timer is at 4 minutes. SDES-A9-02-0300: Self-destruct system timer is at 3 minutes. SDES-A9-02-0200: Self-destruct system timer is at 2 minutes. SDES-A9-02-0100: Self-destruct system timer is at 1 minute. SDES-A9-02-0001: Self-destruct system timer is at 1 second. AMPP-A9-01-9999: Antimatter plant failure imminent.

EOTL-A9-00-0000: Antimatter containment deactivated.

Self-Destruct System:

Warning - This terminal requires two physical access keys, two voiceprint identifications, two retinal scans, and two fingerprint scans to operate.

Damocles System

The Damocles System is meant to be the end-all system for evidence removal -

Privilege Escalation Exploit

This attempts to boost the current user's privileges by targeting vulnerabilities in the computer system that are known to be exploitable.

Tehc support scorecard: 1

Radesh

Can't nail down which application is causing the problem.

Patrick Long wants to exchange his boots

customer service - HR form

		Wpns	Shld	Man	Spd

Speed Mode 2 2 3 5 Maneuver Mode 2 2 5 3 Attack Mode 5 2 3 2 Defense Mode 2 5 2 3 Average Mode 3 3 3 3 Evasive Mode 2 2 4 4 Aggressive Mode 4 4 2 2

0: 0% 1: 40% 2: 55% 3: 70% 4: 85% 5: 100%

Power core typically provides 12 units of power that can be allocated.

Droneship System Analysis:

Computer: Damage to the computer will disrupt all functions. Communicator: Damage to the communicator lowers the ability of a unit to respond in real time - controls will be delayed. Antigrav System: Damage reduces ability to stay airborne and begins to inflict stall speed problems. Motive Thrusters: Damage reduces maximum forward speed in atmosphere, and acceleration. Maneuver Thrusters: Damage reduces maneuverability and can result in sluggish responses. Power Plant: Damage to the power plant will delay recharging, and may cause ship elements to fail or perform less

effectively. Fuel Core: Damage to the fuel core will cause fuel to leak, draining the maximum lifespan of the droneship. Note that

losing fuel does lower the weight of the ship, which may be a good thing if other systems are damaged… Energy Bank: Damage to the energy bank will reduce maximum power storage. Repairs: Damage to the repair system slows or disables recovery. Shields: Damage to the shield generators reduces efficiency of shield grid.

Shield Grid

The energy shield is meant to disrupt and dissipate the energy of incoming blasts and beams; however, it is less effective

against kinetic projectiles.

Full Power – Energy DR: Any energy beam is resisted by the shield's current Energy DR. Kinetic DR: Kinetic projectiles are resisted by the shield's current Kinetic DR.

Special Effects By default, the shield does not affect pressure or atmosphere, and only affects inbound attacks. To stop poison gases and

similar attacks, the unit must be set to block incoming gases; this means that the user will also need an air supply! Lower

effective EDR by 50%; KDR is unchanged.

If it is set to affect both outbound and inbound attacks, it can also preserve pressure, atmosphere, and temperature

(otherwise, even if no toxic gases get in, all the oxygen will flow out). However, defensive capabilities are sharply

reduced; lower effective EDR by 90% and KDR by 50%.

Environmental effects of extreme heat will cause gradual feedback effects; treat every 20 degrees above 120 degrees as one

point of energy damage per turn for purposes of feedback if gaseous protection is turned on. Interior temperature will

increase to match environmental temperature by 1 degree per second per point of damage normally inflicted if gaseous

protection is off, or 0.1 degree per second per point if gaseous protection is turned on plus 1 degree per second per point

by which damage exceeds current energy DR.

Temperatures above 200 degrees will inhibit normal feedback dissipation by approximately 10% per 50 degrees to a minimum of

40% at 500 degrees or higher.

Temperatures below 50 degrees will actually increase feedback dissipation by 10% per 50 degrees to a maximum of 100% at

-450 degrees or lower (the temperature of space.)

Radiation damage is treated as 1 point per ten rads per second for purposes of dissipating inbound environmental radiation.

Shields provide no protection factor beyond this; a shield is not intended as a standard substitute for a vacc suit for

many reasons!

(Damage from explosive shockwaves and such are resisted by 1/10th of Kinetic DR.)

Damage resisted by the shield influences the shield's feedback buffers, where the absorbed energy is dissipated.

Overloading the feedback buffers can dramatically reduce the effectiveness of the shield and/or damage the generator.

Explosives inflict 100x normal effects on shields for buffering purposes (1 point blocked is treated as 100 points

blocked.)

Shield feedback drains gradually over time; 1% of current feedback, to a minimum of 1 point, per second. This drain is

reduced if the generator is damaged (and thus not able to efficiently handle feedback); this means an overloading shield

will take longer to 'cool down'.

If feedback exceeds the safe threshold, the generator unit begins to take damage and may damage other systems due to

involuntary energy dissipation (heat, electrical shock, etc.) If feedback exceeds safe threshold by too much, the generator

will fail immediately. Threshold and DR is reduced by 10% per 20% generator HP lost; generator takes 1 point of damage per

second per 10% by which threshold is exceeded.

Second Chance Portable Shield Generator: Energy DR 50, Kinetic DR 10, Feedback Threshold 50, Generator HP 20. This shield

can safely deflect one reasonably powerful energy blast, or slow down a minor firearm; it is likely to fail shortly after

deflecting multiple blasts in a short period.

Final Fantasy Esk - Alderil


Ether - The animating power that makes life possible, even after the body is long since destroyed.

The Spectrovac - A complicated steampunk apparatus that drains environmental Ether and converts it into a form that can

power contraptions. Various upgrades and attachments can improve its functionality.

* Autovac: Automatically runs the Spectrovac in high-Ether environments. * Vacuum Blade: Lets you use the Spectrovac to physically attack ghosts, draining the Ether out of them. * Vortex Fans: After a successful battle, draws in Ether from fights.

Life, Death, and Ether

Submitting to death entirely requires a failure of both body and mind. HP x -5 equals the threshold of true death; most people will collapse at HP x -1 or less (into 'Knockout' state), but a particularly willful individual - or one who takes an incredibly damaging attack - can still be killed.

ER, or Ether Reserve, influences the play of life and death - and for that matter, can give even the dead a second bid at life. As long as someone has at least one point of ER remaining, he cannot permanently die, even if the body is killed: one point is lost per second when HP reaches -5 x HP, and when it runs out, game over.

Overdrive, Trance, and Limit Breaks

Limit Breaks burn Ether Reserves for particularly powerful attacks.

Desperation Strike

Special attack only available when HP critical.

Will roll to stay conscious; ER -1 point.

Chainsword - A chainsaw designed explicitly as a weapon, with a high-powered motor. Very deadly, and incredibly dangerous to fumble with, but extremely intimidating.

Status Conditions:

Wounded: HP 0 to HP x 0.5

Critical: HP -1 to HP x -1.

Downed: HP x -1.

Dead: HP x -5.

Phoenix Charm: Instantly restore a person from death to full health and energy.

Phoenix Feather: Remove Downed status and restore HP to 1.

Fire Fira Firaga Firaja Flame

Blizzard Blizzara Blizzaga Blizzaja Frost

Thunder Thundara Thundaga Thundaja Storm

Earth Earthra Earthga Earhja Quake

Haste Hastera Hastega Hasteja Quicken

Slow Slowra Slowga Slowja Stop

Bio Biora Bioga Bioja Toxic

Flare Meteor Holy Ultima

Death Doom

Blue: >=100% Green: >=80% Yellow: >=60% Orange: >=40% Red: >=20% Purple: >0%

For instances where lower is better (system load):

Blue: ⇐0% Green: ⇐25% Yellow: ⇐50% Orange: ⇐75% Red: ⇐100% Purple: >100%

Example: Standard temperature is 200 degrees or less; maximum system temperature is 500 degrees. 200 degrees = 0% (blue) 260 degrees = 60/300 = 20% (green) 276 degrees = 76/300 = 26% (yellow) 380 degrees = 180/300 = 60% (orange) 470 degrees = 270/300 = 90% (red) 550 degrees = 350/300 = 115% (purple)

Futuristic Personal Gear:

Vacuform Pressure Suit - This thin-layered vacuum suit preserves pressure levels while remaining snugly formfitting, no more cumbersome than a standard bodysuit. The system interfaces with a standard air supply through a pair of shoulder-based interfaces that magnetically twist-lock into place along with a standard helmet system. The shoulders and chest panel also pressurize the suit, and the suit recharges as the user walks and by absorbing solar radiation where available - or by simply replacing the suit's battery or plugging in to any UPS (universal power system) outlet. Other features of the top of the line suit include regenerative color-changing polymer coating (resistant to extended wear and tear, and capable of changing color on demand), a personal defensive screen for protection in potentially hazardous environments, a dedicated polyscreen display on the right sleeve to convey information for those who prefer less clutter in their helmet's HUD, and an extendable slimline UDT cord mounted in the left sleeve for interfacing with other systems.

TWINUTS: That Which Is Not Under The Sun

Welcome to That Which Is Not Under The Sun - an information library for everything from the commonplace to the obscure.

_

<[+]> Brid's Mace of Healing +2 —

|		This magical weapon is enchanted to
|		cure moderate wounds (2d8+5) anyone
|		struck by it (after they take normal
|		damage from the mace strike.) The
o		weapon has fifty charges, and expends
	one charge per strike; the user must
	have divine spellcaster levels and
	be of Chaotic Good alignment to use
	the mace's healing properties; in
	other hands it functions as a mace +2.

_:_

< o >

—– liquid sprayer device that is meant \___/ to be operated by firmly anchoring the \=/ dispersal mechanism into the ground | | and then repeatedly pulling down on | | the pump to cause the device on top to | | spin and spray the contents of its |_| reservoir over a 10 foot circle, | | creating a small dome of dry land | | directly under it. This device was | | originally invented to protect the | | wandering inventor from the predations | | of the undead by creating a constant flow | | of holy water; however, the requirement of | | continually pumping the device made it | | nearly useless until an automatic version | | was invented. Aside from temporarily | | covering a very small area with holy water, | | this item is of limited functional benefit. | | | | A variant of the Sanctuary Sprayer exists, | | however, that uses holy oils to generate an | | incendiary bubble – unfortunately, this is | | also of limited use unless the user and his |_| possessions happen to be immune to fire… \ /

V

[@@@@@|===]3

Gebediah Gnomis's Pocket Punch

Another dubious legend of Gebediah Gnomis is this powerful springloaded contraption that essentially consists of a very tightly-wound tension spring, a release mechanism, a crank mechanism, and a solid steel gauntlet. To use the device, the bearer simply holds onto the useful aiming handles, and squeezes both handles tightly to fire the mechanism, which sends the metal fist rocketing forward at the target. Two versions exist - one which uses a metal framework to launch the fist, allowing it to be retracted after use but significantly limiting its range and speed, and one which uses the fist as a launched projectile. Both have their flaws, the most significant of which is that the device first needs to be wound up by a very strong individual, which in practice means the user likely only gets one shot with this contraption.

Gebediah Gnomis's Portable Orchestra

The Portable Orchestra is an elaborately designed contraption that operates four separate instruments - a horn, a drum, a violin, a harmonica, and a flute - simultaneously and automatically, requiring only a diligent cranker and a well-designed instruction spool. Unfortunately, the complexity of the device coupled with the lack of instructions on how to create new spools means that the market for new musicians is very small.

The Nightblade

This slender saber looks ordinary enough, a well-crafted but unornamented blade with a basket weave hilt to guard the hand from injury. However, the Nightblade is actually a family heirloom, and provides a number of advantages to the owner:

1) The blade - and its owner - are oddly inconspicuous. Wielding the blade will never penalize stealth-based rolls (to hide in the shadows, move silently, etc), and if the blade is not being wielded, the wearer gets a +1 to any such roll (+2 if other environmental bonuses for darkness, noise, etc exist.) Note that carelessness (clanking the blade against one's armored thigh, for example)

2) The blade is often overlooked when in plain sight. At any time when the owner does not wish the weapon to be noticed, they may make a Hide roll (as a free action); any Spot roll that fails to tie or exceed this will not notice the weapon at all if looking for one, and those not actively looking for a weapon are treated as rolling a 1 for purposes of noticing. Note that since this effect does not require the wearer to actually conceal the weapon, it is less likely to get one in trouble than a disguised weapon such as a sword cane.

3)

The Mad Scientist's Survival Handbook

Introduction

Those who voluntarily choose the moniker 'mad scientist' are an odd breed; they have decided that the natural order of

things will see their work as crazy, and rather than using this as a yardstick for self-correction, embrace this oddity and

all of its connotations. Unfortunately, many mad scientists - self-professed, or merely those who are called such by the

uneducated masses - find themselves ruined or destroyed by their eccentricities. More to the point, one's ability to put

all of their energies into their great work often leads them to avoid safety precautions that, while often ignored in the

pursuit of efficiency and speed, are nonetheless vital when the beakers hit the reactive chemical supply. While much of

this advice will be ignored by a true mad scientist who prefers to figure things out as they go or has a personal style

that influences their decisions, this book is intended as a starting ground for those looking to enter the mad science

field, to brush up on subjects they may have overlooked in the pursuit of genius, or to educate their assistants so that

they need not spend all of their time and energy toiling when they could be innovating.

Table of Contents

I. Where You Lair

A. Classic Locations (And Their Inevitable Shortcomings)
	1. The Cemetary
		a. Pros: Isolated, plenty of corpses available.
		b. Cons: Very unpopular, will inevitably draw attention.
	2. The Sewers
		a. Pros: Rarely patrolled by law enforcement, occasionally lucrative finds.
		b. Cons: Unpopular, unpleasant, and usually cramped.
	3. The Warehouse
		a. Pros: Plenty of workspace, pre-equipped for freight handling.
		b. Cons: Seldom secure, many access points.
	. The Industrial Factory
	. The Processing Plant
	. The Office
	. The Skyscraper
	. The Yacht
	. The Fortress
	. The Orbital Platform
	. The Volcano Lair
	. The Bunker
	The Scrapyard

II. Building Your Impenetrable Fortress

. Security Considerations
	. Clearing the Area
	. The Stealth Option
	. Surveillance and Monitoring
. Structural Design
	. Overbuilding versus Overclocking

III. Staffing and Minioning

A. Hiring Resources (The Best Talent Money Can Buy)
B. Do-It-Yourself Minions (The Pros and Cons of Minion-Making)
	1. How To Understand This Section
		i. Introduction
	One of the common themes amongst mad scientists, whether self-professed or publicly declared so, is that 

they are not necessarily what one might call 'people persons'. This is, of course, a significant problem when it comes to

handling staffing concerns; the difficulty of properly evaluating complex sociopolitical balances while building devices to

violate the laws of the natural world with are such that many mad scientists go the route of creating their own minions.

The types of minions available vary widely based upon the skill set of the mad scientist, the resources available to them,

and the prevailing laws (natural and man-made) of their area. Each section is divided into subsections to hopefully make

your cost-benefit analysis of DIY Minioning a relatively simple process.

		ii. Advantages
		The Advantages section details the beneficial aspects offered by this category in general, as well 

as specific advantages that may be available.

		iii. Disadvantages
		The Disadvantages section details the drawbacks to having this sort of minion.
		iv. Maintenance Requirements
		Just as hirelings require a paycheck and a medical plan, created minions require maintenance to 

keep them in working order; forgetting to feed your Wild Thraxxon Beheader can be a deadly mistake if it gets free while

you're trying to handle a laboratory emergency.

		v. Foreseen Consequences
		While some consequences cannot be predicted and analyzed in advance, the scientific mind should 

always be aware of likely outcomes should they adopt a particular behavior. This section details the likely effects of

having this sort of do-it-yourself project in one's arsenal, including effects on morale, defensive strategy, and

probability of receiving unwelcome attention from small-minded fools who don't understand the greatness of your creations.

	2. Dead Men Walking (Creating a Zombie Army)
		i. Introduction
		Perhaps the most common solution to facilitate a hasty defensive or offensive is to reanimate the 

dead to serve as zombies.

		ii. Advantages
		iii. Disadvantages
		iv. Maintenance Requirements
		v. Foreseen Consequences
		Most civilized areas tend to frown on the reanimation of the dead, particularly if there is no 

consent involved on the part of the deceased or their next of kin. Filing the paperwork to lay claim to a corpse for

reanimation purposes will, aside from being incredibly time-consuming, also draw a significant amount of attention to

yourself and your activities. Zombies who retain some level of human emotion may respond unpredictably when confronted with

stimuli familiar to them in life. Zombies who have retained their pre-death personality (or garnered a new one) are even

more unpredictable and may not act within your best interests, particularly if they are disgruntled about their current

(dead or undead) state and how they got there. Zombies that lack the ability to heal damaged tissue will inevitably

deteriorate in a matter of weeks. Zombies created via infection may cause pandemics in the area, most particularly in your

own laboratory; even in cases where zombification is not a disease, other diseases may spread from zombie contact. Zombies

who lack intelligence have a very high attrition rate.

C. Army Management (Keeping Your Troops Focused)
D. Handling Internal Politics (With and Without a Death Ray)

IV. Lab Safety for the Mad Scientist

A. Building a Better Laboratory
B. Safety Equipment
C. Things Every Minion Should Know
D. Containment Procedures
E. Preventative Maintenance

V. Attack From Within

A. Handling Employee Revolts
B. Handling Creation Revolts
C. Handling Sabotage
D. 

VI. The Enemy At The Gates

A. Stopping Invasions Before They Start
B. Brushing Off The Flies
C. Swatting Mosquitos
D. Handling Inflitrators
E. Dealing With All-Out Assaults
F. Superweapons and When To Use Them Defensively

VII. Crushing All Who Oppose You

A. Diplomacy and Negotiations
B. Brainwashing and Manipulation
C. Victory Through Superior Firepower
D. Ruining Individuals
E. Collapsing Organizations
F. Destroying Governments
G. Achieving World Domination

Saying 'E.T. for the Atari 2600 was horrible' is a cheap shot.

Overclocked Reflexes: As Wired Reflexes, but include Reduced Manual DX…

Firmware updates available for your Cybil Runner's Leg. Do you wish to schedule install during your next sleep cycle?

Biocomp: A biocomp connects to your nervous system, blood supply, and spinal column, providing diagnostic information about your

health and wellness, monitoring for contaminants and signs of damage, and interfacing with other cyberwear to provide a

full sense of one's well-being. One popular mod is the 'HP/EP bar', which adds red and blue bars at the periphery of the

user's vision that represent their physical health and energy levels based on available biofeedback information. They are

also commonly connected to an amp-pack so as to automatically inject drugs into a user's system under certain conditions -

autocorrecting erratic biochemistry, helping a wounded soldier recover faster, or amplifying adrenaline rushes to new and

dangerous heights, depending on the amp-pack and its intended purpose.

Amp-Pack: An amp-pack is a small cassette that contains a chemical dispenser and doses of a chemical, meant to be inserted into a

receptacle that in turn is directly connected to the user's bloodstream. Amp-pack receptacles are commonly installed in

cyberwear as a useful add-on, but the Amp-Vamp is an over-the-counter solution that basically connects an Amp-Pack strapped

to the arm to a bulky wristcomp. When the wristcomp is triggered (manually or under certain circumstances), it triggers

injection of the Amp-Pack's contents into the wrist of the wearer. Most amp-packs are designed to deliver recommended doses

of legal drugs only, but Black Amps can be custom-made to inject illicit drugs or to inject more than the recommended

dosage.

Trinitol: Trinitol is a complex chemical cocktail that was first developed as a cure for depression sufferers; it alters the

biochemistry of the user in several ways that have the combined effect of engineering a tranquil state. Researchers noticed

the similarities of this condition to the act of meditation, and began experimenting with use of the drug by those not

currently suffering from depression, or in unusual doses or situations. Heavy users have occasionally reported severe

hallucinations and suffered physical injury or death while under the influence of the drug.

As it turns out, Trinitol actually expands the conscious perception of the user, giving them the ability to see into and

affect the Offset, as well as to be affected by it. Trinitol users who are already predisposed towards these capabilities

find their abilities enhanced under the influence of the drug, whereas even the nontalented can see with sufficient

dosages. Because of the 'unusual hallucinations' and 'physical damage' (caused by Offset encounters), Trinitol is still in

clinical testing.

The Offset:

For every world, there is a counter. The Offset are a series of parallel dimensions that overlap the Main; those within the

Main can typically not see or affect the Offset, and those in the Offset usually cannot see or affect the Main. However,

sufficiently large changes to the Main or its Offsets can in turn significantly change all parallels - destroying a city in

one world is likely to bring about its destruction in others, for example.

An interesting aspect of Offsets is that as they are not quite connected to a world, travellers can occasionally use them

as shortcuts between points along a Main. Some have even experimented with attempting to cross the boundaries of time

itself; however, this seems as though it would be incredibly dangerous, as a change far back along the Stream would

inevitably rush forward and crash through the present, possibly destroying everything that currently exists. However, if

the Stream has already been bent so that passage to a previous time is possible, then it is still possible to venture back

into the point in the Stream that has been disrupted and correct the damage inflicted before it catches up. Then again,

this could just be a case of mathematicians overdosing on hallucinogens…

Neutron Bomb (ERW) - Extreme radiation damage to a tightly confined area without causing widespread damage. Neutron radiation Gamma radiation Residual fallout effects?

Radiation Weapons:

Due to its ability to penetrate armor to devastating effect, radiation weapons are a major tool in the futuristic

battlefield. The modern starfighter is equipped with an array of weapons - radiation, laser, concussive explosion, and

EMPulse - to penetrate rival starfighter ships and disable, destroy, or neutralize them.

Monowire Cannon

Monowire cannons are technically banned for use in space combat because of the fact that a shot fired in space is bound to

go -somewhere-, and a shot from a high-velocity chunk of metal three molecules wide at sublight speeds has the potential to

ruin anyone's day. However, they are an elegant answer to the question, 'Why do fightercraft need to be so fast?', as a

barrage through the cockpit is likely to ruin any pilot's day.

EMPulse Cannon

EMPulse Cannons generate a tightly focused electromagnetic pulse that is designed to raise merry hell with whatever it

hits. Aside from being excruciatingly painful to unprotected civilians, EMPulse bursts can damage, disable, or destroy

electronic systems, and can penetrate and disrupt energy shields, making them a perfect weapon for space combat.

Laser Cannon

Missile Cannon

Radiation Cannon

Any weapon large enough to classify as a vehicular weapon is typically called a 'cannon' regardless of whether it is a

projectile or energy weapon.

Gravitic Implosion Generation Torpedo

The GIG Torpedo was originally conceived as a weapon that would create the effects of a black hole, collapsing surrounding

matter into a hyperdense point before winking out of existence entirely. As a result of the extensive research involved, a

series of GIG Torpedos classified by Roman numerals I through X were created, each generating a progressively more intense

gravitic effect. The Mark I is technically more of a 'push' generator used to tug stray astronomical phenomena out of their

trajectories (roaming comets and asteroids, for example), whereas the Mark X is a full-on black hole generator that is

extremely devastating to anything caught within its field of effect.

The Big Bang Minefield

The Big Bang Minefield is an impractical solution for most problems, to the point where it is almost never deployed. At its

heart, it is a fairly simple system. A series of antimatter-based explosives (typically disguised as asteroids) are

jettisoned in a spherical configuration around a black hole generator. The sphere is equipped with sensor equipment to

detect enemies entering the perimeter, as well as reactionless thrusters to allow them to pursue a target. Once a target

has entered the trap (and the computer systems determine that it is worth catching, not a friendly unit, and capable of

being caught), it begins to close. The black hole generator at the center is guided to an optimum position, and detonates.

Simultaneously, all antimatter weapon engines activate, pushing them all inwards towards the core at high speed. The

overall intended effect is a massive collapse followed by a massive explosion, ideally annihilating or catastrophically

damaging anything in its radius. As mentioned, this is extremely dangerous and highly impractical – but if you happen to

have problems with a starfighter who loves eluding your forces in asteroid fields, or need to obstruct a major trade route,

this system may be just what the doctor ordered.

Electric Go-Kart

12 mph, 2 lead batteries, charge lasts 45 minutes

Razor Ground Force

nuclearfiles.org/menu/key-issues/nuclear-weapons/basics/neutron-bomb.htm

High radiation to kill targets, low destructive impact, short range blast.

c==]============- '–' Sword of the Sundered Seas

This rapier was last seen in the hands of the notorious pirate king, Dreggan the Skypiercer. At the pinnacle of his fame,

he earned his fame by taking on elven skyships with his sea vessel, the Tumbling Reef. Many ships have been broken by the

Tumbling Reef over the years, and while his days of piracy were said to have ended roughly eighty years ago, there are

still rumors that the Tumbling Reef may yet be looking for one last haul.

The blade itself was supposedly a gift to Dreggan, though whether as ransom for an important prisoner or as payment for

privateering work is a matter of open conjecture. The blade itself is of elven manufacture, with wickedly sharp serrations

along the blade in the shape of waves, and a thin tracery gap in the center to form a blood channel. It is as black as a

moonless night amidst a storm, and is unadorned with jewels or ornamentation that might otherwise give the owner away. Some

rumors suggest that it might have granted Dreggan powers beyond that of a normal blade, but as the weapon itself has never

been closely examined, this is mere idle speculation.

Cannons Big and Small

Hand Cannon: 1d10 damage, crit 18-20 Small Cannon: 2d10 damage, crit 18-20 Medium Cannon: 4d10 damage, crit 18-20 Large Cannon: 4d10 x 2 damage, crit 18-20 Huge Cannon: 4d10 x 4 damage, crit 18-20

The Cannon is a weapon developed by the inhabitants of the Seacrag Islands in part out of necessity; with magic being a

prohibited science kept under close watch by the elves, and with their flying ships being a constant threat to the security

of the island nations, it only stood to reason that someone would eventually figure out a way to convince those meddlesome

elves to stay distant. That way is known as the Cannon.

Cannons come in various shapes and sizes; the aforementioned are some vague interpretations for scale. They require a

specific feat to use or operate correctly, without which the operator is at -4 to hit anything. A botch (or firing a cannon

that has been severely damaged) inflicts double normal damage on the firer and everyone within a 5 foot radius (doubled per

step above Small) as the weapon explodes spectacularly. Masterwork cannons never explode on a botched firing.

It is worth noting that the massive damage output of the greatest cannons can easily cause damage to even the strongest

structures… assuming it hits the target. Accuracy, unfortunately, is not the Cannon's strong suit, and it is mostly

useful for destroying fortifications.

Aelydion'cirr d'Wythrn (Citadel of Graceful Clouds)

The Citadel is the largest skyship of all, built over a period of many centuries, and is literally a flying fortress that

is designed to inspire awe and fear in all who dare challenge its might. Its base is encompassed by a perpetual mist as it

hovers over the land, and lightning, fire, stone, rain, and hail rain down on those who have foolishly drawn its wrath.

The Citadel is mostly used for mainland dominance, and while it supposedly is equally capable over the water, little

historical record of its naval supremacy is noted. It is said that the Citadel is crewed by an elite battalion of warmages,

any of whom would be a match for most mortal spellcasters, as well as a fleet of archers whose enchanted arrows pick off

minor inconveniences deemed unworthy of the warmages' attention.

Real-Life Grind Boots: http://en.wikipedia.org/wiki/Soap_shoes

Rez: http://tvtropes.org/pmwiki/pmwiki.php/Main/Rez

A rails-shooter hacking game.

Ring of Re-Generation

http://tvtropes.org/pmwiki/pmwiki.php/Main/DynamicLoading

A variant occurs in The Fifth Element with the ZF-1 gun. Once something is shot once, a special feature called the “replay

button” turns all subsequent bullets into an Always Accurate Attack on the target.

In Super Metroid, Samus can set her Sub-tanks to automatically activate if she runs out of energy, healing her by up to 400

points of energy.

http://tvtropes.org/pmwiki/pmwiki.php/Main/BoozeBasedBuff http://www.cacert.org/help.php?id=7 http://tvtropes.org/pmwiki/pmwiki.php/Main/SlidingScaleOfRobotIntelligence

http://tvtropes.org/pmwiki/pmwiki.php/Main/LowestCosmicDenominator

http://static.tvtropes.org/pmwiki/pub/images/Uncrossed_gladius_7260.jpg

http://tvtropes.org/pmwiki/pmwiki.php/Main/BoringButPractical

http://zend2.com - free online anonymous proxy.

EVE Online has this and its big brother. Early-on, players will only fly basic T1 frigates for any PVP or low/null-sec ops,

since anything bigger might cost too much to replace (as well as the anguish of losing your first BC because of something

stupid). However, once you get going, flying T2 Battleships into certain death doesn't become an issue, until you get to

Titans. Then there is the attempt to quite literally weaponize boredom: the dickstar. Basically, it is a space station with massive

amounts of HP, and electronic warfare that prevents opponents from locking their weapons. This results in players literally

being bored off the battlefield Star Trek Online introduces all manner of exotic weapons never used by the Federation in the TV series' or movies, like

plasma, tetryon, polaron and antiproton beams, and transphasic, chroniton and tricobalt torpedoes, all with their own

special powers like slowing down enemy ships or passing through shields a little better, but their skillpoint cost is very

high. Not to mention, all beam weapons do the same base damage anyway; plasma, transphasic and chroniton torpedoes take

very long to reload, their special abilities are not that useful and some can even be shot down before they hit. Plain old

phasers, disruptors, photon and quantum torpedoes get the job done very effectively, the torpedoes reload quickly and

require the least amount of skillpoints invested in them to yield their maximum potential.

Brian from Quest 64 can learn a wide variety of magic spells from the four elements of earth, air, fire, and water.

However, each element has to be leveled up separately, and spells are learned and powered up based only on their individual

element. Since the power of your staff attack is based on all four elements combined, it is frequently more powerful and

useful than any of the attack spells you learn. That doesn't include the fact that said smack also regenerates one MP, which is obviously required for those fancy,

toss-around spells which cost a range of one to three MP with a hard cap of 500 (And that's if you're patient).

Risk Control, Loss Prevention, etc


Offensive Neutralization Interface (ONI) is designed to intercept potential threats and deal with them based on a leveling system that scales response to perceived threat, with Authorize Lethal Force (ALF) capability to override the leveling system in situations where it is unwarranted and dangerous to assume the least (warzones, extremely hostile territory, etc)

The ONI system uses an advanced grid of sensors built into a tactical harness, designed to be easily worn over a uniform or unpowered armor; ONI systems are also incorporated into powered armor directly.

Focus automatically maxes out if one is able to gain a complete restful sleep.

http://h20000.www2.hp.com/bizsupport/TechSupport/Home.jsp?lang=en&cc=us&prodTypeId=15351&prodSeriesId=1121586&lang=en&cc=us

609-238-5410

pre-sale through contact handler

Agi Booster AA Cannon Engines x 2 Shield Boost x 3 Part Shield x 2

Trade Goods:

Trade Goods can be sold on the market to interested buyers, or used to build things. Most things require Trade Goods to build. Trade Goods come in Quality levels - Standard, Excellent, Superior, Advanced, and Legendary, with more complicated designs requiring better Goods. Trade Goods are manufactured by Commercial or Industrial buildings.

Festival: A festival costs credits and luxury goods. However, it increases your trade traffic for the day, which in turn means you may earn those credits and other resources right back.

Random Events: Your planet may experience random events while you play. Some simply happen without your interaction; others require you to take a more direct hold on the situation.

Each player only manages one planet; however, that planet can develop many cities, outposts, bases, and depots.

City: A city is a dedicated population center meant to be visited. Trade occurs here, and commercial and industrial production of goods from raw materials.

Outpost: Outposts focus on boosting an aspect - mining outposts gather metal, condenser outposts extract hydrogen for fuel, research outposts improve scientific development, manufacturing outposts work on building a specific trade good, and military outposts boost military presence and planetary defense.

Base: A base is a purely military facility that builds, maintains, and manages military resources. More military bases mean more defense against attackers that reach the planet, but keeping bases supplied can be expensive.

Depot: A depot operates as a storage facility, allowing you to store raw or finished resources and transport them between locations. Depots have defensive structures, but mostly rely on the rest of the planetary defense infrastructure to keep people from robbing them blind or destroying them.


Supply Depot at Lo 32, La 125 is under attack by [Doomsday] fleet!

Supply Depot Anti-Aircraft Cannons firing. 32 [Doomsday] [Delta Five] ships destroyed [32000 damage total].

Your Supply Depot at Lo 32, La 125 has been decimated by a Planetbuster Bomb attack from the [Doomsday] fleet! [256000 damage]

Attack Orders:

Destroy All Structures

Destroy All Ships

Destroy All Defenses

Destroy Everything

Pillage and Burn

Scavenge for Resources

Trade Options:

You have the following items prepared for trade:

[Advanced Hull Plating] [x 20] [Standard Hull Plating] [x100] [Standard Beam Coils ] [x 5] [Standard Research Papers] [x999]

You are selling the following research materials:

[Custom Blueprint: Queen Anne] [Basic Blueprint: Planetary Anti-Air Cannon]

Research Papers: Research Papers are a 'trade good' generated by certain buildings. When researching a new technology, you can expend Research Papers to speed up the process.

Mercenary Contract: A mercenary contract lets you hire on military resources from another player, either for a fixed period of time or to call in when you need to defend against an attack. Rates are negotiated between players, though the Military Advisor will doubtless have opinions.

Psychotronic Cannon

This cannon is 'charged' using telepathic energy, with the strength of the blast relying on the willpower of the user. The weapon builds energy by feeding off of the user's mental projections, then releases it in a single powerful blast.

The Recycler

The Recycler disassembles items you don't want in order to get at their raw resources. The efficiency rating is from 1% to 50% of the total resources needed to make the original item. Recyclers are a vital part of keeping Delver Dungeon clean of refuse and junk – one person's junk is another person's vital resources, after all, and resources allow players to build their own items on the surface.

The Workshop

Allows you to use resources to make items which you can then use or sell to other players. The general store in town sells better stuff as you get stronger, but some of the best items can only be made here in the Smithy, and you need to do work on lesser things before you can learn to do the greater ones.

You start your Delver career without property, but can purchase a tract of land and begin developing it into a place to live, work, and build.

Lucky Six Hand-Cannon

The Lucky Six Hand-Cannon is, in fact, a much more practical weapon than it looks; it is a .666-caliber gyro-rocket revolver with a military-grade laser designator and telescopic zoom sights. Shells can be guided to the target by homing in on the specific frequency of the designator laser, then using internal sensors to guide them after they have recognized a target. Most shells are explosive-yield, shaped-charge, incendiary, EMPulse, or fragmentation-based, allowing them to blast apart, punch through, burn up, burn out, or tear apart targets, respectively. Gas grenades, radiation contamination, and other eccentric rounds are also available, if less common.

Bunkerbuster Round:

A bunkerbuster round is a two-stage round designed to push through hardened targets or obstructions, then explode once it has penetrated the outer armor.

Reactive Armor:

Reactive armor is, essentially, armor with plating that is meant specifically to disrupt bunkerbuster, shaped-charge, and similar rounds. It does this by triggering a counteracting explosive charge that destroys the reactive armor tile, ideally disrupting the force of the attack in the process.

Filter Mask: The HUD display shows how long you have before you need to change filters. (Technically, you have some extra time – but it won't tell you specifically how much, and it's slightly random.) Breathe in with a bad mask, and expect to start taking poison damage. likewise, the mask itself can be damaged in combat…

Air Mask: This mask connects to air tanks so you can breathe in oxygenless areas.

Oxygen Meter – how long you have before you run out of air. when out of air, you start taking cumulative damage until you run out (1 point, then 2 points, then 3, etc) or get to an air supply.

Limit Breaker: When this meter maxes out, you have a brief period in which you are suitably more awesome.

Beta Test Baddie:

Intentional Safeguards to avoid suboptimal performance - assume everything is possible and plan accordingly. Chris Houlihan room fr. Link to the Past, default monster treasure, etc.

Lab Arc Construction Team is glad that you have taken the initiative to discover this zone. However, we believe it is fair to inform you that is incomplete and that your very existence may be radically altered if you step outside of the universe on accident.

Well, then. You've been warned. Don't send me emails!

tower/b3/ideadump.txt · Last modified: 2017/09/08 23:56 by 127.0.0.1

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