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artapir · 4 months
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TOP: Detailed scale model of a mid-Flea-War-era weevil tank BOTTOM: Urban beetlesuit wreckage, mid-late Flea War
Midjourney 6
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brokehorrorfan · 6 months
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The Guyver will be released on 4K Ultra HD and Blu-ray on May 21 via Unearthed Films. Also known as Mutronics, the 1991 sci-fi superhero film is based on the Japanese manga series of the same name by Yoshiki Takaya.
Special effects legends Steve Wang (Predator) and Screaming Mad George (Society) co-direct from a script by Jon Purdy. Mark Hamill, Vivian Wu, Jack Armstrong, Jimmie Walker, Michael Berryman, David Gale, and Jeffrey Combs star. Brian Yuzna (Re-Animator, Society) produces.
The Guyver has been newly restored in 4K from the original, R-rated 35mm camera negative with DTS-HD Master Audio 5.1 and 2.0 options. The 4K edition includes a soundtrack CD and a booklet. Special features are listed below.
Disc 1 - 4K UHD:
Audio commentary by co-directors Screaming Mad George and Steve Wang, moderated by Budget Biomorphs: The Making of The Guyver Films author Dom O’Brien (new)
Disc 2 - Blu-ray:
Audio commentary by co-directors Screaming Mad George and Steve Wang, moderated by Budget Biomorphs: The Making of The Guyver Films author Dom O’Brien (new)
Interview with producer Brian Yuzna (new)
Interview with co-director Screaming Mad George (new)
Suit tests with commentary by co-directors Screaming Mad George and Steve Wang (new)
Outtakes with commentary by co-directors Screaming Mad George and Steve Wang (new)
Gag geel with commentary by co-directors Screaming Mad George and Steve Wang (new)
Production & artwork gallery (new)
Alternate title sequence
Trailers
Disc 3 - CD:
Original soundtrack composed by Matthew Morse (Silent Night, Deadly Night 5: The Toy Maker)
When a researcher at the Chronos Corporation is mysteriously killed, his daughter (Vivian Wu), her boyfriend, Sean (Jack Armstrong), and a rogue CIA agent named Max Reed (Mark Hamill) all suspect foul play. Sean discovers a top-secret suit of Chronos armor called "the Guyver," which fuses to his body when he tries it on, turning him into a supremely powerful cyborg. Chronos' evil CEO, Fulton Balcus (David Gale), is enraged and sends a crew of mutant alien monsters to get the Guyver back.
Pre-order The Guyver.
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heavenboy09 · 5 months
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30 YEARS AGO TODAY
ON APRIL 20TH,  1994
IN JAPAN 🇯🇵  & THE USA
NEW LINE CINEMA 🎥
BIOMORPHS, INC
& L.A. HERO PRODUCTIONS PRESENTS
BASED ON THE ICONIC ULTRA VIOLENCE MANGA WRITTEN & ILLUSTRATED BY YOSHIKI TAKAYA
A YEAR HAS PASSED SINCE HE DEFEATED THE CHRONOS CORPORATION, BUT SEAN BARKER CONTINUES TO STRUGGLE WITH HIS ABILITY TO CALL UPON THE POWERS OF
THE GUYVER👽, A SUIT OF ARMOR  DEVELOPED BY ALIENS 👽, WHEN HE MUST FACE EVIL 😈 .
HOPING TO FIND ANSWERS AS TO WHY HE HAS RECEIVED THIS ABILITY, BARKER ARRIVES AT AN ARCHEOLOGICAL SITCOM IN UTAH, WHERE SCIENTIST HAVE UNCOVERED....
AN OLD ALIEN 👽 SPACECRAFT THAT MIGHT SOLVE THE MYSTERY.
HOWEVER, THE CRONOS CORPORATION IS STILL AFTER HIM.
HE WILL BE THE BALANCE OF POWER TO PROTECT HUMANITY AGAINST THE ZOANOIDS..... ONCE AGAIN
THE ULTIMATE WEAPON AGAINST THE FORCES OF DARKNESS FROM EARTH 🌎 AND FROM BEYOND 🌌.
HE IS THE ONLY HOPE OF MANKIND'S SURVIVAL AND THE BATTLE FOR THE FATE OF THE EARTH 🌎🌍🌏 , AGAINST THE  ZOANOID INVASION.
HE MUST BECOME........
THE GUYVER
ONCE MORE
NEW LINE CINEMA 🎥
BIOMORPHS INC
& L.A. HERO PRODUCTIONS PRESENTS
THE ULTRA VIOLENT SCIFI ALIEN 👽 HYBRID SUPERHERO IS BACK
GUYVER 👽 2 : DARK HERO 🦸‍♂️
HAPPY 30TH ANNIVERSARY TO
GUYVER 2👽 : DARK HERO 🦸‍♂️
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HALF MAN 👨, HALF ALIEN 👽, ALL HERO 🦸‍♂️
#GuyverDarkHero #TheGuyver #SeanBarker #BioBoostedArmor #Zoanoids #GuyverUnit #UltraViolent
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chaniters · 5 years
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Monsters
Reaper’s doomsday threatens to destroy the entire city of Phoenix. Rangers rush to stop him for a final, bloody confrontation. Catastrofiend seeks a second round with Awan.
Next part of @kruk-art ‘s Awan Cormac’s fanfic!
Enjoy! 
_____________________________
“Good evening,” Reaper says holding a mic. “Good evening everyone, how are you liking the party now? Pretty good, am I right? It’s good to be able to address the creme and crop of the West Coast’s corporate world” he says. 
You struggle with the impulse to shoot Reaper right now, and instead, keep moving to the side. You know better... 
It is hard to make way, engulfed by a sea of terrified civilians trying to figure out what’s going on as this skeletal man that has just killed one of their own starts the opening of a typical villain monologue. 
You’re not sure if it’s just the wardrobe or the much deeper tone he’s using, but he sounds like the physical manifestation of death right now, and it’s very demoralizing.  
According to your instructors, your main objective now would be to get into the best spot to get a clear shot at the enemy the moment your team leader orders it. Team leader... That would be Ortega right now in your mind, even if you’re not a ranger proper. 
At the corner of your eyes, you catch a glimpse of a couple of guards rushing towards the stage as you anticipated. You stop to study what kind of countermeasure Reaper’s planned to stop them. It’s pretty obvious the villain would have something prepared for this eventuality in a plan this complex. Still, you never know, right? Maybe it all backfires and he gets arrested on the spot?. That would be fun! 
You watch with anticipation as they start approaching Reaper who doesn’t even turn to them… And there it goes. They stumble on their feet and fall flat, their powered carapace armors malfunctioning as one, the joints releasing smoke and the stench of burnt circuits. A quick glance reveals the same is true for every other guard in the room. Also, more importantly, all the dampeners go down simultaneously.
“I’m afraid we will have none of that, my fellows” Reaper goes on “My AI system Charon has taken full control of the network that connects every system in this facility, including your mercenaries armors. I just have to thank your wonderful management for outsourcing most computer systems to my company” he adds dusting off his skeletal hands “It made my infiltration today a lot easier, yes, thank you for that.” 
If his AI took over all the systems that means he could overhear your intercoms. You send a mental suggestion to the woman next to Ortega, making her tap his shoulder before unconsciously pointing at you and each of the other rangers in the room, letting him know where everyone is. Having a telepath on the team is good for stuff like that.
Ortega quickly catches on because it’s not the first time you pull something this weird on him, and he gestures for you all to fan out and surround the enemy, a command you quickly pass onto all of your team with wordless thoughts. 
Sunstream and Steel move on to opposite ends of the room, while you waddle through the crowd to do the same with a hand to your gun’s grip, so that makes you three the shooters. Anathema, Elyise, Sentinel, and Ashfall remain now hidden in the crowd to intercept him. All four have powers that could prevent Reaper’s death touch, so it’s a pretty solid plan, at least in your mind. 
“Have you gone mad? What do you want from us?!” A woman asks. You recognize her as one of the company’s most priced Geneticists, Dr. Laverne. You read about her in a magazine, she developed the energy source in the Arcology.
“What do I want, you ask, Dr. Laverne? Well, to begin with, I’d like you all to have a taste of your own poison. Charon, proceed” he commands as he adjusts something to his face. A gas mask? Yes. Oh shit...
Ventilation shafts open up into the ceiling, making everyone look up which soon proves to be a mistake. Columns of dark brown gas descend rapidly upon the crowd, engulfed everyone into the acrid stench of the cloud outside. He must have disconnected the air purifiers, and started pumping the poisonous air directly inside. 
The people around you immediately cover their mouths and eyes, entering coughing fits, and you have to hold onto a wall while you adjust your gas mask not to fall into it as well. 
“W... What are you…?” Laverne coughs heavily, as reaper comes down the stage, walking up to her. “Why are you doing this? This is … my life’s… work. We are protecting the people in here” she says trying to stand to him.
“You, who have built this monstrosity... You, who are literally throwing a party while everyone outside is poisoned... You call this protection?”
“Not true… this… project is open… open to everyone!” she protests
“Everyone who can pay, you mean. Your greed has blinded all of you. You praise yourselves in having brought a handfull of powered heroes to the world, while your product kills thousands who try to live the dream... But it ends now. I’m not only funneling the cloud into the living spaces of this Arcology. It’s going straight into the power plant’s core, Dr. Laverne.”
The fear that creeps into her brain upon his words is hard to miss, even at this distance, in a room full of terrified people.
“J-just stop… we can… we can do whatever you want. We can offer you anything just...” she tries to negotiate under the gas
“Please doctor, I wouldn’t have gotten this far if all I wanted was extortion. The biomorphic fungi abomination you engineered is a truly remarkable lifeform.  It resists extreme temperatures, toxins of all kinds, and more importantly, grows incessantly while generating and metabolizing hero drugs turning the reaction into power. Quite brilliant I must say. Well, as it turns out, the toxic waste poisoning the city’s sky just happens to be the fungi’s ideal feeding ground. Now that it’s entering the core, the creature must be growing at a rapid pace, don’t you think?  It will soon overgrow its containment unit… Charon believes once it’s free it will grow through the whole Arcology exterior, maybe the whole city. Perhaps it can turn the entire cloud into hero drugs, given enough time.”
“You are mad! You will destroy the entire city! You will kill hundreds of thousands!”
“I’ve thought of it too, Doctor… but the thing is… isn’t it worth it to sacrifice one city if it means the whole country will realize the danger that your corporations represent? What lack of all regulation truly means? There won’t be any way for them to still support the economic free-zone and lack of all regulations after this.”
“Please.. You can’t do this!”
“Oh but I can. I am the Reaper, and you Dr. Laverne, you will die. You will ALL die. Want to escape?” he asks turning to a few executives rushing to the door “Be my guest of course, but remember, there’s a riot outside. I finally found a use for Psychopathor, and let me tell you, he’s already surrounded the whole building and the people are MAD. If you somehow manage to make it out, you will be torn to pieces on the streets.” 
By now, there is general chaos, as everyone rushes to the exits. Reaper raises his scythe to strike at Laverne… 
“I am the Reaper, and I have come for your sou…-”
“NOW!” Ortega says giving the signal. 
 You draw your gun and take two shots. You can see Sunstream sending a golden beam, while Steel’s activates his plasma rifle at the same time. 
Sunstream’s beam hits instantly, producing a flash of heat, followed by the explosive plasma blast from Steel’s cannon and your blasts at roughly the same time.  Anathema’s times his jump along with you and is now holding Dr. Laverne, safely out of Reaper’s reach. 
For one, hopeful, brief instant, you’re sure you’ve got him… But your mind quickly realizes the truth. 
“Watch out, he’s still in there!” you say trough your intercom
“How?! We just blasted him!” Sunstream asks.
As the cloud starts to dissipate, Reaper laughter cackles through the room.
“Now this is a surprise... Rangers! I expected you to be outside fighting Psychopathor… Well, I must admit this is awkward… I’m not used to being on the baddies side. Was it too much monologuing?”
“Simply the worst” Charge says standing up to whatever’s left to him. “Now please surrender”
“I think I’ll pass... It’s a bit too soon for that, don’t you think?” 
You begin to make out his figure, walking out of the mist. He looks unscathed, but translucent, glowing with white light. Shit, you’ve seen this before at the farm! So that’s why he had invisible skin…
“Everyone, be careful! He’s boosted twice! Those must be some sort of intangibility power!” 
“Shit, so he kills on touch and we can’t even touch him?” Anathema asks. 
“Yeap. Couldn’t possibly be worse” you say, immediately regretting the choice of words. 
“Alright Rangers, let’s do this. Let’s have this little fight. But what is a Halloween party without a proper monster? Charon, please do close the doors so we can keep our partygoers here for the main attraction. Oh, and while at it...  take over the speakers, and play... hmm… the Monster Mash?. I always enjoyed a classic when working on Halloween.”
“Main attraction? What do you mea…?” Ortega asks. 
Too late. The sudden strain of nausea, pain, and rage makes your vision blur, forcing you to stop in your tracks.  You lift your gaze, and manage to get a glimpse of it, falling onto you from one of the shafts. You get just enough warning to dive to the side, as it’s blades slice the man to your left instead of you. 
Catastrofiend lands where you had just been standing roaring, it’s eyes glaring straight into your yours. It raises its blades, ready to strike. 
It hasn’t forgotten it was you who shot it last time, and whatever it is you did, the fiend didn’t like it. It wants to pay you back. A quick scan reveals none of your allies is close enough to help you right now. 
Everyone who survived that night had their own version of the events, but the one thing all witnesses agreed on is that Reaper sang along with that stupid song the whole time. You still have nightmares about it.
Catastrofiend, smiles, before leaping straight at you. 
Shit.
___________________________________________________
My Fanfics: https://chaniters.tumblr.com/post/181692759294/my-fanfiction-for-fallen-hero
DISCLAIMER: This is a work of fan fiction using characters and the setting of the Fallen Hero: Rebirth and upcoming Fallen Hero: Retribution games written by Malin Riden. I do not claim ownership of any characters from the Fallen Hero wold. These stories are a work of my imagination, and I do not ascribe them to the official story canon. These works are intended for entertainment outside the official storyline owned by the author. I am not profiting financially from the creation of these stories, and thank the author for her wonderful game/s, without which these works would not exist.
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chopper-witch · 5 years
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AWOMOD: I’m Impressed (Ch 7)
Characters: Loki x OC (Ashira)
Warnings: blood, stabbing, boredom induced fighting 
Locations: Her ship
Word Count: 3000+
Summary: Loki figures things out; Ashira is restless.
A/N: There are probably still like a thousand mistakes in this ¯\_(ツ)_/¯. Also, all the fighting is like super, super quick and only within the span of a few minutes. Also, as fanfic writer I’m entitled to do whatever the fuck I want and you can’t stop me.
AWOMD master
Previous
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The following morning, they leave again with a new set of respect and trust. Instead of messing around with weapons, Ashira decided to stay in the pilot’s seat, mindlessly fidgeting with a dagger as she stared out to the stars. This gave Loki time to rack his brain for everything he knew of Greek mythology. 
“Athena,” Loki declares after five hours. 
Loki’s voice causes Ashira to jump from her seat. The pure white dagger clatters to the ground, droplets of blood with it after knocking her thumb. Her right hand flies to grasp her chest, her left lifting to her lips to stop the bleeding.
“Do not scare me like that, oh my god.” Ashira exhales loudly. “I could have just sent us anywhere, fuck.” 
“Athena,” Loki claims again, coming to stand in front of Ashira. “If she is Selene and translations are messy, Athena. Or Artemis.” 
Ashira laughs at his far too focused face. “Surprised? Athena is not a tall, glorious warrior yet instead is a short, kind of chubby runaway.” 
“I mean Norse mythology claims I gave birth to Odin’s horse... so I know things get sloppy.” 
Ashira blinks a few times to try and adjust her reality, ensuring what he just said is real. Rumors and stories always have a drop of truth to them and thinking he gave birth to a horse is not something you just make up out of thin air. 
“I don’t even want to know why they would think that.” 
Loki shrugs with a smile before it fades just as quickly as it happened, a suddenly confused twist to his features. “Then why are you so weary of magic? Wasn’t Hecate like the Goddess of Magic."
“Her name is Helene, Selene’s younger sister.” Ashira leans her head back. “And no, not really. She was just a major drama queen, like her sister.”
“So then why is Greek mythology so full of mysticism and magic?”
Ashira raises a brow as if it is so obvious. “It’s called high tech science that humans weren’t able to make sense of.” 
“I have a hard time believing that.” Loki slips into the co-pilot seat. “There is amazing technology on Asgard and we still use and practice magic.” 
“That’s fine with me.” Her head tilts back upright. “You’ll see.” A mildly evil grin appears on her face. “You’ll see.”
— 
And he does see, three days later.
They landed on a planet Loki has already forgotten the name of about four miles outside of the closest village (forget city) yesterday. Today Loki is sitting beneath one of the trees in the prairie while Ashira sorts through her weapons. While he much rather be inside where it is cooler, after he witnessed her grabbing a a live bomb seconds before it touched the ground and detonated, he decided to hang outside. 
Surprisingly enough, he isn’t in the mood to die, especially by the hands of stupidity on her part.
So he doesn’t think of anything of the sounds of her walking around the opening in the field as she has already done so several times to layout various equipment. 
Ashira then towers in front of him, the bit of sun he was using to read blocked by the secondary shadow. 
“Here.” A pure black dagger falls on top of Loki’s book. 
It’s entirely matte and unbelievably smooth everywhere but a few spots along the handle where there is clearly texture added to help the grip. 
“What’s this?” He asks. 
“A dagger,” she replies slowly. “I assumed you knew.” 
Loki scowls. “Of course I did. Why did you give it to me?” 
She shrugs. “I’m bored.” 
“So you’d like me to kill you?” Loki questions, mildly concerned about her phrasing. 
“I want you to fight me.” 
Loki finally looks up from his novel to the person blocking his sunlight. Ashira is standing above him, right arm across her body so both hands can rest on her jutted left hip, yet another different outfit donning her body. This one is unusual however: it is simply very short shorts and a tight half-length top without sleeves, both in the same deep royal blue as the items he has identified were likely either standard issue or part of a uniform from her home world. Her hair is braided back into a ponytail for once instead of its normal partly down or entirely braided state. 
And gosh, it’s long even when tied up.  
How fast does her hair grow? 
“You want me to fight you?” 
“I’m bored and haven’t gotten in any real fights recently and you’ve done sparring before so why not?” 
Loki shrugs. “I must ask before we begin: the outfit, standard training wear from your home?” 
Ashira looks down at her clothes, even picking up her right foot to observe her specialized ankle height shoes. 
“Only worn for running and weightlifting, not for this kind of training but it’s hot and my armor is buried deep among other stuff.” 
“You still have your armor?” 
“Of course. I still have everything. It was my ship I took to get off Hala.” 
Loki’s brows furrow. “Wait you escaped Hala? I thought you escaped your home?”
Ashira’s eyes narrow as her face twists at his stupidity. “Has all the chatter on the radio talking about also trying to attack the Kree been erased from your mind or are you just stupid?”
“I just don’t get why you would be there.”
“They have bodies to spare to test powers and also it was decided I would be better suited in their facilities while things were figured out.” Ashira shrugs, ignoring the annoying tiny nagging voice in the back of her mind reminding her that they promised to be honest with each other. “Until of course it was no longer about testing and more about training. Their little experiment program, Inhumans, was then a good source of bodies. Powered enough to face off, not powered enough to actually hurt me.”
Loki nods. “So they kept you there.”
“So they kept me there.”
Loki looks down at the dagger, twisting it between his hands. “Alright, I’ll fight.” 
“But no magic and I won’t accidentally disintegrate myself, deal?”
“Can I at least have more than one dagger?”
“Summon it now.” 
Loki summons a second dagger, changing it to match the one Ashira gave him. He admits this all black look is nice. He stands and carefully leaves the book by the tree. 
“And exactly what will you be fighting with?”
“If I need anything, I can grab it,” Ashira smiles. “I’ll be fine.”
“Alright. But I have to ask you something that has been bothering me now that you are basically baring yourself to me, what’s with all the scars? Do you normally hide them with cosmetics or something?” Loki asks, twirling around the daggers. 
“Cosmetics?” Ashira chuckles. “No, a biomorphic nanomask that I just stick to my skin and it smooths it over.” 
Loki has never seen anything like that before. “Alright, then why are there so many deep ones with such hacked edges? That’s not torture or surgery.” 
“Well I couldn’t just walk out of there.” Ashira walks closer to him as he stays against the tree. “Had to rid of stuff implanted in me since a few days after my birth. Right wrist tracker, left wrist biomonitor, and near my tailbone was what we called a carousel. Needed any medication? It was fed through there.” She steps closer yet again. Loki presses himself further against the tree to the point where he feels the bark pressing into his skin. “Left upper arm is where they put this disk thing that confined me to the facility I was being held at before I escaped and oh, my neck.” She forces him to stay against the tree, tilting her head to the left to exposing the jagged scar. “Here on my neck is the lovely place where I started my hack job. Whatever bar implant thing they put here was keeping me mostly subdued and basically enslaved.” 
“That does sound like a pain,” Loki replies. He’s grinning. 
Ashira doesn’t reply. She knows he is going to attempt to attack her, likely by her arms. So while he thinks she is still focused on the scars littering her body, she really is thinking of the best spots to hit him.
His right leg swings between her legs and hooks around her right knee. While he expects her to fall, she instead throws herself backwards into a handstand, Loki losing his balance as she does so. She stays upside down and turns herself to face him. 
He’s growling now, body bent over awkwardly from falling. Without a though he flings the dagger in his left hand directly towards her. 
It’s flying towards her right side so she lifts her right arm up and tilts her whole body to the right. Just as the dagger tip flies past her she reaches out and grabs the handle. 
Now upright, Loki is not any happier with her. 
He lunges towards her. She doges by twisting her upper body away. Her hand switches the grip of the dagger and moves it so that the blunt end lands between the tendons in his right wrist. 
He involuntarily releases the dagger and she grasps it in her left hand.
And as he pulls away she knees his stomach yet again. The prince falls back into the tree with each dagger crossed over his neck.
“I’m impressed.” He throws his arms up in defeat. 
Ashira smirks. She tosses the daggers to the side, standing and walking from Loki. As she walks away, Loki takes a moment to stand, honestly impressed with fighting style and technique. And he cannot help but watch her walk away. He catches sight of white along her spine and looks closer. A tattoo, it appears, of some form. A combination of swirling organic shapes and perfectly geometric cubes from what he can tell, even though he can only see half. 
“Wait, you have a tattoo?” 
Ashira looks back over her shoulder to him. “You never noticed?” 
“No…” Loki huffs. “No I haven’t.” 
“Besides when we go out I don’t try to cover… though I guess my hair does a pretty good job at that.” She glances down her spine where only the bottom half of it is visible. 
“So your tattoo, what does it symbolize?” 
“Well do they symbolize things back home on Asgard?” 
“Not typically. Decoration only sort of thing, though sometimes people will get family crests.” 
Ashira nods once before moving her hair from her neck. “Well the spinal tattoo is basically the history of a person on Ares. It begins on the neck with their birth rank which is why I have such a bizarre pattern near my hairline and then goes down from there: battles, kill count, awards, discoveries. Those weird swirls? Got those for making new technology.” 
“And all those tiny little dots?”
“Kill count.“
While he cannot count every single one (mostly due to the nature of her shirt) there are easily thousands of little white dots totaling somewhere near 6,000 that he can see, forget the ones he can’t.
Ashira chuckles at his slightly agape mouth. “Don’t tell me you’re frightened.” 
He looks back to her face. “Curious.” 
“Good.” Ashira turns back to face him. “Again?”
“I’ll beat you this time.”
“No you won’t.”
He summons the daggers into his hands again. 
They both go charging at each other, this time Ashira jumping over him and grabbing a branch easily. Loki spins to slash at her but she just lifts her legs up with the rest of her body as he goes charging back towards the tree. 
He spins around again. Before he can get far, however, Ashira drops her legs down, thighs wrapping tightly around his neck, ankles crossing. She releases the branch and throws her torso towards the ground. Her hands touch the grass just as Loki grips her calves with the knives tucked in his thumbs. His fingers press into the underside of her knees to attempt to force her legs to move, but she just yanks him forward as her hands finally touch the ground. 
Loki skids forward and catching himself right before he lands face first. He looks up to see Ashira coming down from a handstand perfectly. 
She grins at his nearly fallen form. 
Then he charges at her with his daggers ready. His right hand swings out to swipe at her but she simply ducks, grabbing his left arm and pinching between the tendons on his forearm and he involuntarily drops the dagger. 
Now they stand opposite to their previous stances, his left dagger now in Ashira’s left hand. 
“Ready?” Ashira teases. 
“For what?” 
No words are said as she charges at him. He ducks to avoid her and possibly catch her with his dagger only for her to jump up again suddenly. Before Loki even knows what’s happening the dagger lands in his shoulder and Ashira perfectly rolls upright. 
“Ah!” He screeches, hand flying to grab his left shoulder with his right hand.
“Sorry.” Ashira shrugs. “Not really though.” 
“By Valhalla and Hel you couldn’t just tap me instead?”
Ashira shakes her head as she attempts to hide her smile. “Nah. And I know you heal quick enough for it to not be a problem. I’ll grab something if you’d like to seal it entirely right now.” 
“That’d be lovely.” He grunts as he yanks the dagger out. 
She comes back a minute later with a tube no larger than her pinky finger in her hands. Loki has fallen back against the tree. His seidr isn’t working as well as he hopes it would for healing - in fact, it is doing absolutely nothing. 
“Here.” 
Loki grabs the bottle from her. While he fumbles with opening something so small, she leans against the tree as well, internally laughing at how ungraceful he is at the moment. 
The second the gel hits his skin he hisses. It stings; it stings worse than that time Thor thought it would be funny to pour wine mixed with salt in one of his worse cuts from a training incident gone wrong. But then it seals over like he was never cut in the first place. He watches as his skin and muscles and nerves stitch themselves back together, miniature tendrils attaching back to one another. 
“Huh.” Loki touches his skin gently. No pain, no blood. 
“Yeah, huh.” She pushes away from the tree and turns on her toes to face him. “Now, go ahead and use your magic. But try to keep up.”
She reaches her left hand out towards the ship. A pair of white batons goes flying through the between them, landing in each of her hands. 
Loki’s brows furrow. “You know magic?”
“It’s called science, like I said.” She twirls the batons around. “Let’s do some science versus magic fighting. Show you why the humans were wrong.” 
So he goes for his magic instantly. Any form of memory reading or even an attempt to usually puts people down for a moment or two.
He presses his palm to her forehead. 
Instead of memories, it’s blank, fuzziness. Static, just like before. No, not like before. Even worse. It’s pure blackness in her mind. 
Loki, the stubborn asshole he is, keeps trying to push into her mind.
While he is distracted trying to pick her mind, Ashira grabs his left hand and pins the wrists together. Loki pulls back at this. Ashira knees his stomach, pulling herself back to extend his arms behind him as he falls to his face. Her grip causes both of his arms to pull uncomfortably behind his back. Then she steps onto his back with her right foot, wedging it between the shoulders and pulls up.
Loki yelps at the twist in his upper back as she forces his muscles to separate in ways that are most definitely not natural.
“Science,” Ashira gloats, releasing his arms and stepping away from him. She calls her batons back to her hands. 
Loki stands slowly. “I’m impressed, I’ll admit. But how do I know you aren’t using magic as well?”
“Truce, for now, so I can show you.” Loki nods once. “Alright, here.” She switches both of her batons to her right hand and extends her left. “Feel.” 
Loki takes her hand tentatively. She could flip him over even if she is cupping her hand and she has no legitimate traction.
“Feel it. There’s a bit in there like a magnet.” 
His thumbs run over the crevices in her hand. He uses his magic to feel for different particles in her hands, finding an entire circuitry of electronics within her. There is a device in the center of her left palm, little tendrils of metal reaching up her wrist, deeply embedded in her arm’s nerves, extending as far as her brain stem. 
“My right hand only has the magnet. I’m left handed so this was installed to go through my left arm to align with any of my weaponry.”
“So you can call anything to you?” 
“Not anything, but things aligned with it. Batons, my sword, most of guns and grenades... Important things.” 
Loki drops her hand. “What if you need to improvise?” 
“You did just see me beat your ass like a bunch of times, right? And stab you?” Loki rolls his eyes. “Plus near anything makes a weapon.”
“Suppose you aren’t wrong about that. I must say, I’m impressed.” 
“That’s why I am weary of magic. If it can be done through mystical means, it can be done with science.” She rests her hands on her left hip again. “Science is proven, nearly infallible once everything is factored in. Magic is messy.” 
Loki cocks an eyebrow. “Science is still messy.”
“Yes but it makes sense.” She motions with her batons still pressed against her hip. “Magic doesn’t.” She points at him with the baton in her left hand
“Alright, another question. Why is all your stuff white? Why white?”
“Every planet has its colors, right?”
“Right.”
“Well Ares’ colors are that blue color and silver and white,” she taps the left toe of her shoe on the grass and leaves it there, weight moving almost entirely to her right leg. “As you get higher in rank, people can change their weaponry from the blue and silver to another color or a custom pattern. Most people go to all blue or all silver or something simple like that, but I wanted something different. So all of it is a pure white.”
“Interesting. But doesn’t white get dirty easily?”
A very terrifying grin pulls at her lips. “The blood falls right off.”
Loki opens his mouth to ask how that is possible, but closes it. He doesn’t want to know. Sort of scared to ask in the event she just tries to swipe at him to show him. 
“Now come on, we should move soon. This planet actually has a Kree and Aresian outpost on it and capture or death is not in my plan for today.” 
He gapes at that. 
“How stupid can you get?” 
“Oh, it can get a lot worse.” Ashira tosses both batons to flip them around. “For real, we need to leave. The radars degrade the cloaking over time and there is approximately two hours before it will be entirely uncloaked.” 
“It’s like you want to be captured.”
The ex-princess simply shrugs and sighs. “I know the limits of the technology because I either built it myself or with Er -” She stops herself suddenly. 
No, she reminds herself, don’t bring it up. 
“Some others.” 
The prince knows she cut herself off to avoid telling him something. A name, most likely. 
Something too personal to her. Something she won’t share. 
Or maybe something she can’t. 
___
Next
___
Taglist: 
@illogicalfangirl @tarynkauai
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jwslw · 5 years
Text
New and Old Rimworld d20 in honor of the Royalty DLC
Some new, some old, now convieniantly in one post
Animals
Boomrat
"Either by deliberate genetic weaponization, or as an unusual defense mechanism, these rodent-like creatures create a powerful fire-starting explosion when killed."
The stats presented below can represent a bay to fully grown Boomrat or a baby Boomalope
Species Traits
Magical Beast traits (Ex): Boomrats have all the traits common to magical beast.
Keen Sighted (Ex): Boomrats have Darkvision out to a range of 60ft and Low-light vision
Bonus Feats: Boomrats receive Multi-Attack Weapon finesse (bite) and Weapon Finesse (claw) as bonus feats
Death Throes (Ex): A Boomrat that is reduced to 0hp or fails its massive damage save detonates, dealing 3d6 points of fire damage to everything within a  5foot radius (Ref 15 for half damage), the fire automatically ignites unattended objects.
Taming (Ex): Boomrats can be tamed and trained like a normal animal of similar size
Typical Boomrat CR1. Small Magical Beast HD:1d10-1. HP4. Mas8. Init:+3. Spd 20ft. Defense:16, Touch14, FF13(+1size, +3dex, +2Nat). Bab+1. Grapl-6. Atk: +5melee(1d2-3 bite). Full Atk:+5melee(2 Claws 1d2-3) and +3melee (1d2-3 bite). FS:5ftx5ft. R:5ft. SQ:Magical Beast traits, Keen Sighted, Death Throes. AL: none or owner. Sv Frt+1, Ref+5,Wil+0. AP: N/A. Rep+0. Str4, Dex17, Con8, Int2, Wis10, Cha6.
Skills: Hide+7, Listen+3, Move Silently+5, Spot+3, Survival+2
Feats: Multi-Attack
Advancement: None
Boomalope
"Engineered for chemicals production, the boomalope grows a large sac of volatile chemicals on its back. Though it is weak and fragile for its size, other animals have learned to avoid it because of the huge explosion it produces when it dies."
Weight 21(baby)-105kg (adult), attacks head butt, hooves  Carrying capacity 113kg
Species Traits
Magical Beast traits (Ex): Boomalopes have all traits common to a Magical Beast.
Keen Sighted (Ex): Boomalopes have Darkvision out to a range of 60ft and Low-light vision
Death Throes (Ex): A Boomalope that is reduced to 0hp or fails its massive damage save detonates, dealing 4d6 points of fire damage to everything within a  10foot radius (Ref 15 for half damage), the fire automatically ignites unattended objects.
Milk (Ex): Once per week with a successful DC 20 Handle Animal check and a full hour of work, 1d4 gallons of Chemful can be harvested from a tamed Boomalope.  Chemfuel is statistically identical to gasoline and can be used in all the same applications.
Taming (Ex): Boomalopes can be tamed and trained like a normal animal of similar size
Adult Boomalope CR2. Medium Magical Beast HD:2d10. HP. Mas10. Init:+. Spd 40ft. Defense:,Touch,FF(+dex,+Class,+Equip,+Nat). Bab+2. Grapl+4. Atk:+4melee(Headbutt 1d4+3). Full Atk:+4melee(Headbutt 1d4+2) and -1melee (2 hooves 1d3). FS:5ftx5ft. R:5ft. SQ: Keen Sighted, Death Throes, Milk. AL:None or Owner. Sv Frt+, Ref+, Wil+. AP: N/A. Rep+0. Str14, Dex12, Con10, Int2 Wis10, Cha6.
Skills: Listen+5, Spot+5
Feats: None
Advancement: 3-4HD (Med)
Thrumbo
"A gigantic, graceful creature of unknown origin. The thrumbo is gentle by nature, but extremely dangerous when enraged. While its long fur is exceptionally beautiful, its hide is also incredibly resistant to damage. Its razor-sharp horn fetches a huge price. Legends say that an old thrumbo is the wisest creature in the universe - it simply chooses not to speak."
Species Traits  
Magical Beast Traits: Thrumbo have all the traits common to a Magical Beast.
Keen Sighted:
Bonus Feats: Thrumbo receive Power Attack and Cleave as bonus feats
High Quality hide (Ex): Colthing/protective items made from the fur or tanned hide of a Thrumbo is always considered to be +1Mastercraft.
Thrumbo Horn (Ex): The Horn of an adult Thrumbo can be removed and fashioned into a +1 Mastercraft Falchion or Heavy Lance
Taming (Ex): Thrumbo can be tamed and trained like a normal animal of similar size but, because of their nature the DCs are always 5 points higher than for similar animals.
Thrumbo CR8. Huge Magical Beast HD:8d8+48. HP84. Mas21. Init:+0. Spd 50ft. Defense:18, Touch8, FF18(-2size,+10Nat). Bab+8. Grapl+28. Atk:/Full Atk:+18melee(4d6+18 Gore). FS:15ftx15ft. R:10ft. SQ:. AL: None or Owner. Sv Frt+11, Ref+6,Wil+3. AP: N/A. Rep+0. Str34, Dex10, Con21, Int2, Wis13, Cha7.
Skills: Hide-8, Listen+6, Spot+6
Feats: Cleave, Power Attack
Advancement: 9-16HD (Huge)
Insects
Megaspider
"Not actually a spider, the megaspider is a genetically-engineered giant insectoid the size of a bear. Designed for heavy work and combat, its thick chitinous armor makes it hard to kill, while its long deadly ripper-blades make it deadly. It is, however, quite slow in open terrain."
Species Traits
Vermin Type(Ex): Megaspiders have all traits common vermin.
Darkvision: Megaspiders have Darkvision out to a range of 60ft
Megaspider CR5. Large Vermin HD:6d8+12.HP39. Mas14. Init:+2. Spd 20ft. Defense:21, Touch11, FF19(-1size, +2dex,+10Nat). Bab+4. Grapl+10. Atk/Full Atk:+5melee(1d8+3 Gore). FS:10ftx10ft. R:15ft. SQ: Vermin traits, Darkvision 60ft. AL: None or Hive. Sv Frt+7, Ref+4, Wil+2. AP: N/A. Rep+0. Str15, Dex14, Con14, Int---, Wis10, Cha1.
Skills: Hide-2, Listen+5, Spot+5
Feats: None
Advancement: 7-12HD(large)
Spelopede
"A medium-sized bioengineered bug the size of a sheep. The spelopede is the middle caste of a hive, taking care of most work tasks as well as fighting with its digging claws." 
Species Traits
Vermin Type(Ex): Spelopede have all traits common vermin.
Darkvision: Spelopede have Darkvision out to a range of 60ft
Spelopede CR1. Small Vermin HD:2d8+2. HP11. Mas12. Init:+3. Spd 20ft. Defense:17, Touch14, FF14(+1size+3dex,+3Nat). Bab+1. Grapl-2. Atk/Full Atk:+3melee(1d4+1 bite). FS:5ftx5ft. R:5ft. SQ: Vermin traits, Darkvision 60ft. AL: None or Hive. Sv Frt+3, Ref+0, Wil+0. AP: N/A. Rep+0. Str13, Dex16, Con12, Int---, Wis10, Cha1.
Skills: Hide+4, Listen+5, Spot+5
Feats: None
Advancement: 3-5HD(small)
Megascarab
"A large, genetically-engineered beetle. Once the worker caste of an artificial ecosystem of insectoids designed to fight mechanoid invasions, it is now usually seen without its deadlier insectoid cousins. Still, its size and hard shell make it dangerous when it attacks. A eusocial creature, it cannot reproduce individually."  
Species Traits
Vermin Type(Ex): Megascarab have all traits common vermin.
Darkvision: Megascarab have Darkvision out to a range of 60ft
Megascarab CR1/4. Tiny Vermin HD:1d8. HP4. Mas11. Init:+4. Spd 20ft. Defense:21, Touch16, FF17(+2size,+4dex,+5Nat). Bab+0. Grapl-11. Atk/Full Atk:-1melee(1d4-3 bite). FS:2.5ftx2.5ft. R:0ft. SQ: Vermin traits, Darkvision 60ft. AL: None or Hive. Sv Frt+, Ref+,Wil+. AP: N/A. Rep+0.Str4, Dex18, Con11, Int---, Wis10, Cha1.
Skills: Balance+6, Hide+14, Listen+3, Spot+3
Feats: None
Advancement:2-4HD(tiny)
Mechanoids
Scyther
"Fast, spindly, human-sized combat mechanoids specializing in rapid approach and close-range combat. Their bodies are covered in points and blades, but they mostly use two arm blades to lop off limbs or gut their victims alive."
Scyther (PL8) CR1. Construct. HD:1d10+10. HP:15. Mas---. Init:+2. speed:ft. Defense:15, Touch10, FF15 (+5equip). BaB:+0. Grapl:+2. Atk:+2melee(2d4+3/x4 Scythe). Full Attack: -2melee(2d4+3/x4, 2 Scythes). FS: 5ftx5ft. R5ft. SQ: Construct Traits. AL: Mechanoid Horde. SV: Fort+0, Ref+0, Will+0. AP: N/A. Rep+0. Str14, Dex10, Con---, Int---, Wis10, Cha1. Skills: Demolitions+6, Listen+6, Search+6, Spot+6 Feats: Archaic Weapons Proficiency, Two Weapon Fighting Equipment: 2 Integrated Scythes Purchase DC: 29 ($23,490) Restriction: Mil+3. Frame: Biomorph. Locomotion: Inductor (enhanced). Manipulators: None Armor: Alumisteel. Sensors: Class VIII. Skill Software: Skill Progits (Demolitions, Listen, Search, Spot) 4 ranks each Feat Software: Feat Progits (Archaic Weapons Proficiency, Two Weapon Fighting) Accessories:  2 Weapon Mounts
Lancer
"A human-sized combat mechanoid with huge optical sensors on its face for aiming weapons at long range. While effective at distance, it is weaker in melee combat. Veterans of mechanoid wars know that often, the safest thing to do against a lancer is to charge."
Lancer(PL8) CR1. Construct. HD:1d10+10. HP:15. Mas---. Init:+2. speed:ft. Defense:15, Touch10, FF15 (+5equip). BaB:+0. Grapl:+2. Atk:+0ranged(3d12, RI;100ft Rail gun). Full Attack: -2melee(1d3+2 non-lethal, 2 manipulators). FS: 5ftx5ft. R5ft. SQ: Construct Traits. AL: Mechanoid Horde. SV: Fort+0, Ref+0, Will+0. AP: N/A. Rep+0. Str14, Dex10, Con---, Int---, Wis10, Cha1. Skills: Demolitions+6, Listen+6, Search+6, Spot+6 Feats: Alien Weapons  Proficiency, Personal Firearms Proficiency Equipment: Rail gun w/1d4+1 magazines Purchase DC: 29 ($23,410) Restriction: Mil+3. Frame: Biomorph. Locomotion: Inductor (enhanced). Manipulators: Special Use Grippers (x2) only good for manipulating firearms Armor: Alumisteel. Sensors: Class VIII. Skill Software: Skill Progits (Demolitions, Listen, Search, Spot) 4 ranks each Feat Software: Feat Progits ( Alien Weapons  Proficiency, Personal Firearms Proficiency) Accessories:  None
Centipede
"Heavy combat mechanoids that glide on dozens of tiny legs. Their heavy armor and firepower makes them very effective against bunched-up static defenders. They are somewhat vulnerable to mobile hit-and-run tactics."
Centipede (PL6) CR8. Huge Construct. HD:8d10+40. HP:84. Mas---. Init:-2. Speed:10ft. Defense:14, Touch6, FF14 (-2size, -2dex, +8equip). BaB:+6. Grapl:+24. Atk:+14melee(2d6+15 Slam). Full Attack: +2/-3ranged (3d8 Heavy Charge Blaster or 3d6 Inferno Cannon). FS:15ftx15ft. R10ft. SQ: Construct Traits. AL: Mechanoid Horde. SV: Fort+2, Ref+0, Will+2. AP: N/A. Rep+0. Str30, Dex6, Con---, Int---, Wis10, Cha1. Skills: Hide-10, Listen+6, Spot+8 Feats: Advanced Firearms Proficiency, Personal Firearms Proficiency, Exotic Firearms Proficiency (Heavy Machine guns or Grenade Launchers) Equipment: Heavy Charge Blaster w/4 power cells or Inferno Cannon w/4 fuel tanks Purchase DC: 33($84,720) [Blaster] or 33($81,500) [Cannon] Restriction: Mil+3. Frame: Biomorph. Locomotion: Tracks (Enhanced). Manipulators: None Armor: Duralloy. Sensors: Class V. Skill Software: Skill Progits (Listen, Spot) 4 ranks each. Feat Software: Feat Net (3 Feats) Accessories: Weapon Mount, Loading Module
Pikeman
"A clunky multi-legged combat mechanoid specialized as a long-range weapons platform. While effective at distance, it is weak in close-range fights and in melee combat. Veterans of mechanoid wars know that often, the safest place to be around a pikeman is touching it."
Pikeman (PL6) CR8. Huge Construct. HD: 8d10+40. HP:84. Mas---. Init:-2. Speed: 25ft. Defense:11, Touch6, FF11 (-2size, -2dex, +5equip). BaB:+6. Grapl:+24. Atk:+12melee(2d6+10 Slam). Full Attack: +2/-3ranged (2d8/19-20, RI; 240ft Needle Rifle). FS:15ftx15ft. R10ft. SQ: Construct Traits, . AL: Mechanoid Horde. SV: Fort+2, Ref+0, Will+2. AP: N/A. Rep+0. Str30 (+10), Dex6, Con---, Int---, Wis10, Cha1. Skills: Hide-10, Listen+6, Spot+8 Feats: Far Shot, Precise Shot, Personal Firearms Proficiency, Point Blank Shot Equipment: Needle Gun w/4x 30 round magazines Purchase DC: 33 ($89,370) Restriction: Mil+3. Frame: Biomorph. Locomotion: Legs (Multiple). Manipulators: None Armor: Alumisteel. Sensors: Class V. Skill Software: Skill Progits (Listen, Spot) 4 ranks each. Feat Software: Feat Net (4 Feats) Accessories: Weapon Mount, Loading Mechan
Weapons
Heavy Charge Blaster (PL6)
"Charged-shot blaster for area suppressive fire. Mechanoid-built."
Damage: 3d8 Magazine:80(Cell) Critical: 20 Size: Huge Dmg Type: Energy Weight: 48lb Range Increment: 40ft PDC: 20 Rate of Fire: A Restriction: Mil+3
Special: Autofire 20 rounds (Ref17 negate), Burst 10 rounds (-4 Atk, +3d8)
PDC 15 per Cell
Inferno Cannon (PL6)
"Incendiary-shot mini-artillery device. Mechanoid-built."
Damage: 3d6 Magazine: 15 (Tank) Critical: --- Size: Large Dmg Type: Fire Weight: 35lb Range Increment: 40ft PDC: 15 Rate of Fire: S Restriction: Mil+3  
Special: Burst 10ft Ref 17. targets catch fire
PDC 8 per tank
Needle gun
"A long-range weapon used by mechanoids. Named after its needle-like projectiles, it fires single shots with great accuracy. While it does less damage than charge weapons, it can reach over very long distances."
Needle Gun PL 6 Damage: 2d8       Magazine: 30 (box) Critical:  19-20    Size:  Large Damage Type:  Pierce      Weight: 6lb Range Increment: 160ft     Purchase DC: 24 Rate of Fire:  S    Restriction: Res+2
Triple rocket launcher (Requires Exotic Firearms Proficiancy Rocket Launchers)
"A single-use rocket launcher that fires a cluster of three large-bore explosive rockets. Good against smalll groups of tough targets. Because of its unwieldiness, single-use limitation, and the massive destruction it causes, it's said that one must be slightly crazy to use this weapon."
Triple Rocket Launcher PL5 Damage: 6d6   Magazine:  3(int) Critical: N/A   Size:  Large Damage Type:  Ball/Fire   Weight: 15.4lb Range Increment: 60ft     Purchase DC: 27 for Launcher 25 per 3 rocket pack Rate of Fire: S*       Restriction: Mil+3
Burst Radius: 20ft   Reflex: 17 for half
*Has a 3 Round burst Setting (-4Attack, +6d6 damage)
Doomsday rocket launcher (Requires Exotic Firearms Proficiancy Rocket Launcher)
"A single-use rocket launcher that fires a massive explosive projectile. Good against large groups of soft targets. Starts fires. Because of its unwieldiness, single-use limitation, and the massive destruction it causes, it's said that one must be slightly crazy to use this weapon."
Doomsday Rocket Launcher PL6 Damage: 15d6      Magazine: 1 (Int) Critical:  N/A        Size: Huge Damage Type:       Weight: 27lb Range Increment: 100ft   Purchase DC: 30 for launcher, 28 per missile Rate of Fire:  Single      Restriction: Mil+3
Burst Radius: 40ft      Reflex Save: 25 for half
Special: Upon detonation, the warhead releases 5 incendiary charges (roll on grenade deviation chart for each charge), each charge deals 4d8 points of fire damage (Reflex DC 15 for half) and can stat fires.
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kathleenseiber · 4 years
Text
Better robot batteries get inspiration from body fat
Like biological fat reserves store energy in animals, a new rechargeable zinc battery integrates into the structure of a robot to provide much more energy, researchers report.
“Batteries that can do double duty—to store charge and protect the robot’s ‘organs’—replicate the multifunctionality of fat tissues serving to store energy in living creatures.”
This approach to increasing capacity will be particularly important as robots shrink to the microscale and below—scales at which current stand-alone batteries are too big and inefficient.
“Robot designs are restricted by the need for batteries that often occupy 20% or more of the available space inside a robot, or account for a similar proportion of the robot’s weight,” says Nicholas Kotov, a professor of engineering at the University of Michigan who led the research.
Better batteries for robots
Applications for mobile robots are exploding, from delivery drones and bike-lane take-out bots to robotic nurses and warehouse robots. On the micro side, researchers are exploring swarm robots that can self-assemble into larger devices.
Multifunctional structural batteries can potentially free up space and reduce weight, but until now they could only supplement the main battery.
“Distributed energy storage, which is the biological way, is the way to go for highly efficient biomorphic devices.”
“No other structural battery reported is comparable, in terms of energy density, to today’s state-of-the-art advanced lithium batteries. We improved our prior version of structural zinc batteries on 10 different measures, some of which are 100 times better, to make it happen,” Kotov says.
The combination of energy density and inexpensive materials means that the battery may already double the range of delivery robots, he says.
“This is not the limit, however. We estimate that robots could have 72 times more power capacity if their exteriors were replaced with zinc batteries, compared to having a single lithium ion battery,” says Mingqiang Wang, a recent visiting researcher in Kotov’s lab who is now a postdoctoral researcher at Harbin Institute of Technology in China, and first author of the study in Science Robotics.
How it works
The new battery works by passing hydroxide ions between a zinc electrode and the air side through an electrolyte membrane. That membrane is partly a network of aramid nanofibers—the carbon-based fibers found in Kevlar vests—and a new water-based polymer gel. The gel helps shuttle the hydroxide ions between the electrodes.
Made with cheap, abundant and largely nontoxic materials, the battery is more environmentally friendly than those currently in use. The gel and aramid nanofibers will not catch fire if the battery is damaged, unlike the flammable electrolyte in lithium ion batteries. The aramid nanofibers could be upcycled from retired body armor.
To demonstrate their batteries, the researchers experimented with regular-sized and miniaturized toy robots in the shape of a worm and a scorpion. The team replaced their original batteries with zinc-air cells. They wired the cells into the motors and wrapped them around the outsides of the creepy crawlers.
“Batteries that can do double duty—to store charge and protect the robot’s ‘organs’—replicate the multifunctionality of fat tissues serving to store energy in living creatures,” says Ahmet Emre, a doctoral student in biomedical engineering in Kotov’s lab.
The downside of zinc batteries is that they maintain high capacity for about 100 cycles, rather than the 500 or more that we expect from the lithium ion batteries in our smartphones. This is because the zinc metal forms spikes that eventually pierce the membrane between the electrodes.
The strong aramid nanofiber network between the electrodes is the key to the relatively long cycle life for a zinc battery. And the inexpensive and recyclable materials make the batteries easy to replace.
Beyond the advantages of the battery’s chemistry, Kotov says that the design could enable a shift from a single battery to distributed energy storage, using graph theory approach.
“We don’t have a single sac of fat, which would be bulky and require a lot of costly energy transfer,” Kotov says. “Distributed energy storage, which is the biological way, is the way to go for highly efficient biomorphic devices.”
Funding for the research came from the Department of Defense, the National Science Foundation, and the Air Force Office of Scientific Research. The University of Michigan has applied for patent protection and is seeking commercial partners to bring the technology to market.
Source: University of Michigan
The post Better robot batteries get inspiration from body fat appeared first on Futurity.
Better robot batteries get inspiration from body fat published first on https://triviaqaweb.weebly.com/
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scienceblogtumbler · 4 years
Text
Biomorphic batteries could provide 72x more energy for robots
youtube
Like biological fat reserves store energy in animals, a new rechargeable zinc battery integrates into the structure of a robot to provide much more energy, a team led by the University of Michigan has shown.
Nicholas Kotov
This approach to increasing capacity will be particularly important as robots shrink to the microscale and below—scales at which current stand-alone batteries are too big and inefficient.
“Robot designs are restricted by the need for batteries that often occupy 20% or more of the available space inside a robot, or account for a similar proportion of the robot’s weight,” said Nicholas Kotov, the Joseph B. and Florence V. Cejka Professor of Engineering, who led the research.
Applications for mobile robots are exploding, from delivery drones and bike-lane take-out bots to robotic nurses and warehouse robots. On the micro side, researchers are exploring swarm robots that can self-assemble into larger devices. Multifunctional structural batteries can potentially free up space and reduce weight, but until now they could only supplement the main battery.
No other structural battery reported is comparable, in terms of energy density, to today’s state-of-the-art advanced lithium batteries.
“No other structural battery reported is comparable, in terms of energy density, to today’s state-of-the-art advanced lithium batteries. We improved our prior version of structural zinc batteries on 10 different measures, some of which are 100 times better, to make it happen,” Kotov said.
The combination of energy density and inexpensive materials means that the battery may already double the range of delivery robots, he said. “This is not the limit, however. We estimate that robots could have 72 times more power capacity if their exteriors were replaced with zinc batteries, compared to having a single lithium ion battery,” said Mingqiang Wang, first author and recently a visiting researcher to Kotov’s lab.
The new battery works by passing hydroxide ions between a zinc electrode and the air side through an electrolyte membrane. That membrane is partly a network of aramid nanofibers—the carbon-based fibers found in Kevlar vests—and a new water-based polymer gel. The gel helps shuttle the hydroxide ions between the electrodes.
Made with cheap, abundant and largely nontoxic materials, the battery is more environmentally friendly than those currently in use. The gel and aramid nanofibers will not catch fire if the battery is damaged, unlike the flammable electrolyte in lithium ion batteries. The aramid nanofibers could be upcycled from retired body armor.
To demonstrate their batteries, the researchers experimented with regular-sized and miniaturized toy robots in the shape of a worm and a scorpion. The team replaced their original batteries with zinc-air cells. They wired the cells into the motors and wrapped them around the outsides of the creepy crawlers.
“Batteries that can do double duty—to store charge and protect the robot’s ‘organs’—replicate the multifunctionality of fat tissues serving to store energy in living creatures,” said Ahmet Emre, a doctoral student in biomedical engineering in Kotov’s lab.
The downside of zinc batteries is that they maintain high capacity for about 100 cycles, rather than the 500 or more that we expect from the lithium ion batteries in our smartphones. This is because the zinc metal forms spikes that eventually pierce the membrane between the electrodes. The strong aramid nanofiber network between the electrodes is the key to the relatively long cycle life for a zinc battery. And the inexpensive and recyclable materials make the batteries easy to replace.
Beyond the advantages of the battery’s chemistry, Kotov says that the design could enable a shift from a single battery to distributed energy storage, using graph theory approach developed at U-M.
“We don’t have a single sac of fat, which would be bulky and require a lot of costly energy transfer,” Kotov said. “Distributed energy storage, which is the biological way, is the way to go for highly efficient biomorphic devices.”
A paper on this research is to be published in Science Robotics, titled, “Biomorphic structural batteries for robotics.”
This research is funded by the Department of Defense, the National Science Foundation and the Air Force Office of Scientific Research. Battery testing took place at the U-M Energy Institute. Kotov is also a professor of chemical engineering, materials science and engineering and macromolecular science and engineering. Wang is a postdoctoral researcher at Harbin Institute of Technology in China.
The University of Michigan has applied for patent protection and is seeking commercial partners to bring the technology to market.
source https://scienceblog.com/518028/biomorphic-batteries-could-provide-72x-more-energy-for-robots/
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Text
Russia's Game-Changing Weapons That Were Not Mentioned In Putin's Speech
New Post has been published on http://foursprout.com/wealth/russias-game-changing-weapons-that-were-not-mentioned-in-putins-speech/
Russia's Game-Changing Weapons That Were Not Mentioned In Putin's Speech
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Authored by Arkady Savitsky via The Strategic Culture Foundation,
Not all of Russia’s game-changing weapons were mentioned in the president’s landmark speech that the mainstream media keep writing so much about. The president’s address simply could not include all the numerous breakthroughs in military technology Russia has achieved recently.
Some cutting-edge systems exist but are not yet operational.  A few are already part of the Russian arsenal, although in rather small numbers. But that’s just a start. Many achievements have flown under the media’s radar and deserve more exposure. The information available from public sources is worth discussing to get an idea of where things seem to be headed. 
The military added Kh-32 air-to-surface missiles in 2016 to advance the operational capabilities of the Tu-22M3 Backfire. The weapon was created on the basis of radical updates to the Kh-22.  After being launched, the Kh-32 climbs up to the stratosphere, reaching an altitude of 40 km (130,000 ft) for the midcourse phase of its flight. As it nears its target, it goes into a steep dive. The attack is too fast and the missile too maneuverable for the enemy to mount an air defense.
The approach can be flown at an altitude as low as five m, going undetected by a ship’s defense systems until a distance of about 10 km.  This leaves a reaction window of roughly 10 seconds before this extremely agile target is hit.  It doesn’t have a chance. This deadly weapon is a threat to any ground target.
The weapon boasts an inertial navigation system and a seeker head. It needs no navigation satellites for guidance and is impossible to jam. Its primary mission is to knock out aircraft carriers and large surface ships, as well as ground-based assets.
The Kh-32 has a range of roughly 1,000 km (620 mi) and a speed of over 5,400 kilometers per hour (1,500 meters per second). Its 500-kilogram (1,102 lb.) warhead can be either nuclear or conventional.  
The US doesn’t have anything comparable to the Kh-32, nor does it have an effective system to protect its assets from it. Even the speed and altitude of the famous Aegis (SM-6) are useless against this new weapon. The Kh-32 does not breach the 1967 Outer Space Treaty, as its trajectory does not envisage going into orbit. And this is not the only breakthrough worth talking about.
On March 15, Russian Defense Chief Sergey Shoigu made quite a splash when he claimed that mass production of combat robots would begin this year.  The military had 160 unmanned aerial drones a few years ago, but today operates about 1,800 of them. The trials of the robots designed for land operations are almost complete. Robotic mine-clearing vehicles have also been successfully developed.
Combat, transport, and artillery-reconnaissance variants of the Nerekhta robot exist. The system consists of a compact, light-tracked chassis, and a hull for mounting special equipment. It is used to take on armored weapons.  The robot can also be used for transportation and reconnaissance. The Nerekhta can operate alongside drones. The suite of weapons can include a Kord or Kalashnikov machine gun, an AG-30M automatic grenade launcher and an anti-tank missile system.
The biomorphic (four-legged) 400-kg Lynx robot will be equipped with a machine gun and anti-tank guided missiles, and can operate in urban and industrial areas, on asphalt, marble, wood, sand, and unpaved roads. Almost no terrain would be off-limits, even ice, grass, snow, or shallow waters. The Lynx can travel up to 15 km/h on flat terrain, and 10 km/h on uneven surfaces.
Russia uses robotic security guards to keep its strategic sites safe, including ICBM silos.  These vehicles, armed with a machine gun and an automatic grenade launcher (both with a kill range of about 400 meters), can detect targets at night while remaining invisible and moving around the perimeter of the site. Since 2017, strategic nuclear missile sites have been guarded with the Mobile Robotics Complex (MRC), designed to detect and destroy stationary and moving targets. There are many more robots at different stages of development that are close to becoming operational. The robotization of the Russian armed forces is one clear trend and it’s not the only one. 
Five Udaloy Project 1155 destroyers are being refurbished to be armed with Kalibr long-range cruise missiles, providing them with anti-ship as well as deep land strike capability.  The prestigious Russian newspaper Izvestia has just reported on the installation of weapon systems on the ships, which has already started and will be completed by 2022.  The program will greatly increase the Navy’s strike power and power projection capability.
Russia’s radar-invisible bombs are already in service, striking terrorist targets in Syria. The Drel (Drill) gliding bomb cartridge delivers 15 self-guided killing elements, each weighing about 20 kilograms. The weapon does not breach the international convention banning the use of cluster bombs. With no engine, the bomb can glide for dozens of miles.  It boasts an operational range of more than 30 km after separating from the carrier. A single sub-munition can take out up to ten tanks – almost twice as many as its closest competitor, the US AGM-154. It can detect targets while producing no infrared emissions. The Drel’s friend-or-foe identification system prevents it from striking the wrong targets.
This year, the Army-2018 exhibition will see a light aircraft powered by a hydrogen-air engine.  The forum is slated to be held August 21-26. The concept behind this engine is known as “Electric Aircraft,” which uses fuel cells as a power source to produce electrical energy without the combustion process. The fuel used is hydrogen, which is transformed into electricity. Such a plane could stay in the air for a very long time and would be very inexpensive. No other country has managed to make such an aircraft operational. It could be used for a multitude of various missions by the military and other security agencies.
Since Moscow launched its operation in Syria, the most frequently asked question among military wonks and pundits has been “Does Russia really have superior military technology?”  And the answer often heard was, “No, it does not, it is unsophisticated and is clearly lagging behind.”  More and more evidence has emerged recently to illustrate that Russia is actually the leader in military technology and more information arrives almost every day confirming this fact.
Can the cutting-edge breakthroughs, which are such a feather in the military’s hat, that are being produced by the defense sector of the economy be isolated from the remaining sectors?  Impossible nowadays, especially given how much is being done to transfer the achievements of the defense industry over to the civilian sectors of the economy. The West’s sanctions have helpfully expedited the process of replacing Western technology with “made-in-Russia” solutions. Military technologies targeted for the civilian sector will inevitably invigorate Russia’s economy.
The West wanted to turn Russia into a backward country on its knees. This was a strategic mistake that instead encouraged it to stand tall and lead the way in the state-of-the-art technology race, forcing the US and its allies to lag behind.
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thelegendofvaneros · 7 years
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Tl;dr - Everyone gets a redesign and an upgrade, your inventions work off a resivoir of 3 battery points (kind of like their own mana) however if you expend all your battery points you can still use the inventions at a 2d6 hp deduction from your max HP cap for the remainder of the dungeon
Direct Script Recap:
Yin speaks, alright were approaching about as far as ari can take us, while we were on here me and her whipped up some upgrades for everyone, over my time with you guys ive seen all the ways you can use some serious help so i asked ari to help me put together some stuff for you, as well as me putting together some new clothes to replace these tattered messes, it looks like youve been wearing the same clothes for two years or something, he puts his hand on the ground like you did when you summoned aflaffagees and he summons all the previously used player characters to the room to accept their upgrades
ari begins to explain: So how these inventions work, they work on auto recharge batteries but can only expend about 3 points per dungeon so use them sparingly,
First up: Zefer, The dragons Breath Pipe, a magic pipe that grants the abilites, breath of blazing which allows him to breathe fire, mushroom cloud which can cause hallucinations, and puff of stoning which can paralyze opponents
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Next, Sykes, The power glove, any and all parralells to existing power gloves are purely coincidental, please don't sue me, has the ability to create elemental energy which can be pulsed into weapons (yours or an allies) or be used to damage directly through touch or limited projectile range
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Kenta! You dont really get a new look because you already have blessed aasimar armor, but in our collection we have previously scavenged an actual aasimar relic belonging to a previous knight of guang called the ring of master psion, which allows you another weapon to form your armor into, an arm cannon, working sort of like a tractor beam in some cases, it can safely push or pull individuals, disengage other’s ranged attacks, or do ranged radiant damage on its own, we totally didnt rob a grave for this or anything
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Up next, sidian, The dynamo static battery, a rig will be hooked up to you that will gather all of your excess electrical discharges that you release through the day to help you better channel your electrical powers, (kind of like bakugo’s grenade things) it is attatched to a wire system on your waist that allows you to travel directly towards a target or surface (3dmg) and you can pulse electricity through to inflict damage, the batteries also can be accessed to dispense electricity bombs that can be used
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Seralyn is getting the vorpal digits of elm, a sort of bio armor that will coat his arms and serve as both protection and as claw like weapons that can be expanded over 3sq, every time the claws defeat an enemy you gain 1d10 hp and they can also biomorph to your liking
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Next, i didnt really have anything for ren but it appears as though this drone has taken quite the liking to him so i implimented it with some helpful upgrades, unfortunately as it will be far from base it cannot fire power blasts but i placed a speaker into it that, with the sound based abilities ren has, can be used to amplify blast radius or even to change the range of attack completely to wherever the drone is, it can also just be used as a scout/drone/assistant, what have you.  name it whatever you want it also talks, here is an ear piece too so you can communicate over distances
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Mirai time, The eye of the beholder, a tiara that allows you Foresight, so you have advantage on all rolls, The ability to guarantee a hit, and the ability to guarantee critical damage, you can also talk to real beholders but they never listen or have anything interesting to say
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Amethyst gets the mercury rotor links, amd small chakram attatchments that allow them to link up to your wrists or ankles (like gogo tomago from big hero 6) these things have gravity receptors in them so they can expand/contain a blast radius as long as your chakram in the target area, they can be used to double your movement too as well as bring someone with you, or allow you to do a spell and strike chakram strike in 1 turn
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Wisp next and she gets the flask of ether, within the flask is an enchanted cloud that can be used as a mount to give yourself or another individual 18sq of flying movement per turn, use the spell whirlwind, or cast a shroud of mist that gives your team +2 AC against creatures that use basic vision or advantages on stealth
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Aflaffagees, well hes fine, trusty gets an upgrade though, *she clicks on his head amd he turns back into an object, ari picks it up and puts a small heart chaped charm on it, then reactivates him, the heart of leo, levels him up a bunch, much stronger now AND he can teleport now too
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Lastly, yin, since the spider is stuck there forever he now has the repression crystal, he says he doesn't mind though and his spider is now named goggles, he can accept the power of the symbiote at any time he wants to access the phase spider’s abilities such as teleportation, webs, and wall crawling, a spider biting a guy and giving him powers seems done already somehow but were just gonna go with it
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artapir · 9 months
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Rebooted Echinosuits, Midjourney Niji 5
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brokehorrorfan · 2 months
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4K UHD Review: The Guyver
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Following in the wildly successful footsteps of Batman and Teenage Mutant Ninja Turtles, The Guyver takes a (relatively) grounded approach to its outlandish source material — in this case, a Japanese manga series — without divorcing itself from its comic book roots. Produced by Brian Yuzna (Re-Animator, Society), the 1991 film is directed by special effects wizards Screaming Mad George (Society, A Nightmare on Elm Street 4: The Dream Master) and Steve Wang (Predator, The Monster Squad).
As the Star Wars-esque expository opening crawl explains, mankind was created by aliens as an organic weapon. The evil Chronos corporation is further developing a technology that allows humans to change into "super monster soldiers" known as Zoanoids for world domination. The only viable defense against them is The Unit, a piece of bio-booster alien armor that increases a human's natural powers a hundredfold, turning them into The Guyver.
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Mark Hamill's top billing may lead you to believe that he's the titular hero, but he instead plays a supporting role as a CIA agent investigating Chronos. The real lead is Jack Armstrong (Student Bodies) as Sean Barker, an amateur martial artist who's the only person that can activate The Unit. When his girlfriend (Vivian Wu, Teenage Mutant Ninja Turtles III) is endangered, Sean utilizes his newfound powers to take down Chronos and the Zoanoids.
Armstrong is a bland lead, but it's not entirely his fault. In addition to a mustachioed Hamill channeling Colombo, he has to compete with several scene-stealing character actors. Re-Animator's David Gale chews the scenery as the malevolent head of Chronos, briefly reuniting with Jeffrey Combs as the company's scientist, Dr. East (get it?). Michael Berryman (The Hills Have Eyes) plays Gale's right-hand Zoanoid with Jimmie Walker (Good Times) as his rapping goon. Linnea Quigley (The Return of the Living Dead) cameos as a scream queen.
But the real stars of the show are the creatures, the designs of which showcase boundless creativity. The Guyver looks like Ultraman by way of Clive Barker, and each Zoanoid adopts a different animal's traits. While a number of other artists were employed to pull off the myriad of monsters, George and Wang's fingerprints are all over the effects, imbuing the alien superhero movie with some disturbing body-horror.
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Jon Purdy's script deviates significantly from source material not only in terms of story but also tone. While some of the manga's dark atmosphere and violence remain intact, it's undercut by goofy humor in an attempt to appeal to a younger demographic. Fans of Yoshiki Takaya's original creation were no doubt disappointed (Wang attempted a bit of a course correction with his 1994 sequel, Guyver: Dark Hero), but the tonal confusion is actually charming.
Originally cut down to a PG-13 rating in the US, The Guyver has been newly restored in 4K from the original, R-rated 35mm camera negative with DTS-HD Master Audio 5.1 and 2.0 options for Unearthed Films' 4K UHD + Blu-ray release. Far removed from the days of Jaws and Alien in which the monster was largely hidden in shadows, George and Wang put their creations on full display — and even with a crystal-clear restoration, the in-camera effects shine.
Two new audio commentaries are included. The first is a lively one with George and Wang, moderated by Budget Biomorphs: The Making of The Guyver Films author Dom O’Brien. It's not the most informative track — the filmmakers admit to not having seen the film in over two decades — but they're enjoying themselves so much that it hardly matters. The second commentary features creature crew members "Evil" Ted Smith and Wyatt Weed, who delve into the nitty-gritty of the effects.
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Yuzna and George each sit down for thorough new interviews. Yuzna reveals that he's been approached about a remake, but the rights are complicated, while George's infectious energy lasts the entire 56 (!) minutes. Creature suit camera test footage is included with commentary options from George and Wang or Smith and Weed, while outtakes and a gag reel feature George and Wang commentary.
Other extras include: alternate title sequences in English, German and Spanish; English, German, Spanish, and French trailers (all carrying the alternate title Mutronics); and extensive promotional and production galleries. The collector's edition also comes with the soundtrack CD composed by Matthew Morse (Silent Night, Deadly Night 5: The Toy Maker) and a booklet featuring liner notes by O’Brien and Morse.
The Guyver is available now on 4K UHD via Unearthed Films.
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jwslw · 5 years
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Some more d20 modern stats for Rimworld creatures
Megaspider
Species Traits
Vermin Type(Ex): Megaspiders have all traits common vermin.
Darkvision: Megaspiders have Darkvision out to a range of 60ft
Megaspider CR5. Large Vermin HD:6d8+12.HP39. Mas14. Init:+2. Spd 20ft. Defense:21, Touch11, FF19(-1size, +2dex,+10Nat). Bab+4. Grapl+10. Atk/Full Atk:+5melee(1d8+3 Gore). FS:10ftx10ft. R:15ft. SQ: Vermin traits, Darkvision 60ft. AL: None or Hive. Sv Frt+7, Ref+4, Wil+2. AP: N/A. Rep+0. Str15, Dex14, Con14, Int---, Wis10, Cha1.
Skills: Hide-2, Listen+5, Spot+5
Feats: None
Advancement: 7-12HD(large)
Spelopede
Species Traits
Vermin Type(Ex): Spelopede have all traits common vermin.
Darkvision: Spelopede have Darkvision out to a range of 60ft
Spelopede CR1. Small Vermin HD:2d8+2. HP11. Mas12. Init:+3. Spd 20ft. Defense:17, Touch14, FF14(+1size+3dex,+3Nat). Bab+1. Grapl-2. Atk/Full Atk:+3melee(1d4+1 bite). FS:5ftx5ft. R:5ft. SQ: Vermin traits, Darkvision 60ft. AL: None or Hive. Sv Frt+3, Ref+0, Wil+0. AP: N/A. Rep+0. Str13, Dex16, Con12, Int---, Wis10, Cha1.
Skills: Hide+4, Listen+5, Spot+5
Feats: None
Advancement: 3-5HD(small)
Megascarab
Species Traits
Vermin Type(Ex): Megascarab have all traits common vermin.
Darkvision: Megascarab have Darkvision out to a range of 60ft
Megascarab CR1/4. Tiny Vermin HD:1d8. HP4. Mas11. Init:+4. Spd 20ft. Defense:21, Touch16, FF17(+2size,+4dex,+5Nat). Bab+0. Grapl-11. Atk/Full Atk:-1melee(1d4-3 bite). FS:2.5ftx2.5ft. R:0ft. SQ: Vermin traits, Darkvision 60ft. AL: None or Hive. Sv Frt+, Ref+,Wil+. AP: N/A. Rep+0.Str4, Dex18, Con11, Int---, Wis10, Cha1.
Skills: Balance+6, Hide+14, Listen+3, Spot+3
Feats: None
Advancement:2-4HD(tiny)
Scyther
Scyther (PL8) CR1. Construct. HD:1d10+10. HP:15. Mas---. Init:+2. speed:ft. Defense:15, Touch10, FF15 (+5equip). BaB:+0. Grapl:+2. Atk:+2melee(2d4+3/x4 Scythe). Full Attack: -2melee(2d4+3/x4, 2 Scythes). FS: 5ftx5ft. R5ft. SQ: Construct Traits. AL: Mechanoid Horde. SV: Fort+0, Ref+0, Will+0. AP: N/A. Rep+0. Str14, Dex10, Con---, Int---, Wis10, Cha1. Skills: Demolitions+6, Listen+6, Search+6, Spot+6 Feats: Archaic Weapons Proficiency, Two Weapon Fighting Equipment: 2 Integrated Scythes Purchase DC: 29 ($23,490) Restriction: Mil+3. Frame: Biomorph. Locomotion: Inductor (enhanced). Manipulators: None Armor: Alumisteel. Sensors: Class VIII. Skill Software: Skill Progits (Demolitions, Listen, Search, Spot) 4 ranks each Feat Software: Feat Progits (Archaic Weapons Proficiency, Two Weapon Fighting) Accessories:  2 Weapon Mounts
Lancer
Lancer(PL8) CR1. Construct. HD:1d10+10. HP:15. Mas---. Init:+2. speed:ft. Defense:15, Touch10, FF15 (+5equip). BaB:+0. Grapl:+2. Atk:+0ranged(3d12, RI;100ft Rail gun). Full Attack: -2melee(1d3+2 non-lethal, 2 manipulators). FS: 5ftx5ft. R5ft. SQ: Construct Traits. AL: Mechanoid Horde. SV: Fort+0, Ref+0, Will+0. AP: N/A. Rep+0. Str14, Dex10, Con---, Int---, Wis10, Cha1. Skills: Demolitions+6, Listen+6, Search+6, Spot+6 Feats: Personal Firearms Proficiency, Two Weapon Fighting Equipment: Rail gun w/1d4+1 magazines Purchase DC: 29 ($23,410) Restriction: Mil+3. Frame: Biomorph. Locomotion: Inductor (enhanced). Manipulators: Special Use Grippers (x2) only good for manipulating firearms Armor: Alumisteel. Sensors: Class VIII. Skill Software: Skill Progits (Demolitions, Listen, Search, Spot) 4 ranks each Feat Software: Feat Progits (Archaic Weapons Proficiency, Two Weapon Fighting) Accessories:  None
Centipede
Centipede (PL6) CR8. Huge Construct. HD:8d10+40. HP:84. Mas---. Init:-2. Speed:10ft. Defense:14, Touch6, FF14 (-2size, -2dex, +8equip). BaB:+6. Grapl:+24. Atk:+14melee(2d6+15 Slam). Full Attack: +2/-3ranged (3d8 Heavy Charge Blaster or 3d6 Inferno Cannon). FS:15ftx15ft. R10ft. SQ: Construct Traits. AL: Mechanoid Horde. SV: Fort+2, Ref+0, Will+2. AP: N/A. Rep+0. Str30, Dex6, Con---, Int---, Wis10, Cha1. Skills: Hide-10, Listen+6, Spot+8 Feats: Advanced Firearms Proficiency, Personal Firearms Proficiency, Exotic Firearms Proficiency (Heavy Machine guns or Grenade Launchers) Equipment: Heavy Charge Blaster w/4 power cells or Inferno Cannon w/4 fuel tanks Purchase DC: 33($84,720) [Blaster] or 33($81,500) [Cannon] Restriction: Mil+3. Frame: Biomorph. Locomotion: Tracks (Enhanced). Manipulators: None Armor: Duralloy. Sensors: Class V. Skill Software: Skill Progits (Listen, Spot) 4 ranks each. Feat Software: Feat Net (3 Feats) Accessories: Weapon Mount, Loading Module
Heavy Charge Blaster (PL6)
Damage: 3d8 Magazine:80(Cell) Critical: 20 Size: Huge Dmg Type: Energy Weight: 48lb Range Increment: 40ft PDC: 20 Rate of Fire: A Restriction: Mil+3
Special: Autofire 20 rounds (Ref17 negate), Burst 10 rounds (-4 Atk, +3d8)
PDC 15 per Cell
Inferno Cannon (PL6)
Damage: 3d6 Magazine: 15 (Tank) Critical: --- Size: Large Dmg Type: Fire Weight: 35lb Range Increment: 40ft PDC: 15 Rate of Fire: S Restriction: Mil+3  
Special: Burst 10ft Ref 17. targets catch fire
PDC 8 per tank
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jwslw · 6 years
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d20 Fallout creatures
Some time ago I ran a Fallout d20 apocalypse campaign, here are some of the creatures and weapons I stated up for it
Ghoul
Racial Traits
+2 Dex, -2 Con, -2 Cha.*
Humanoid(Human,Ghoul).
Medium.
Base Land Speed: 30ft
+1 Feat a First level (as Humans)
+4 Skill points at First level, +1 at each level up (as humans)
Radiation Healing (Ex): Ghouls/Glowing Ones are healed by radiation exposure, As long as they are within an irradiated zone they receive fast healing: Mild (1), Low (2), Moderate (3), High (4), Severe (5)
Level Adjustment: +1
Glowing One
Racial Traits
+2 Dex, -2 Con, -2 Cha.*
Humanoid(Human,Ghoul).
Medium.
Base Land Speed: 30ft
+1 Feat a First level (as Humans)
+4 Skill points at First level, +1 at each level up (as humans)
Radiation Healing (Ex): Ghouls/Glowing Ones are healed by radiation exposure, As long as they are within an irradiated zone they receive fast healing: Mild (1), Low (2), Moderate (3), High (4), Severe (5)
Radiation (Ex): Glowing Ones emit a field of Low Radiation in a 10foot radius, every 1d4 rounds the Glowing One can release a concentrated burst of Severe Radiation out to a 30ft Radius, the burst lingers for 1d4 rounds and the Glowing One's normal field is suppressed for an equal amount of time.  The Glowing One's radioactive field persist for 1d6 rounds after the Glowing One's death.
Level Adjustment: +3
* Feral Ghouls and Feral Glowing Ones receive an additional +4Str, -4 Int and a additional -2 Cha (stacks with standard charisma penalty) and gain two claw (1d4) and one bite (1d6) attacks.
Feral Ghoul 1 CR 1. humanoid (Strong Ordinary1/Tough Ordinary1)HP:1d8+4 plus 1d10+1.HP15. Mas 13. Init:+2. Spd 30ft. Defense:14, Touch14, FF12 (+2dex,+2Class). Bab+1. Grapl+3. Atk:+3 melee(Claw 1d4+2). Full Atk:+3melee (2 claws 1d4+2) and +1melee (Bite 1d6+1). FS: 5ft x 5ft. R: 5ft. SQ: Radiation Healing. AL: Evil .Sv Frt+3,Ref+2, Wil-1. AP. Rep+.Str14, Dex15,Con13, Int8, Wis8, Cha10.
Occupation: Outcast (Hide)
Skills: Climb+4, Hide+3, Jump+4, Listen+1, Spot+1, Survival+1, Swim+4.
Feats: Alertness, Multi Attack, Toughness
Possessions: 10 TU worth of Misc objects.
Feral Ghoul2 CR 1. humanoid (Strong Ordinary1/Tough Ordinary1)HP:1d8+4 plus 1d10+1.HP15. Mas 13. Init:+2. Spd 30ft. Defense:15, Touch14, FF13 (+2dex,+2Class, +1 Equip). Bab+1. Grapl+3. Atk:+3 melee(Claw 1d4+2). Full Atk:+3melee (2 claws 1d4+2) and +1melee (Bite 1d6+1). FS: 5ft x 5ft. R: 5ft. SQ: Radiation Healing. AL: Evil .Sv Frt+3,Ref+2, Wil-1. AP. Rep+.Str14, Dex15,Con13, Int8, Wis8, Cha10.
Occupation: Outcast (Hide)
Skills: Climb+4, Hide+3, Jump+4, Listen+1, Spot+1, Survival+1, Swim+4.
Feats: Alertness, Multi Attack, Toughness
Possessions: Leather Jacket plus 5 TU worth of Misc objects.
Feral Ghoul3 CR 1. humanoid (Strong Ordinary1/Tough Ordinary1)HP:1d8+4 plus 1d10+1.HP15. Mas 13. Init:+2. Spd 30ft. Defense:16, Touch14, FF14 (+2dex,+2Class, +2 Equip). Bab+1. Grapl+3. Atk:+3 melee(Claw 1d4+2). Full Atk:+3melee (2 claws 1d4+2) and +1melee (Bite 1d6+1). FS: 5ft x 5ft. R: 5ft. SQ: Radiation Healing. AL: Evil .Sv Frt+3,Ref+2, Wil-1. AP. Rep+.Str14, Dex15,Con13, Int8, Wis8, Cha10.
Occupation: Outcast (Hide)
Skills: Climb+2, Hide+1, Jump+4, Listen+1, Spot+1, Survival+1, Swim+2.
Feats: Alertness, Multi Attack, Toughness
Possessions: Sports pads, plus 4 TU worth of Misc objects.
Glowing One CR 2. humanoid (Strong Ordinary1/Tough Ordinary1)HP:1d8+4 plus 1d10+1.HP15. Mas 13. Init:+2. Spd 30ft. Defense:14, Touch14, FF12 (+2dex,+2Class). Bab+1. Grapl+3. Atk:+3 melee(Claw 1d4+2). Full Atk:+3melee (2 claws 1d4+2) and +1melee (Bite 1d6+1). FS: 5ft x 5ft. R: 5ft. SQ: Radiation, Radiation Healing. AL: Evil .Sv Frt+3,Ref+2, Wil-1. AP. Rep+.Str14, Dex15,Con13, Int8, Wis8, Cha10.
Occupation: Outcast (Hide)
Skills: Climb+4, Hide+3, Jump+4, Listen+1, Spot+1, Survival+1, Swim+4.
Feats: Alertness, Multi Attack, Toughness
Possessions: 10 TU worth of Misc objects.
Cyberdog (Fallout: New Vegas)
Species Traits
Scent (Ex): This ability allows a dog to detect approaching enemies, sniff out hidden foes, and track by sense of smell. See Special Qualities for more information.
Sonic Attack (Ex): Police/Military Cyber Dogs can make a ranged touch attack with a range of 30ft once per round
Near Immortality (Ex): A Cyberdog can continue to live indefinatly, however the Cyberdog's brain must still be replaced every 250 years or so.
Skill Bonus: Dogs gain a +2 species bonus on Jump checks. Dogs also gain a +4 species bonus on Survival checks when tracking by scent.
Tricks: Cyberdogs are taught the following tricks; Attack, Defend, Down, Heel, Seek and Track.
Cyberdog: CR2; Medium-size animal; HD 2d8+4; hp 13; Mas 15; Init +4; Spd 50 ft.; Defense 15, touch 12, flat-footed 13 (+2 Dex, +3 natural); BAB +1; Grap +3; Atk/Full Atk +3 melee (1d6+3, bite); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ scent, Near Immortality, DR4/--; AL none or owner; SV Fort +5, Ref +5, Will +1; AP 0; Rep +0; Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6.
Skills: Jump +4, Listen +5, Spot +5, Survival +1 (+5 when tracking by scent), Swim +5.
Feats: None.
Advancement: 3–4 HD (Medium).
Cybernetics: 3x Advanced Prosthetic legs, 2x Prosthetic Enhancers (Back legs), Subcutaneous body armor (Light),Fortified Skeleton, Initiative Weave.
Military/Police Cyberdog: CR3; Medium-size animal; HD 2d8+4; hp 13; Mas 15; Init +4; Spd 50 ft.; Defense 15, touch 12, flat-footed 13 (+2 Dex, +3 natural); BAB +1; Grap +3; Atk/Full Atk +3 melee (1d6+3, bite) or +3 Ranged Touch (2d6 sonic bark); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ scent, Near Immortality, DR4/--; AL none or owner; SV Fort +5, Ref +5, Will +1; AP 0; Rep +0; Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6.
Skills: Jump +4, Listen +5, Spot +5, Survival +1 (+5 when tracking by scent), Swim +5.
Feats: None.
Advancement: 3–4 HD (Medium).
Cybernetics: 3x Advanced Prosthetic legs, 2x Prosthetic Enhancers (Back legs), Subcutaneous body armor (Light),Fortified Skeleton, Initiative Weave.
Low level Protectron CR2. Construct. HD:3d10+10. HP:26 .Mas-. Init:+0. speed:25ft. Defense:15, Touch 10, FF 15 (+5 Equip). BaB:+2. Grapl:+4. Atk: +4melee (Claw 1d4+2) or +2ranged (AEP7 2d6 RI: 50ft). Full Attack: +4melee (2 Claws 1d4+2) or +2 ranged (2 AEP7 2d6 RI: 50ft). FS: 5ftx5ft. R 5ft. SQ: Construct Traits, . AL: None or Owner. SV: Fort+1, Ref+1, Will+1. AP 0. Rep+0. Str14, Dex10, Con--, Int--, Wis10, Cha1. Skills: Read/Write/Speak (English), Listen+6, Spot +6. Feats: Personal Firearms Proficiency Equipment: AEP7 laser pistol, 2d4+2 Small Energy Cells. Purchase DC: 29 ($25,110) Restriction: Lic+1. Frame: Biomorph. Locomotion: Legs, Speed enhanced (Pair). Manipulators: Claws (2) Armor: Alumisteel. Sensors: Class IV Sensor System. Skill Software: Langage chip (English), Skill Progit Listen/Spot +4 Feat Software: Personal Firearms Progit Accessories: Vocalizer, 2x Weapon mount (Head and hand)
Low level Sentry bot CR4. Construct. HD:4d10+10. HP:32. Mas-. Init:.speed: 30ft. Defense:20, Touch 12, FF18 (+2 dex, +8 equip). BaB:+3. Grapl:+5. Atk: +1 ranged (3d8 CZ-53 or Gatling laser Auto fire) or +5 ranged (12d6 missile launcher). Full Attack: +1 ranged (3d8 CZ-53 or Gatling laser Auto fire) and+0 ranged (12d6 missile launcher). FS: 5ftx5ft. R 5ft. SQ: Construct Traits, . AL: None or Owner. SV: Fort+1, Ref+3, Will+1. AP 0. Rep+0. Str14, Dex14, Con--, Int--, Wis10, Cha1. Skills: Read/Write/Speak (English), Listen+6, Spot +6. Feats: Firearms Proficiency (HMG, Rocket launcher) Equipment: CZ-53 minigun with 2d12x10 5mm rounds or Laser Gatling with 2d10+4 Electron Charge packs and missile launcher with 2d4 Missiles Purchase DC: 29 ($26,850) Restriction: Mil+3. Frame: Biomorph. Locomotion: Speed enhanced Wheels. Manipulators: None Armor: Duralloy. Sensors: Class IV Sensor System. Skill Software: Langage chip (English), Skill Progit Listen/Spot +4 Feat Software: Firearms Progits (HMG, Rocket launcher) Accessories: Vocalizer, 2x Weapon mount (Arms), Dex Upgrade x2.
Minigun (Fallout 3)
The Rockwell made minigun or CZ53 personal minigun is the most commonly encountered big gun in Fallout 3.
Damage: 3d6 Magazine:240(Box) Critical: 20 Size: Huge Dmg Type: Ball Weight: 18lb Range Increment: 60ft PDC/TU: 23/18 Rate of Fire: A Restriction: Mil+3
Special: Autofire 20 rounds (Ref17 negate), Burst 10 rounds (-4 Atk, +3d6)
Missile launcher (Fallout 3)
The missile launcher is a big gun found in Fallout 3. A very common and very powerful big gun, the potential of the missile launcher is somewhat reduced by its long reload time and inability to kill anything stronger than a super mutant brute in a single shot.
Damage: 12d6 Magazine: 1 (int) Critical: --- Size: Large Dmg Type: Ball Weight: 20lb Range Increment: 250ft PDC/TU: 23/17   Rate of Fire: Single Restriction: Mil+3  
Special: Guidance +4 Attack, Move Action to aquire target.  Full Round Action to Reload.
Sniper rifle (Fallout 3)
The sniper rifle is a weapon in Fallout 3. This sniper rifle is an older model of the famed DKS-501. Chambered for .308 ammunition, it's also extremely fragile and requires regular repair and maintenance to keep it in working condition.
DKS-501 sniper rifle (7.62mm/.308)
Damage: 2d10 Magazine:5(Box) Critical: 20 x3 Size: Large Dmg Type: Ball Weight: 10lb Range Increment: 150ft PDC/TU: 22/11 Rate of Fire: S Restriction: Lic+1  
Special: -2 Attack, Range Increment 100ft w/o using scope
.223 pistol (Fallout)
A .223 rifle modified and cut down to a pistol. This is a one-of-a-kind firearm, obviously made with love and skill. The .223 pistol is a small gun in Fallout and Fallout 2.
The .223 is one of the best of the small guns pistols. It does more damage than any other non-energy pistol, and fires a .223 FMJ round, which has the best DR modifier and second-best AC modifier of any ammunition. The only downside is the low ammunition capacity, a paltry 5 rounds. Even the 14mm and .44 revolver hold more ammunition. Still, with .223 a common caliber and the damage on the .223 pistol being astronomical, it's easily one of the best weapons in the game.
.223 pistol  (.223/5.56mm)
Damage: 2d8 Magazine:5(Cyl) Critical: 19-20 Size: Medium Dmg Type: Ball Weight: 5lb Range Increment: 50ft PDC/TU: 20/14   Rate of Fire: S Restriction: Lic+1  
Special: +1 Mastercraft
10mm pistol (Fallout 3)
The 10mm pistol, also known as the N99 10mm pistol, is a small gun in Fallout 3.
N99 pistol (10mm)
Damage: 2d6 Magazine:12(box) Critical: 20 Size: Small Dmg Type: Ball Weight: 3lb Range Increment: 40ft PDC/TU: 16/8   Rate of Fire: S Restriction: Lic+1  
Silenced 10mm pistol
The silenced N99 10mm pistol is a silenced small gun in Fallout 3.
Silenced N99 (10mm)
Damage: 2d6-1 Magazine:12(box) Critical: 20 Size: Small Dmg Type: Ball Weight: 3lb Range Increment: 40ft PDC/TU: 16/8   Rate of Fire: S Restriction: Lic+1  
Special: DC 15 Listen Check to hear Shot.
Chinese pistol
The Shanxi Type 17 Chinese pistol is a weapon in Fallout 3. 
Shanxi Type 17 (10mm)
Damage: 2d4 Magazine:10(Int) Critical: 20 Size: Small Dmg Type: Ball Weight: 2lb Range Increment: 40ft PDC/TU: 14/6   Rate of Fire: S Restriction: Lic+1  
Lever-action rifle
The lever-action rifle is a weapon which is added to Fallout 3 with the Point Lookout add-on. The lever-action rifle is a high-powered rifle using the common 10mm round. 
Lever-action rifle (10mm)
Damage: 2d10 Magazine:10(Int) Critical: 20 (x3) Size: Large Dmg Type: Ball Weight: 8lb Range Increment: 60ft PDC/TU: 15/8   Rate of Fire: S Restriction: Lic+1  
10mm submachine gun (Fallout 3)
The 10mm submachine gun (SMG) is a small gun in Fallout 3.
10mm submachine gun
Damage: 2d6 Magazine:30(box) Critical: 20 Size: Medium Dmg Type: Ball Weight: 5lb Range Increment: 50ft PDC/TU: 18/12   Rate of Fire: A Restriction: Res+2
Note Useing Chems is a move action
Stimpak
A stimpak is a hand-held medication used in healing the body.  
d20 effects: Heals 1d8+User's treat injury score in HP damage or heals a broken limb, as a move action on a sucessful DC 20 Treat injury check, the stimpak heals a bonus amount of damage equal to the user's treat injury score.  PDC/TU:9/5.
Super stimpak
Super stimpak is a more advanced version of the regular stimpak found in Fallout: New Vegas. While it heals more severe wounds, it also has unpleasant side effects.
The super version comes in a hypodermic, but with an additional vial containing more powerful drugs than the basic model and a leather belt to strap the needle to the injured limb.  
d20 effects: Heals 3d8+User's treat injury score in HP damage or heals a broken limb, after use the character suffers a -2 penalty on Strength and Dexterity for 1d4x10 rounds (1-4 minutes).  PDC/TU:11/8.
Rad-X
Rad-X is a chem in Fallout 3 and Fallout: New Vegas. Rad-X is an anti-radiation chemical that can significantly reduce the danger of irradiated areas. When combined with an advanced radiation suit, Rad-X can create near-immunity to radiation, even at moderate medical skill levels.
d20 effects: Player treats Radiation source as 3 degrees lower for 1d4x10 rounds (1-4 minutes).  PDC/TU:11/8.
RadAway
RadAway is an intravenous chemical solution that bonds with radiation particles and passes them through the body's system. It takes time to work, and is also a potent diuretic. It cannot be used to keep away radiation when entering radioactive areas like Rad-X, but instead is used after receiving radiation to purge some from the body.  It has several adverse effects, most notably headaches, stomach pains, and hair loss.
d20 effects: Reduces existing radiation sickness by 2 steps (upto clearing it completly) per Dose PDC/TU:11/8.
Buffout
Buffout is a highly advanced steroid that was popularized before the Great War by professional athletes and their clandestine use of the drug
d20 effects:  +2d8 Temporary HP, +4 Str and +6 Con for 1d4x10 Rounds, Low Addiction chance PDC/TU:11/10.
Jet
“Jet is a powerful methamphetamine that stimulates the central nervous system. The initial euphoric rush rarely lasts more than a few minutes, but during that time, the user is filled with a rush of energy & strength.”— In-game description, Fallout 2  Jet is a highly addictive drug first synthesized by Myron. It is extracted from brahmin dung fumes and administered via an inhaler.
d20 effects:  User acts as if under the effects of a haste spell for 1d4x10 Rounds, Medium Addiction chance PDC/TU:9/10.
Psycho
Psycho appears as a form of injected drug composed of strange, unknown chemicals of military origin, that comes with its own unique delivery system. It was designed at the orders of General Chase specifically for military use. It increases a soldier's damage resistance, and its dampening effect on higher brain functions make for tough, but uncontrollable, troops. This drug was very popular for human-wave assaults
d20 effects:  +4 to all weapon and unarmed damage done by the user for 1d4x10 Rounds, Medium Addiction chance PDC/TU:9/8.
Mentats
This pre-War chem was created by Med-Tek. They were designed to increase memory related functions and speed up other mental processes. These chalky red pills were a popular party drug once favored for the boost it gave to creativity - tune in, turn on, drop out. Mentats were sold in both cardboard and tin packaging, the latter a bit more likely to survive the nuclear holocaust. They are, of course, highly addictive.
d20 effects:  +2 to Listen, Spot and all Int based checks, +1 to all Cha based checks for 1d4x10 Rounds, Negligable Addiction chance PDC/TU:9/9.
Med-X
Med-X is a chem that appears in Fallout 3 and Fallout: New Vegas,  a potent opiate analgesic that binds to opioid receptors in the brain and central nervous system, reducing the perception of pain as well as the emotional response to pain. In layman's terms, it's a run-of-the-mill pain killer delivered with a hypodermic needle. According to Boxcars, 15 hits of Med-X is more than enough to kill a man.
d20 effects:  provides DR3/-- for 1d4x10 Rounds, Low Addiction chance PDC/TU:9/8.
Fixer
Fixer is a consumable item in Fallout: New Vegas. Fixer semi-permanently clears any addiction; the addiction is in fact removed, but it can be reacquired by continued use of the drug that caused it. It also causes the player character to "feel woozy," which produces a visual and auditory effect similar to having been poisoned that lasts for a certain amount of time. Roughly every 15 to 30 seconds, the player's vision will blur and a loud static noise will play, which can be a hindrance in combat if the player is not prepared for it, but it will pass eventually.
d20 effects:  Removes any addictions the user is currently suffering, user takes a -1 penalty to all wisdom based checks for 1d6-1 Rounds PDC/TU:9/8.
0 notes