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Calypso Aquatic Salvage Armor


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Calypso Aquatic Salvage Armor

 

Cost Power

34 Protective Armor: Armor (20 PD/20 ED) (60 Active Points); OIF (-1/2), Real Armor (-1/4)

10 +20 STR (20 Active Points); OIF (-1/2), No Figured Characteristics (-1/2)

10 Life Support (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Self-Contained Breathing) (15 Active Points); OIF (-1/2)

7 Power Source: Endurance Reserve (18 END, 6 REC) Reserve: (8 Active Points); OIF (-1/2)

3 Visual Sensors: Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2)

4 Visual Sensors: Nightvision, +1 to PER Roll (6 Active Points); OIF (-1/2)

7 Onboard Sonar: Active Sonar (Hearing Group) (15 Active Points); OIF (-1/2), Affected As Sight Group As Well As Hearing Group (-1/2)

17 Increased Arc Of Perception (360 Degrees) with Active Sonar, Hearing Group and Sight Group (25 Active Points); OIF (-1/2)

2 Auditory Sensors: Ultrasonic Perception (Hearing Group) (3 Active Points); OIF (-1/2)

8 Communication System: High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2)

5 Searchlight: Sight Group Images Increased Size (4" radius; +1/2) (15 Active Points); Only To Create Light (-1), OIF (-1/2), Limited Range (20"; -1/4)

6 Cutting Laser: Killing Attack - Hand-To-Hand 1 point, Penetrating (x2; +1), Continuous (+1) (15 Active Points); OIF (-1/2), No STR Bonus (-1/2), No Knockback (-1/4), Real Weapon (-1/4)

34 Electric Stun Ray: Energy Blast 6d6, STUN Only (+0), Area Of Effect (7" Cone; +1) (60 Active Points); OIF (-1/2), Real Weapon (-1/4)

3 Clamps: Extra Limbs (2) (5 Active Points); OIF (-1/2), Limited Manipulation (-1/4)

7 Boost-Jets: Swimming +10" (12" total) (10 Active Points); OIF (-1/2)

 

Powers Cost: 157

 

 

Cost Talent

8 Onboard Computer: Absolute Range Sense, Absolute Time Sense, Bump Of Direction, Lightning Calculator (12 Active Points); OIF (-1/2)

3 Video Camera: Eidetic Memory, 1 Continuing Charge lasting 6 Hours (+0) (5 Active Points); OIF (-1/2)

2 Drag Compensator: Environmental Movement (No Penalties In Water) (3 Active Points); OIF (-1/2)

 

Talents Cost: 13

 

 

Total Character Cost: 170

 

 

Calypso Aquatic Salvage Armor (CASA) is a suit of powered armor designed for use in underwater salvage operations but also with an eye toward protecting the wearer from aquatic predators. CASA is rated to a depth of 1,200 feet, with a crush depth of 2,000 feet.

 

Main Features

In many ways, the CASA's helmet is the center of the suit. It contains the respirator that provides air from the suit's oxygen tanks; the various sensors that give the wearer infrared sight, nightvision, and ultrasonic hearing; and the suit's radio. The Heads Up Display (HUD) displays information such as the time, the wearer's location, and range of objects - all of which are fed to the helmet from the onboard computer located in the chest. The computer also has enough space for six hours of video recorded by the helmet's digital video camera. The camera is mainly used by crews who need to keep a detailed record of their discoveries and actions when salvaging historical wrecks. It also comes into use during preliminary dives to assess the situation, allowing crews to study the video and plan an operation before carrying it out. The video is broadcast topside via the suit's communications system. Atop the helmet is a searchlight used as a backup if the infrared or nightvision sensors become inoperable due to damage or malfunction. The suit can be operated in a limited way on the surface without its helmet although this is not recommended.

 

To aid in the salvage process, the suit comes with a cutting laser that allows operators to cut through ship hulls as well as debris that has accreted on the surface of these ships. On the back of the suit are two extendable arms that fold into the suit on either side of the oxygen tanks. These arms are attached to the suit's shoulders by ball and socket joints that give the arms complete mobility. At the end of each arm is a clamp, also on a ball and socket joint, that the CASA operator can use to lift small, delicate items or move objects while performing other tasks with his hands.

 

Additional Features

The suit is equipped with a heating system that protects its operator from the frigid temperatures of deep sea and arctic waters. It also contains an air conditioning unit to keep the wearer from overheating on the surface, a feature that is extremely useful in tropical climates.

 

Defensive Features

CASA's main defense is a 360° sonar system that constantly monitors the environment surrounding the suit's wearer, providing an early warning if large undersea animals enter the area. This gives the CASA operator a chance to hide or swim to the surface, depending on the threat level and individual situation. The boost jets were designed with this in mind. The suit's armor, designed to resist the high pressures of the deep sea, also provides adequate defense against most marine predators. In the dark depths of the ocean, the searchlight can be used to scare away creatures unused to bright light. However, some animals are attracted by the light so the searchlight is used sparingly.

 

Offensive Features

CASA is equipped with an electric stun ray inspired by the electric eel, which allows the wearer to incapacitate predators rather than killing them. While this is the preferred method of dealing with threats, the suits cutting laser can be used as a last resort weapon if an aggressive animal comes too close. The cutting beam causes serious damage to living flesh and has been known to drive off attacking sharks. Most suits have the stun ray device on the left forearm and the cutting laser - which is used more often - on the right forearm. Left-handed suits exist but are only made as custom orders.

 

Calypso Aquatic Salvage Armor is a product of the Azteca Armor Corporation located in New Tenochtitlan (formerly Mexico City). The suit's somewhat awkward sounding name was chosen so the company could use the slogan "Mi CASA es su CASA" in its advertisements.

 

 

 

Thanks to pruttm, CorPse, and The Rose for their comments and suggestions on the cutting laser. Special thanks to TikiGawd for the cutting laser build I ended up using. :celebrate

 

(I swear I'll start building things for myself soon. Maybe.) :D

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Re: Calypso Aquatic Salvage Armor

 

Maximus UOR-9 Underwater Operations RPV

 

MAXIMUS UOR-9 UNDERWATER OPERATIONS RPV

Val Char Cost Notes

10 STR 0 Lift 100.0kg; 2d6

10 DEX 0 OCV 3 DCV 3

12 BODY 4

10 INT 0 PER Roll 11-/15-

0 EGO 0 ECV: 0

10 PRE 0 PRE Attack: 2d6

10 COM 0

2 SPD 0 Phases: 6, 12

Total Characteristic Cost: 4

 

Movement: Running: 6" / 12"

Swimming: 14" / 28"

Leaping: 2"

 

Cost Powers END

Construction

13 1) Metal Skin: Armor (3 PD/3 ED) (27 Active Points); OIF (-1/2), Ablative BODY Only (-1/2) 0

45 2) Automaton (Takes No STUN (loses abilities when takes BODY)) 0

15 3) Does Not Bleed 0

14 4) Life Support (Eating: Character only has to eat once per week; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: 200 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week) (42 Active Points); OIF Immobile (-1 1/2), Custom Modifier (Real Equipment; -1/4), Costs Endurance (Only Costs END to Activate; -1/4) (uses Personal END) 4

Locomotion

3 1) Venturi Thrusters: Swimming +12" (14" total) (12 Active Points); OIF Immobile (-1 1/2), Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; -3/4), Restrainable (-1/2), Turn Mode (-1/4) (uses Personal END) 1

Optional Equipment

15 1) Harpoon Gun: RKA 3d6+1 (vs. ED ) (50 Active Points); OIF Bulky (-1), 4 Charges (-1), Limited Range (-1/4) [4]

6 2) High Definition Mapping Sonar: Active Sonar (Hearing Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Telescopic (+2 versus Range Modifier): +2 (31 Active Points); OIF Bulky Fragile (-1 1/4), Extra Time (1 Turn (Post-Segment 12), -1 1/4), Costs Endurance (-1/2), Sense Affected As More Than One Sense [very common Sense] (-1/2), Custom Modifier (cannot be used as a targeting sensor; -1/2) (uses Personal END) 3

18 3) Laser or Plasma Cutting Torch: RKA 3d6+1 (vs. ED ) (50 Active Points); No Range (-1/2), Restrainable (-1/2), Required Hands Two-Handed (-1/2), 12 Charges (-1/4) [12]

11 4) Magnetic Grabber Arm: Telekinesis (27 STR) (41 Active Points); Custom Modifier (magnetic objects only; -1), OIF Bulky (-1), Restrainable (-1/2) (uses Personal END) 4

4 5) Magnetometer: Detect A Single Thing 13-/17- (Unusual Group), Discriminatory, Analyze (15 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), OIF Bulky (-1), Costs Endurance (-1/2) (uses Personal END) 1

Powerplant

4 1) Endurance Reserve (10 END, 10 REC) (11 Active Points); OIF Immobile (-1 1/2), Custom Modifier (Real Equipment; -1/4) 0

Sensors and Electronics

3 1) Enhanced Audio pickups: +4 PER with Hearing Group (8 Active Points); OIF Bulky Fragile (Hydrophones; -1 1/4) 0

3 2) Enhanced Zoom Optics: +5 versus Range Modifier for Sight Group (8 Active Points); OIF Bulky Fragile (-1 1/4) 0

5 3) Heavy Duty Floodlights: Sight Group Images Increased Size (4" radius; +1/2) (15 Active Points); OIF Bulky Durable (-1), Only To Create Light (-1) (uses Personal END) 1

10 4) Remote Camera System: Clairsentience (Sight Group), Discriminatory, Transmit, 1 Continuing Charge lasting 6 Hours (+0) (27 Active Points); OIF Bulky Fragile (-1 1/4), Sense Affected As More Than One Sense [very common Sense] (-1/2) [1 cc]

9 5) Active Sonar (Hearing Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); OIF Bulky Fragile (-1 1/4) 0

4 6) Radio Perception/Transmission (Radio Group) (10 Active Points); OIF Bulky Fragile (-1 1/4), Costs Endurance (Only Costs END to Activate; -1/4) (uses Personal END) 1

Specialized Equipment

4 1) Mineral Sampler: Detect A Large Class Of Things 13-/17- (Unusual Group), Discriminatory (17 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), IIF Bulky Fragile (-1), Restrainable (-1/2) 0

5 2) Small Manipulator Arms: Extra Limbs (4) 0

2 3) Mind Link , Control Unit class of minds, One Specific Mind (5 Active Points); Costs Endurance (-1/2), Physical Manifestation (20 mile cable; -1/4), Crew-Served (2 people; -1/4) (uses Personal END) 1

 

 

Talents

2 Absolute Time Sense (3 Active Points); OIF (-1/2), Custom Modifier (Real Equipment; -1/4)

2 Bump Of Direction (3 Active Points); OIF (-1/2), Custom Modifier (Real Equipment; -1/4)

2 Eidetic Memory (5 Active Points); OIF (-1/2), Custom Modifier (Real Equipment; -1/4), 1 Continuing Charge lasting 1 Hour (-1/4)

2 Lightning Calculator (3 Active Points); OIF (-1/2), Custom Modifier (Real Equipment; -1/4)

 

 

Skills

3 KS 12-

3 KS 12-

3 Mechanics 11-

6 Navigation (Marine) 13-

 

 

Total Powers & Skill Cost: 216

Total Cost: 220

 

200+ Disadvantages

20 Social Limitation: All Robots are treated as Property (Very Frequently; Severe; Not Limiting In Some Cultures)

10 Physical Limitation: Must Refuel or Recharge for 8 hours once a week (Infrequently; Greatly Impairing)

15 Physical Limitation: Requires repair rolls and parts to heal (Frequently; Greatly Impairing)

0 Experience Points

 

Total Disadvantage Points: 220

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