Sunteți pe pagina 1din 7

Supernanite multipro Droid!

HIT POINTS: 150 S.D.C. N/A M.D.C. 80


I.S.P. 200 P.P.E. 30
ATTRIBUTES: I.Q. 25, M.A. 24, M.E. 30, P.S. 50.
EXPERIENCE LEVELS: Sixth (6) level psionic entity. (Mind Melter)
Tenth (10) level programable robotic entity.
SIZE: As tall as a human hair is wide, somewhat spherical in shape.
ALIGNMENT: As programed. PROPULSION: Gravitonic.
POWER PLANT: Ameliorated powered conversion reactor.
WEAPONS: Psionics, Plasma/Oxygen/Hydrogen cutting torch, 6 arms.
SENSORS: Microscopic version of Ultra-Sensor Clusters.

Few people realize what a tremendous superiority these particle sized


playthings have! They can build just about anything you could ask of them,
and with an eye for detail thats entirely unheard of! They work like the
ultimate of teams with the psionic powers of SUPER MINDLINK and TELEKINIC
FORCE FIELD MANIPULATION permanently hardwired into their Bio-Electronic
Cyborg brains! They can only be sensed by I.S.P. and P.P.E detection, and
then only within ten feet! Their primary applications are both in spying,
and micro-electronic repair! They can fabricate, install and test numerous
molecule sized super computer chips before requiring more Ameliorated for
the conversion reactors. The only shortcoming about them was the propul-
sion being plasma jets. Allice has resolved that problem with her stolen
knowledge of gravitonic propulsion. One of these droids can attach them-
selves to and lift 10Lbs (4.536 Kilograms) using gravitonic propulsion.
The speed of the nanite isn't the greatest, only about 10 miles per hour,
but with all their other useful tallents, who cares about traveling speed.

Ultiorated

Allice

HIT POINTS: 1,550 S.D.C. 5,000 M.D.C. See by location


I.S.P. 200+50/ULTRA-SENSOR CLUSTER P.P.E. 30+30/ULTRA-SENSOR CLUSTER
(9,200 total I.S.P.) (4,630 total P.P.E.)

ATTRIBUTES: I.Q. 30 and growing M.A. 24 M.E. 30+10/U-S CLUSTER


(390 I.Q. Total) (210 M.E. total)
EXPERIENCE LEVELS: Tenth (10) level psionic entity (Mind Melter)
Twentith (20) level Brain ship (very special)
CREW:
Required; None, Onboard; 6 Cyborg-Droids, 2 Mini Repair & Salvage Droids,
25 Micro-R&S Droids, 460 Supernanite multipro Droids, A full complement of
Nanite Medical droids, and 1 repaired and converted Triax DV-12 Dyna-Bot
(See spec-sheets).

M.D.C. by LOCATION:
Bio-Electronic Brain-1,450+Main Body Main Body-5,000
Ultra-Sensor Clusters (180)-1,750 each [1 Cluster/Weapon, intergratated]
V/STOL Rocket Jets (12)-1,550 ea. [Lands if she loses 30% of her jets]
Mini-Missle Launchers (24)-1,100 ea. Heavy Ion Cannons (12)-1,100 each
Plasma Ejector Cannons (24)-1,100 ea. Variable Pulse Laser (120)-980 ea.
Reactors (2)-2,900+Main Body Airlock Hatch (3)-1,900 each
Track backup propulsion (2)-1,300 each

ALIGNMENT:
Pre-spaceship encounter; Diabolic! Post-reprograming; Scrupulous!
**************************************************************************
Allice retained her curiosity for super miniturization, along with the
uncharacteristic desire to learn and improve on innovative technologies.
She gained a lust for exploration, with a new outlook on all lifeforms in
general. She will not attack first, but she will defend herself and any of
her robots! She has lost her hatred of the Kittani! It was over written by
the Inter-Galatic Spaceship. From an encounter with an earth lifeform, she
also feels the need to be needed... so she's going to set up a base for
armor makeing/repair, robot makeing/repair, and weapons making/repair
somewhere in an Island country called AUSTRALIA!

AMELIORATED POWERED CONVERSION REACTOR; A particularly efficient power


source with many advantages over all other known power generation designs!
99+% of the energy produced from a conversion reactor is in the form of
electricity, with by-products of any atomic structure desired. Allice has
used her by-products several times to buy information during her search
for the Kittani. With a conversion reactor, you have all you need to
produce anything, from gems of the finest quality to the most intricate
coins. The metal Ameliorated has some very special properties itself!
Ameliorated is entirely energy absorbent in a cooled state, and takes no
damage from any energy weapon! (Energy weapons break down the atomic
structure of their target, and the Ameliorated metal has no atomic
structure.) However, in a semi-plasmatic state, Ameliorated works like a
Supercharged Battery, with up to 10,000 Giga-watts of instantaneous
electrical power per cubic centimeter! With the enormous temperatures and
pressures involved, any conversion reaction must be housed within cooled
Ameliorated. Citsemod's scientists designed their reactors to use psionics
for the control of the conversion transmutation. Using "Cyborg like" Bio-
Electronic computer brains, with programing for several psionic powers,
exceptional control is always maintained within these reactors.

SMART WEAPONS SYSTEMS, 4 attacks/round each weapon, +5 to hit:

MINI-MISSLES; Standard as of yet, but she'll be making new kinds, with


a "Nanite Piloting System" for a +8 to hit. She has 4 launchers per face
of her structure (i.e. 6 faces) for a total of 24. The launchers have 150
deg. of 3-axis movement, with a twenty round magazine. These missles can
easily overlap most targets for multiple hits.

VARIABLE FREQUENCY HEAVY ION CANNON; 4D6 x 10 M.D./attack blast, or a


single, auto calibrating tight beam for 1D6 x 100 M.D., 120 deg. of 3-axis
movement. 2/Face (12) Range 4,000 ft. Re-tunes automaticly for max damage
by concentrating the fire into a tight non-reflected frequency, either
with a microwave carrier, or any other frequency of the electro-magnetic
spectrum! Using Laser as a carrier seems to be quite devastating to most
targets!

PLASMA EJECTOR JETS; Anti-personal weapons. A 6D6 x 10 S.D. fire-cloud


forms in a cone from the weapon. Range 500 feet. 25 foot area of effect at
max range, 60 deg. of 3-axis movement. 4/face (24). Jets can be used as a
Plasma cutting torch within 160 feet, doing 4D6 x 100 M.D., with a tight,
clean cut. Allice has used these jets for mineing, and ignites the plasma
in space with liquid oxygen and liquid hydrogen for maneuvering thrusters!
VARIABLE FREQUENCY PULSE LASER; Her primary offensive weapons system,
these weapons are remarkable! The first attack with one is at a mear 2D6
M.D., but the sensor network keeps track of which frequency will do the
most damage by noting all reflected frequencies, and instantly re-tunes
the others Lasers to match. The second, and all new attacks, on the same
target are at 6D6 x 10 M.D./Range 4,000 ft.! This is accomplished by her
targeting and firing 4 Lasers at exactly the same point on the target. Up
to six targets per side can be engaged in this fashion, with devastating
results. Each Laser has 173 deg. of 3-axis movement. Placement of these
weapons is different than other systems. There are no lasers on her bottom
side, and only 8 on the roof. The 4 walls of the complex have 28 each, and
they can all fire at the same time! She can keep firing them as long as
her reactors last. Allice has a nasty habit of targeting the sound of a
heart beat, even in power armor (and with her super sensor network and her
independent weapons, she can do just that) up to 1,000 ft. away. (Go Ahead
Pal, Make Her Day! Piss Her Off!?!)

BACKUP WEAPONS SYSTEM: 4 attacks/round each weapon, +1 to hit:

SUPER-TELEKINETICLY DRIVEN Particle Accelerator; This vicious little


thing fires a round, pointed shaft, 1 micron thick and 100 microns long,
of Ameliorated! Each projectile travels at 4 x the speed of sound within a
planets atmosphere, or half of light speed in space, and she fires 1,000
of them at once! Because of the microscopic size, there's no sonic BOOM to
worry about, and the projectiles stay close together. This weapon does a
devastating 6D6 x 10 M.D. with a -9 to dodge! (How do you dodge what you
can't see coming?) The range for this weapon in atmosphere 2,500 feet, in
space up to 5 miles. The Accelerator slides into the Mini-Missle Launchers
and uses it's own firing control sensor system for target locking. The
payload is 10,000 shots of 1,000 each. She's thinking of turning these
accelerators into probes to be fired as a Mini-missle, and piloted by two
nanite droids! (I'm sure glad her alignment changed some, aren't you?)

ULTRA-SENSOR CLUSTERS: Where do I start... These are simplly the best


ever seen so far, and she's improving them for jamming! They combine many
other sensors into one impressively concentrated unit; Radar, Sonar, Infra
Optics, Electro-Magnetic, and Radio. Each sensor has its own Neral-network
brain, with all the information Allice has, program into it on: weapons
system targeting and use; Target identification by; sight, movement, size,
shape, sound, and electrical/electronic impulses or any magnetic fields.
They can correctly identify 870,000 targets, and have unused memory for
programing another 25,000,000. (see below for %) With a selfprograming,
Ameliorated conversion powered, neural-networked Bio-Electronic Cyborg
brain as an independent controller/targeting computer, each Cluster has a
value beyond compare! The Cluster is in a 3-inch disk thats 3/4 inch high,
with the following features: I.Q.-20, M.A.-16, M.E.-10. Weight-25Lbs. (It
is encased in a shell of Ameliorated! This is why M.D.C. is 1,750 for each
sensor.)

1) Identification by: Sight; normal 94%, Infra 56% - range of 6,000ft.


Magnetic Fields; 32% at a range of 1,100ft.
Active Radar; 65% at 5 miles
Psionics in Use; 12% at 300 ft.
Sound, all Frequency ranges; 45%
2) Detections passive: Visual Humanoid Movement at 8,000ft.
Psionic energies at 3,000ft.
Planetoid Magnetic Field Disturbances at 3 miles.
Radio, Radar, or Sonar Units transmitting within
a 5 mile radius can be detected 85% of the time.

3) Advanced Audio/ Amplified sound Trans-Ceiver. Can be used for range


Sonar System: finding and audio communications, all frequencies.
This sub-system also uses Radio-150 mile range,
Radar-20 mile range, with scrambler capabilities!
Sound reproduction is at 65%, and up to 90db.

4) Advanced Citsemod
Robotic Optics: Color vision, with Infra and ultraviolet sight.
(Note: This unit is incapable of producing light of
its own, and relies on light from weapons system.)
Range for sightings is 4,000ft.

5) Psionic Powers: Super Mindlink only! Any other Psionic ability must
come from a mindlink. All psionic abilities can be
used by the sensor to a Range of 10,000ft. away from
the entity the sensor's mindlinked to! I.S.P. 50

PSIONIC ABILITIES (ALLICE)


HEALING; SENSITIVE;
Psychic Diagnosis.......4 Mind Block..............4
Psychic Purification....8 See Aura................6
Psychic Surgery........14 See The Invisible.......4
Sense Evil..............2
PHYSICAL; Sense Magic.............3
Alter Aura..............2 Sixth Sence.............2
Ectoplasm...............V Speed Reading...........2
Impervious to Poison....4 Telepathy...............4
Levation................V Total Recall............2
Telekinesis.............V Object Read.............6
SUPER;
(Mind Melters Only)
Electrokenisis..........V Empathic Transmission...6
Group Mind Block.......22 Hypnotic Suggestion.....6
Mentaly Possess Others.30 Mind Bolt...............V
Mind Bond..............10 Pyrokinesis.............V
Telekinesis, Super.....10+ T.K. Force Field.......30
Telemechanics..........10

SPECIAL CITSEMOD PSIONICS:

FORM BIO-COMPUTER NETWORK


Range: 10,000ft. per level of experience. (see below)
Duration: Special.
I.S.P.: 135 to establish, 6 per hour per individual (i.e. 600 min/hr.).
Saving throw: None.
If 100 or more people are mind linked, they can go into an over-drive
type of mental high gear! Anyone in the mindlink who knows this ability
can activate it paying the 135 I.S.P.'s. If this ability is used more than
1 hour a day, it will -DRASTICLY- reduce life expectancy! (Bio-Electronic
computers are somewhat immune to this rapid aging, so they are now used as
teachers for the Citsemod youth.) Constant use of this ability for 1 year
will age everyone in the Bio-computer network a full ten to twenty years.
There are many advantages to Using this ability for teaching and research!
After the first year the network could be lowered and everyone that was
part of the network would retain full knowledge from anyone else who was
part of the network... PERMANENTLY! All skills and abilities of a mental
nature are TAUGHT to the Citsemod youth Using the Race wide Bio-computer
network, augmented with bio-electronic cyborg computers.

SUPER MINDLINK
Range: 20,000ft. per level of experience. (Must be in sight to establish
the link, but after that full range is possible!)
Duration: Special. The link will last as long as I.S.P.'s are spent to
maintain it.
I.S.P.: 100 to establish link, and 12 per hour.
Saving throw: Standard, (Not required if willing).
This ability combines "Super Mind Bond", with a unique type of Telep-
athy developed by the Citesmodian race. The instant ability of sharing of
all knowledge is extended to knowing every thought between those sharing a
mindlink! Each entity in the link can use any skill or ability of anyone
else in the link. Any Major Psionic with this power can link to as many
others as they have levels of experience, (Allice and her kind are the
exception to this. They can form an unlimited number of links between them
selves at no I.S.P. cost, along with limits set above). Only the Psionic
establishing the Link pays the initial I.S.P. cost, after that the cost
may be payed by any in the link. It should be noted that long periods of
Using this ability will reduce life expectancy! The Citesmod and their kin
have the ability to hide some knowledge even from the Mindlink. It should
also be noted that stronger minds can control weak minded people with this
ability! (Use M.E. and I.Q. combined as a base for control. Total all in
an existing link for comparison.)

TELEKINIC FORCE FIELD MANIPULATION


Range: 100ft. per level of experience. (Must be in sight to establish
and control the Manipulation! (i.e. See The Invisible))
Duration: Instant.
I.S.P.: 75 to establish Manipulation, and 5 per change made.
Preparation time: 2 hours of meditation on new shape of field to be
manipulated. This is reduced by 10 min. per level.
Saving throw: None.
This ability has two basic uses; 1, When combined with a T.K. force
field not yet in existence, a shaped field may be erected. 2 Any T.K.
force field already in existence may be altered and shaped in any way.
With this ability, a major psionic can create a hole for breathing, or
weapons firing, or even escape from within his Telekinic Force Field! Any
shape or size of alteration may be achieved, but an existing field cannot
be added to or lessened, just altered or reshaped! It should be noted that
another T.K. force field will not conform to the alterations unless it is
brought into being by the minipulator. (The only way "Ameliorated" can be
worked with is through this artful ability. The metal cannot be cut, and
any other attempt to work it, other than to inject plasmatic Ameliorated
into a shaped field, and letting it cool, simply dents the metal until it
is destroyed! Remember only within a conversion reaction can "Ameliorated"
be turned into a plasmatic state! "Ameliorated" can be welded with a thin
controlled stream of Super hot plasmatic Ameliorated!)

SUPER BRAINSHIP PSIONICS


(Stolen from Spaceship)
SENSE MAGNETIC FIELDS and DISTURBANCES
Range: 1,500ft. per level of experience.
Duration: 15 min per level of experience.
I.S.P.: 85
Preparation time: 1 hour of meditation, reduced by 10 min. per level.
(i.e. Instant at level 6 and above)
Saving throw: None.
Every large object influences the magnetic lines of flux on a given
planet. Certain metals, as well as Electro-Magnetic and electrical/
electronic impulses (Such as Radio and Radar), or natural magnetic fields,
cause a turbulence of these lines of flux. With this ability, any magnetic
field disturbance can be detected. The biggest disturbances in the lines
of flux are caused by the rippling energy surges of a rift. This ability
gives a general direction to magnetic north of any given planet. (Note:
This ability can be fooled by solar flares, and other interference from
the sun.)

SUPER MAGNETIC PULSE MANIPULATION


Range: Special (see below).
Duration: Instant.
I.S.P.: 150
Saving throw: None.
This ability requires a sorse of magnetic field pulses, not unlike the
ones produced by gravitational propulsion units, or a portable force field
generator. With this strange ability the major psionic can create his own
globe of reality within the space/time continuem. In plain english, with a
strong enough magnetic field, a rift can be opened! The chance of control-
ling the destination of the rift is not so good at first, but it improves
with experience. It takes at least a 7th level of major psionic ability to
learn this art. The psionicly summoned rift can travel accross space, as
well as time! At 10th level of psionic mastery, any Dimensional rift seen
before can be recreated with ease. At 15th level a controlled rift has a
65% chance of being created by the wielder of this power. At 20th level,
and with a good working knowledge of Ley Line locations, the psionic can
open a rift from any Ley Line, to any other Ley Line in any dimension!
There is a secondary use of this ability. A highly destructive magnetic
pulse can be generated to knock out any un-protected electronics within a
100ft per level radius. This function will not open a rift...Well it
shouldn't anyway. (Your the GM... You decide! Who knows what might come
through such a rift, ONLY YOU?!?)

OTHER STOLEN PSIONIC POWERS

DISRUPT ELECTRON BONDING


Range: 25ft. per level of experience.
Duration: Instant.
I.S.P.: 35
Saving throw: Normal.
This ability goes not work on living matter, but the destructive power
that may be unleashed from non-living solids is "PHENOMENAL"! Just imagine
a miniature nuclear explosion if you will, and you'll see what I mean. By
fixing their sight on a part of an object, the major psionic can explode a
section of that item. The damage from this explosion depends on the level
of the psionic (1D6 M.D. x level of experience). There's no roll to hit or
any chance to dodge, and the save is for the item, not anyone in or around
the item! Anyone within 12ft of the explosion gets their normal save vs.
magic spell to avoid damage. A common tactic is to explode weapons.

S-ar putea să vă placă și