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| Subject: Rise of the Ningyo 5th July 2013, 1:40 pm | |
| Ningyo EquipmentThe Puppet Equipment falls into several categories: flight capabilities, sensor systems, defense systems, weapons (both handheld and integrated), and miscellaneous systems. Installing a piece of equipment on a puppet, be it a weapon or some other kind of system increases the weight off the puppet. - Spoiler:
Puppet Flight Capabilities o Puppet Wings- The puppet wings can be created by different designs. They may look like angelic (bird) wings, demonic (bat) wings, or even just a glider look for simplicity. The wings must be the same size as the height as the puppet. The wings seem somewhat see through as they are needed to be light with the right material in order for the wind to capture inside the wings to give stability, a gliding ability, and give the lifting needed for the puppet to stay in the air. Puppet Wings takes up 1 Equipment Slot, must be torso, back, or shoulders. The flying ability is 125 meters per post while flying at C rank speeds.
o Afterburner System- The afterburner system dumps a shot of chakra into the puppet's thruster system, which energizes and propels the puppet, giving the puppet a temporary speed boost. The puppet will be able to perform a "Shunshin no Jutsu (Body Flicker Technique)". The system allows the puppet to perform Shunshin no Jutsu (Body Flicker Technique) within the air as well if they have Puppet Wings. The afterburner system is good for only 3 uses; additional activation's require additional afterburner systems. Afterburner Systems takes up 1 Equipment Slot after the 1st Afterburner System, must be torso, back, or legs.
o Jet-Pack- - A jetpack combines vectored thrust with simple avionics, granting the puppet a fly ability speed of 300 meters a post in a straight line. The jetpack carries enough fuel for the puppet to travel a total of 10,000 meters before refueling. S rank speeds
o Jet-Assist-Wings- Jet-assist wings allow a flying puppet to maneuver more effectively, but do not provide the puppet with the ability to fly. A puppet with jet-assist wings improves its flight maneuverability
o Thruster Boots- Thruster Boots combine powerful Chakra fusion thrusters to give the puppet a fly speed of 150 meters per post moving at a Poor Maneuverability. The Thruster Boots carries enough fuel for the puppet to travel a total of 10,000 meters. The Thruster Boots are not limited as the Jet-Pack which only allows the Puppet to move in a straight line. Thruster Boots take up 1 Equipment Slot, but must be the boots.
o Ramjet Thruster Boots- Ramjet Thruster Boots combine powerful Chakra fusion thrusters to give the puppet a fly speed of 200 meters per post moving at a Poor Maneuverability. The Thruster Boots carries enough fuel for the puppet to travel a total of 10,000 meters. The Ramjet Thruster Boots are not limited as the Jet-Pack which only allows the Puppet to move in a straight line. Ramjet Thruster Boots take up 1 Equipment Slot, but must be the boots.
Puppet Sensor Systems Sensor systems make it easier for puppeteers to perceive their surroundings; however, not all puppets are equipped with sensors (or even require them). In such cases, puppeteers must rely on their own acute vision and hearing. A puppet equipped with sensors conducts passive scans of the surrounding area constantly, without the puppeteer's attention. A passive scan extends in all directions at once, providing the puppeteer with data on surrounding terrain, obstacles, and the location of other creatures, vehicles, and puppets within an amount of meters of the puppet's position. A sensor system can also be used to conduct an active scan of a single target. Within the time period of 2 movements, a puppeteer can use the onboard sensor system to actively scan a single nonliving target (usually another puppet or vehicle) and determine specific information about that target, as specified in the sensor system’s description. - Spoiler:
o Puppetry Sensor System Class I Sensor System- This sensor system includes air/space radar that allows a puppeteer to scan the basic topography of the surrounding area and pick out targets well enough to aim weapons at them. The operator can use the sensor system to actively scan a single nonliving target (usually a puppet or vehicle) and determine the following information about that target. Target's Size The Target's moving Capabilities The Target's present direction or Trajectory.
To scan it takes up 2 movements. The Class I Sensor System takes up 1 Equipment Slot within any part of the puppet. The duration is 1 post per active scan, and has a range of 30 meters radius centered on the puppet. This system takes up 1 Equipment slot and may be placed within any part of the puppet.
Class II Sensor System- This sensor system includes an electromagnetic (EM) detector array that localizes electromagnetic emissions, and an infrared detector that tracks targets by their heat signatures. It also incorporates a high-resolution video system that differentiates targets by their visual profile. The hi-res video system incorporates a zoom feature, allowing close inspection of distant targets. The operator can use the sensor system to actively scan a single nonliving target (usually a puppet or vehicle) and determine the following information about that target. The target's size The Target's moving Capabilities The Target's present direction or Trajectory. The number of living creatures aboard, if applicable The composition of the target's hull or superstructure, as well as the type of its armor, if any. The target's weapon systems (Functional and nonfunctional).
To scan it takes up 2 post. The Class II Sensor System takes up 2 Equipment Slot within any part of the puppet. The duration is 1 post per active scan, and has a range of 40 meters radius centered on the puppet. This system takes up 1 Equipment slot and may be placed within any part of the puppet.
Class III Sensor System- This system combines the features of the Class II Sensor System with an advanced night-vision unit. The Puppeteer can see within a range of 30 meters that the puppet can see. The operator can use the sensor system to actively scan a single nonliving target (usually a puppet or vehicle) and determine the following information about that target. The target's size The Target's moving Capabilities The Target's present direction or Trajectory. The number of living creatures aboard, if applicable The composition of the target's hull or superstructure, as well as the type of its armor, if any. The target's weapon systems (Functional and nonfunctional).
To scan it takes up 2 post. The Class III Sensor System takes up 3 Equipment Slot within any part of the puppet. The duration is 1 post per active scan, and has a range of 40 meters radius centered on the puppet. This system takes up 1 Equipment slot and may be placed within any part of the puppet.
Class IV Sensor System- This system includes electromagnetic , infrared detector, hi-res video, and night-vision sensors similar to those found on the Class II and Class III systems. It also incorporates a LADAR system that uses low-powered laser beams to quickly locate and identify difficult terrain, distant obstacles, and targets. The puppeteer gains night-vision to a range of 40 meters for that puppet. The operator can use the sensor system to actively scan a single nonliving target (usually a puppet or vehicle) and determine the following information about that target. The target's size The Target's moving Capabilities The Target's present direction or Trajectory. The number of living creatures aboard, if applicable The composition of the target's hull or superstructure, as well as the type of its armor, if any. The target's weapon systems (Functional and nonfunctional). How much damage (in points) the target has taken.
To scan it takes up 2 movements. The Class IV Sensor System takes up 1 Equipment Slot within any part of the puppet. The duration is 1 post per active scan, and has a range of 50 meters radius centered on the puppet. This system takes up 4 Equipment slot and may be placed within any part of the puppet.
Class V Sensor System- This system improves upon earlier sensor systems by replacing the air/space radar with powerful multiband radar that quickly and effortlessly identifies and tracks puppets, creatures, and vehicles within a time period of 1 OOC week since the target has passed the said area. It also combines the electromagnetic, infrared, and video scanners into a single, more powerful array. The Class V sensor system also extends the puppet's night-vision capability. The puppeteer gains night-vision to a range of 60 meters for that puppet. The operator can use the sensor system to actively scan a single nonliving target (usually a puppet or vehicle) and determine the following information about that target. The target's size The Target's moving Capabilities The Target's present direction or Trajectory. The number of living creatures aboard, if applicable The composition of the target's hull or superstructure, as well as the type of its armor, if any. The target's weapon systems (Functional and nonfunctional). How much damage (in points) the target has taken.
To scan it takes up 2 movements. The Class V Sensor System takes up 5 Equipment Slot within any part of the puppet. The duration is 1 post per active scan, and has a range of 50 meters radius centered on the puppet. This system takes up 1 Equipment slot and may be placed within any part of the puppet.
Class VI Sensor System- This system improves upon earlier sensor systems by replacing the air/space radar with powerful multiband radar that quickly and effortlessly identifies and tracks puppets, creatures, and vehicles within a time period of 1 OOC week since the target has passed the said area. It also combines the electromagnetic, infrared, and video scanners into a single, more powerful array. The Class V sensor system also extends the puppet's night-vision capability. The puppeteer gains night-vision to a range of 60 meters for that puppet. The operator can use the sensor system to actively scan a single nonliving target (usually a puppet or vehicle) and determine the following information about that target. The target's size The Target's moving Capabilities The Target's present direction or Trajectory. The number of living creatures aboard, if applicable The composition of the target's hull or superstructure, as well as the type of its armor, if any. The target's weapon systems (Functional and nonfunctional). How much damage (in points) the target has taken, and how much damage it can withstand (points remaining).
To scan it takes up 2 post
Enigma Sensor Suite- Using a combination of thermal imaging, X-rays, and vibration sensors, the Enigma sensor suite enables the operator to effectively see through solid objects. The range of this system is 50 meters within a cone effect. This system takes up 1 arsenal slot and may be placed within any part of the puppet as for zek it's within his left shoulder and somewhat into his left arm.
o Targeting System Oracle Targeting System Type: 1- The standard computer-assisted targeting system for puppet combines holographic displays and heuristic target-prediction profiling to increase a puppeteer's accuracy. The system grants a prediction capability on par with B rank reaction tier.
Oracle Targeting System Type: 2- The standard computer-assisted targeting system for puppet combines holographic displays and heuristic target-prediction profiling to increase a puppeteer's accuracy. The system grants a prediction capability in an amount of movements depending on the system. Type 2 allows prediction of 5 movements on 1 target on par with A rank reaction tier. This system takes up 2 Equipment slot and may be placed within the helmet, or visor of the puppet.
Oracle Targeting System Type: 3- The standard computer-assisted targeting system for puppet combines holographic displays and heuristic target-prediction profiling to increase a puppeteer's accuracy. The system grants a prediction capability in an amount of movements depending on the system. Type 3 allows Prediction of up to 7 movements between 2 targets on par with S rank reaction tier. This system takes up 3 Equipment slot and may be placed within the helmet, or visor of the puppet.
o Surveillance System Tactical Surveillance System Class I- A visual system that records in Standard Definition with standard mono audio recording. This is a closed circuit system. This surveillance system is a simple 1 camera system found inside the head of the puppet. This one camera may only face one direction. The puppet also has an open microphone for recording as well as having a 1 way frequency back to the puppeteer. The system is able to record 12 consecutive hours(15 post) before space is run out. This system takes up 1 Equipment slot and may be placed within the helmet, or visor of the puppet.
Tactical Surveillance System Class II- A visual system that records in High Definition with stereo audio recording. This system is allowed to have 2 Surveillance Vision Type. The night-vision's range is 30 meters. This is a closed circuit system. This surveillance system is a simple 2 camera systems found inside the head of the puppet. 1 camera may only face forward while the other camera may face any other direction with an optional moving ability with the same camera. The puppet also has an open microphone for recording as well as having a 1 way frequency back to the puppeteer as well as other radio devices. The system is able to record 18 consecutive hours(20 post) before space is run out. This system takes up 1 Equipment slot and may be placed within the helmet, or visor of the puppet. Tactical Surveillance System Class III- A visual system that records in High Definition with stereo audio recording. This system is allowed to have 4 Surveillance Vision Type. This is a closed circuit system. This surveillance system is a simple 3 camera systems found inside the head of the puppet. 1 camera may only face forward while the other cameras may face any other direction with an optional moving ability with the same cameras. The puppet also has an open microphone for recording as well as having a 1 way frequency back to the puppeteer as well as other radio devices. The system is able to record 24 consecutive hours(30 post) before space is run out. This system takes up 2 Equipment slot and may be placed within the helmet, or visor of the puppet.
Aerial Surveillance System Class I- This system takes up 2 Slot and works to be placed inside a Tactical Surveillance System. This system is allowed to have 1 Surveillance Vision Type. This Aerial Surveillance System has a simple 1 camera system found inside it which relays all visual information back to the Tactical Surveillance System. The Aerial Surveillance System also has an open microphone for recording as well as having a 1 way frequency back to the puppeteer. Normally the system is 2.5 by 2.5 by 8 inches in size. When deployed it expands into a complete spherical shape. Each Aerial Surveillance System is controlled by the mind so distance is dependent on the user's ability.
Aerial Surveillance System Class II- This system takes up 3 Slot and works to be placed inside a Tactical Surveillance System. This system is allowed to have 2 Surveillance Vision Type. This Aerial Surveillance System has a simple 1 camera system found inside it which relays all visual information back to the Tactical Surveillance System. The Aerial Surveillance System also has an open microphone for recording as well as having a 1 way frequency back to the puppeteer as well as other radio devices. Normally the system is 2.5 by 2.5 by 8 inches in size. When deployed it expands into a complete spherical shape. Each Aerial Surveillance System is controlled by the mind so distance is dependent on the user's ability.
Aerial Surveillance System Class III- This system takes up 4 Slot and works to be placed inside a Tactical Surveillance System. This system is allowed to have 3 Surveillance Vision Type. This Aerial Surveillance System has a simple 1 camera system found inside it which relays all visual information back to the Tactical Surveillance System. The Aerial Surveillance System also has an open microphone for recording as well as having a 1 way frequency back to the puppeteer as well as other radio devices. Normally the system is 2.5 by 2.5 by 8 inches in size. When deployed it expands into a complete spherical shape. Each Aerial Surveillance System is controlled by the mind so distance is dependent on the user's ability.
Puppet Defense SystemsDefense systems include energy shields, life support systems, and other equipment intended to protect the puppet and the puppeteer from harm. - Spoiler:
o Shields Retractable Tactical Buckler- Type of weapons that are normally circular and built with incredible thickness to withstand offensive attacks. These specific shields are of the medium variety, ranging within 1 meter' radius all around, to about 3' (Larger shields are generally for larger protection spaces or just bigger people.) (Size Doubles per Puppet Size starting from Medium) Bucklers are generally strapped to the forearm of the wielder for basic protection against some TaiJutsu and throwing weapons. Not effective against defending solidified NinJutsu. This shield can with stand 14 C ranks. Does not work on GenJutsu. Once this is absorbed, the shield will break. This item takes up 2 Equipment slot and may be placed within the back, or arm of the puppet.
Retractable Tactical Shield- Type of weapons that are normally circular and built with incredible thickness to withstand offensive attacks. Usually equipped with an arm strap or handle on the inside for easy defense tactics. These specific shields are of the medium variety, ranging within 2' radius all around, to about 5' (Larger shields are generally for larger protection spaces or just bigger people.) (Size Doubles per Puppet Size starting from Medium) Shields are larger than bucklers and strapped along the forearm, or when idle, stored along the back of the wielder. These shields can withstand, 25 C rank other than ninjustu, or one "C" rank NinJutsu technique, and a number of techniques weaker then it respectively adding up to a "C" Rank. Only works on solidified techniques. For example, Earth, Water, Sand, Ice, Wood, etc. Does not work on GenJutsu. This item takes up 3 Equipment slot and may be placed within the back, or arm of the puppet.
Retractable Tactical Tower Shield- Type of weapons that are normally circular and built with incredible thickness to withstand offensive attacks. Usually equipped with an arm strap or handle on the inside for easy defense tactics. These specific shields are of the larger variety, ranging within 5' all around, to about 7' (Larger shields are generally for larger protection spaces or just bigger people.) (Size Doubles per Puppet Size starting from Medium) Tower Shields are generally used for war and mass protection due to their large size. These shields can withstand one "B" Rank NinJutsu technique, or 40 C ranks and a number of techniques weaker then it respectively adding up to a "B" Rank. Only works on solidified techniques. For example, Earth, Water, Sand, Ice, Wood, etc. Does not work on GenJutsu. This item takes up 3Equipment slot and may be placed within the back, or arm of the puppet.
Mechanical Light Shield- The chakra spreads out like a thin film and turns into a protective sheet the size of 2.5 feet radius from the puppet's arm (Size Doubles per Puppet Size starting from Medium), blocking most basic physical attacks and some jutsu. While the shield does block Iron Sand, it does not prevent it from seeping into the joints of the puppets, which leads them to being disabled. It is capable of withstanding "A" Rank chakra related attacks reducing the power down by one rank. It is capable of reducing "B" Rank techniques 1.2 times reduced, "C" Rank techniques down to 1.4 times reduced, and "D" Rank techniques 1.6 times reduced. This Shield may also stop "A" Rank TaiJutsu Attacks. "D" Rank and lower TaiJutsu attacks do not take away a Charge. The Mechanical Light Shield has a total of 10 charges, which means it can deflect chakra related attacks 10 times before it becomes it needs to be recharged by more of the user's chakra. Takes 5 rounds to charge as the shield is retracted. This item takes up 3 Equipment slot and may be placed within the arm of the puppet.
Mechanical Light Shield Mark II- The chakra spreads out like a thin film and turns into a protective sheet the size of 2.5 feet radius from the puppet's arm (Size Doubles per Puppet Size starting from Medium), blocking all basic physical attacks and some jutsu. This version stops even sand particles from entering the puppet's joints. It is capable of withstanding "S" Rank chakra related attacks reducing the power down by one rank. It is capable of reducing "A" Rank techniques 1.2 times reduced, "B" Rank techniques down to 1.4 times reduced, "C" Rank techniques down to 1.6 times reduced and "D" Rank techniques 1.8 times reduced. This Shield may also stop "S" Rank TaiJutsu Attacks. This Shield may also stop "S" Rank TaiJutsu Attacks. "C" Rank and lower TaiJutsu attacks do not take away a Charge. The Mechanical Light Shield Mark II has a total of 20 charges, which means it can deflect chakra related attacks 20 times before it becomes it needs to be recharged by more of the user's chakra. Takes 10 rounds to charge as the shield is retracted. This item takes up 4 Equipment slot and may be placed within the arm of the puppet.
Deflection Field- With this Deflection Field, chakra spreads out like a thin film and turns into a protective sheet surrounding the whole puppet. The Deflection Shield may stop sand particles from entering the puppet's joints that would normally stop the Shield. When an attack is made against the Shield it can be seen as the layer of Chakra would be shown as if a force stopped the attack. It is capable of withstanding "S" Rank chakra related attacks reducing the power down by one rank. It is capable of reducing "A" Rank techniques 1.2 times reduced, "B" Rank techniques down to 1.4 times reduced, "C" Rank techniques down to 1.6 times reduced and "D" Rank techniques 1.8 times reduced. This Shield may also stop "S" Rank TaiJutsu Attacks. "C" Rank and lower TaiJutsu attacks do not take away a Charge. Takes 10 hits before the Deflection Field is out of charges. Needs 2 rounds before Shield is fully charged. Deflection Field automatically recharges after a hit. Only constant hitting would completely stop the Deflection Field. This means that if a puppet was hit once and the battle was over, it would take 2 rounds before the Deflection Field was fully charged. This system takes up 5 Equipment slot and may be placed within any part of the puppet.
o Elemental Defense Systems Anti-shock Array- A series of metallic columns is attached to the puppet. These metallic columns are used as lightning rods that help ground and redirect the electrical attacks away from the puppet and keeping it safe against the Electrical attacks. It is capable of withstanding "A" Rank electrical attacks reducing the power down by one rank. It is capable of reducing "B" Rank techniques 1.2 times reduced, "C" Rank techniques down to 1.4 times reduced, and "D" Rank techniques 1.6 times reduced. The Anti-shock Array has a total of 10 charges, which means it can deflect electrical attacks 10 times before it becomes useless and needs to be replaced. This system takes up 1 Equipment slot and may be placed within any part of the puppet.
Anti-shock Array Mark II- A series of metallic columns is attached to the puppet. These metallic columns are used as lightning rods that help ground and redirect the electrical attacks away from the puppet and keeping it safe against the Electrical attacks. This is a more advanced system in which reduces the power of reduction. It is capable of withstanding "S" Rank Electrical attacks reducing the power down by one rank. It is capable of reducing "A" Rank techniques 1.2 times reduced, "B" Rank techniques down to 1.4 times reduced, "C" Rank techniques down to 1.6 times reduced and "D" Rank techniques 1.8 times reduced. The Anti-shock Array Mark II has a total of 20 charges, which means it can deflect electrical attacks 20 times before it becomes useless and needs to be replaced. This system takes up 2 Equipment slot and may be placed within any part of the puppet.
o Supplementary Systems Cloaking Screen- A cloaked puppet has total concealment. A cloaking system. It warps light around the user and projects a hologram of the wall behind it over top of the bent light, rendering the user invisible. This Cloak can hide a puppet from puppetry sensors, as well as visual man-made sensors such as the Multi-Purpose Goggles. The cloaking screen may only keep a person invisible for 10 constant minutes before needing to recharge for 20 minutes. Oppenents need a B rank tracking technique to see through this.
Life Support System- The puppet contains a life support system that provides a closed environment allowing the puppeteer to ignore the effects of inhaled poisons and immersion in water. The onboard air supply lasts for 24 hours(30 post). This System does not take up any Equipment Slots, however it needs a Cockpit to be placed.
Miscellaneous EquipmentThis section Describes various other pieces of puppet equipment that do not fall neatly under the other categories, including a variety of electrical systems. - Spoiler:
o Chest Compartments Cockpit- Inside the cockpit a user is able to see around them, and see outside the puppet without an opponent seeing inside the cockpit. It can be used to keep someone safe and secure from those around them however this may only be installed into Large, humanoid. For Large and Humanoid puppets a Cockpit may only be installed in the Helmet, Torso, and/or Back of the Puppet. The Cockpit takes up 1 Equipment slot.
Cockpit, Passenger- An extra cockpit merely provides a comfortable place inside puppet for a small or medium size passenger to sit. The passenger cannot do anything other than observe the surroundings (see exactly what the operator sees), communicate with the operator and if there is communication devices that are involved may speak with others outside, while they are also able to leave. The operator can prevent any of the above including locking the hatch. It can be used to keep someone safe and secure from those around them however this may only be installed into Large or humanoid puppets. For Large and medium puppets a Cockpit may only be installed in the Helmet, Torso, and/or Back of the Puppet. The Cockpit takes up 2 Equipment slot, however it also includes a basic cockpit.
Escape Pod- The Escape Pod jettisons the cockpit and the puppeteer from the rest of the puppet. The puppeteer can activate it at any moment's notice. The escape pod jettisons the cockpit away at a movement much like the bidy replacement down to the ground. This system does not take up any Equipment Slots, however it needs a Cockpit to be placed. Can only be used once.
Comm. System-The puppet is equipped with a radio transceiver that can transmit on multiple frequencies in either LOS (line of sight) or Omni-directional mode(can talk through topics within the same land). It can handle up to ten simultaneous two-way conversations. It may contact other comm. links within the distance of 3,000 meters. Due to the distance the Comm. System may cover as well as the amount of systems that accompany the Comm. System it takes up 1 Equipment Slot and may be placed within any part of the Puppet.
Chest Cavity- The body of a puppet is hollowed keeping an open casing. The Chest Cavity is able to hold people within the Chest. This is normally used for Medium, and Large Puppets, however puppeteers may create more Chest Cavities in order to create a "Mobile Prison". When the puppeteer traps someone inside the Chest Cavity the body locks shut to keep the opponent inside. At this point it is up to the puppeteer to install any other defenses that may be used in order to keep the opponent at bay, or kill them inside the chest cavity. Chest Cavity takes up 1 Equipment Slot, and may be placed in the Torso. Each Cavity may hold 1 medium sized human per size of the puppet passed large.
Self Destruct Core- A core capable of holding 1 Grenade for Small sized Puppets plus 2 Grenades per Puppet Size (Of user's choice. It is recommended for Fragmentation Grenades for optimum effect) is lined inside a core. Inside the core has a seal similar to the Explosive Tag. When the user wishes, they activate the seal and a massive explosion equal to the amount of Grenades. More Self Destruct Cores may be used to fit inside a puppet, however this will only increase the radius by multiplying the number of Grenades by 15 meters and dividing it by 5 due to the fact that an explosion that is contained in a small area will only be compacted in competing against another explosion. User may use other kinds of Grenades if they desire. Self Destruct Core takes up 1 Equipment Slot, and may be placed in the Torso, Back, Belt, or Head.
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