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Old 10-29-2004, 02:31 PM   #97
Redwing
thedeadlymoose
 
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Back on subject, here's some information on Vanguards and Kioet. [It took me so long to write this that I figured forget keeping it behind the scenes only. ]

Vanguard, Base

Integrated Weapons:

1) Rocket darts [30 darts, 15 per arm]

External Weapons:

1) Rapid-fire Concussion Blaster Rifle [50 shots]
2) Cortosis-alloy Staff, Spiked [Spikes retractable]

Passive Abilities/Powers/Equipment:

1) Force Defense: Channel Force energy of opponent and use it for power. Imitate passive Force powers (Strength, Speed, etc.) Block active Force powers (Lightning, Destruction, etc.) Time Limit: None.
2) Armor: Cortosis-enhanced. Blocks lightsabers, vulnerable to explosives.
3) Shield Belt: Blocks energy/explosive attacks. Recharges very slowly when not under fire.
4) Breather: Allows survival in hostile/underwater environments. [Although not the vacuum of space.]
5) General Energy Defense: Can partially channel a limited selection of unknown forms of energy similar to magic or the Force. Can partially or completely block a somewhat larger selection of unknown forms of similar energy.

Active Abilities/Powers/Equipment:

1) Jetpack. Time Limit: 2 minutes of fuel. [Recharges when not in use, 1 minute to fully recharge.]
2) Target/IR Scanner. Time Limit: None.
3) Grapple [Range 50 feet]
4) Teleporter. Teleport anywhere suit has been in within the past five minutes, or to a teleporter marker. [Vanguards generally carry none on them.] Must be within visual range. Can set one teleporter 'mark' in the suit itself, which lasts for five minutes and does not require visual targeting.

***

Kioet

- Anything tagged [Magic] must be concentrated on to be used, and cannot be used concurrently with something else also tagged [Magic].

Integrated Weapons:

1) Rocket darts, double power of a Vanguard's. [30 darts, 15 per arm]
2) Toxic acid/poison cloud weapon on right arm. [Magic, lasts 20 seconds before recharge required]
3) Flamethrower weapon on left arm. [Magic, lasts 20 seconds before recharge required]
4) Lightning weapon on right arm. [Magic, lasts 20 seconds before recharge required]
5) Frostthrower weapon on left arm. [Magic, lasts 20 seconds before recharge required]
6) Holdout blaster attachment, enhanced power. Meant as a last-resort weapon. [5 shots each arm]

External Weapons:

1) Rapid-fire Concussion Blaster Rifle, enhanced accuracy. [50 shots]
2) Modified Cortosis-alloy Staff, Spiked [Spikes retractable]. Spikes enchanted to pierce armor. Weapon enchanted to resist magical destruction.
3) Scoped Stormtrooper Rifle, enhanced power. [100 shots, sniper uses 10 energy units per shot]
4) Seeker Rail Detonator, enhanced power. [6 shots]
5) Flash grenades, enhanced effectiveness. [Carry 6]
6) Thermal detonators, low blast radius, enhanced effectiveness. [Carry 6]
7) Repeater rifle, enhanced power. [300 shots]
8) Sequencer charges, can set power - normal to double normal. [Carry 12 in pack]
9) 'Tank Gun' attachment. Intended for antivehicle usage. Heavy, must be attached to an arm. Enormous destructive power. [10 shots]

Passive Abilities/Powers/Equipment:

1) Force Defense: Channel Force energy of opponent and use it for power. Imitate passive Force powers (Strength, Speed, etc.) Block active Force powers (Lightning, Destruction, etc.) Time Limit: None.
2) Armor: Enhanced to block lightsabers, energy attacks, and resist magic destruction.
3) Shield Belt: None. Removed.
4) Breather: Allows survival in hostile/underwater environments, including the vacuum of space.
5) General Energy Defense: Can partially channel a limited selection of unknown forms of energy similar to magic or the Force. Can partially or completely block a somewhat larger selection of unknown forms of similar energy.
6) Magic Defense: Channel Magic energy of opponent and use it for power. Imitiate passive powers, and block active powers.
7) Augmented Regeneration: Kioet's natural Trandoshan regeneration abilities are increased dramatically by a factor equalling his sync ration with the suit. [50% SR = 50% increase]

Active Abilities/Powers/Equipment:

1) Jetpack, enhanced to resist magical destruction. Time Limit: 20 minutes of fuel. [Recharges when not in use, 10 minutes to fully recharge.]
2) Target/IR/Enhanced Scanner. Can detect magic, Force, and other energy signatures.
3) Grapple [Range 100 feet]
4) Teleporter. Teleport anywhere suit has been in within the past five minutes, or to a teleporter marker. [Vanguards generally carry none on them.] Must be within visual range. Can set one teleporter 'mark' in the suit itself, which lasts for five minutes and does not require visual targeting.
5) Kioet can use his own innate power to enhance his strength, speed, etc. for a few seconds at a time [limited by sync ration with suit and mental strain felt when doing this]
6) Telekinesis. [Range 50 feet, limited strength] [Magic.]
7) Physical Shield. Blocks all physical attacks. Time Limit: 1 minute maximum, can be activated/deactivated at will. Takes twice the amount of time used to recharge. [5 second use = 10 second recovery. Magic.]
8) Invisibility. Can still be seen via shadows on body. Time Limit: 2 minutes, takes same amount of time to recharge as it was used. [Magic.]
9) Portable spycam droid. Can cloak itself and feed images, etc to Kioet's suit. Range: 500 feet.



Last edited by Redwing; 10-31-2004 at 10:04 PM.
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