Post by FezzedOne on Apr 1, 2019 16:02:28 GMT -5
Name: Samantha Talonios.
Nickname(s): "Sam" (known by friends), "The Talon" (professional moniker).
Species: Floran (not greenfinger).
Height and weight: 1.78 m, 54 kg.
Age: 24.
Biography: Samantha is a tinkerer -- and thief -- from Nea Athina, a human colony, in the Epsilon 192b sector. Abandoned by her tribe as an infant, she was raised by pro-floran activists (along with other florans) and is surprisingly civil for a floran (and naturally intelligent) -- however, the general stigma against florans prevents most from appreciating that. Unfortunately, her adoptive parents were killed by anti-floranists, so Sam had to turn to a life of theft. Using her adeptness with technology, Sam made herself (and her new human friend) glidecloaks and grapples (using the human's help for the more dextrous parts). Years of living with humans mean that Sam has learned to suppress her lisp a bit, but it's still ever-present.
Advantages
• Unusually intelligent (120 IQ).
• Claws (like most florans). 25-mm length. If broken, 24 hours to regrow.
• With her glidewings, Samantha is skilled enough to catch thermals, and use the occasional powered boost to stay in the air indefinitely -- but this takes too long for escape.
• Rather agile and very good at climbing; hard to corner, especially when she's wearing her gravcloak. Skilled glidecloak user.
• Very tech-savvy; can engineer and tinker together her own personal gear.
• Very street-savvy due to her life in the back alleys of Nea Athina and other cities.
• Experienced in stealth and ambush tactics; she'd make a good spy.
• Good at reading gestures and facial expressions, which helps her identify liars and cheats.
• Usual advantages of the race.
Disadvantages
• If cornered or trapped, she can't really fight back, though she'll try.
• No opposable thumbs (racial disadvantage).
• Doesn't get along well with most florans due to not being raised in their culture.
• Likely to get in trouble because of her criminal inclination.
• Attached to her gravcloak and robe -- if taken, she gets aggressive.
• Poor swimmer; dislikes being submerged.
• Usual disadvantages of the race.
Equipment
• Gravcloak and heatrobe with hood.
• Wrist-mounted grappling hook.
• Red bandana -- a sentimental item.
• Black gloves -- these have retractable thumb-clasps for stuff that requires thumbs, though they're not anywhere near as dextrous as the real thing.
• Black boots -- worn in cold climates and rough areas.
• Police-strength pepper/bear spray. Five uses.
• 12-cm durasteel combat knife.
• Small box of stolen bandages.
• Zippo lighter. Sam doesn't smoke though.
• Holophone. Probably stolen.
• Flash drive with hacking software on it.
• Various snacks and other odds and ends.
Wrist-mounted grapple (Samantha's design)
Allows one to grapple rapidly. Twenty-five-metre range. The 2-mm-thick "rope" is made of spider-silk-like semi-conductive carbon fibres and has powerful gecko-type electrostatic suction pads at its business end, allowing grappling onto glass (or anything else) without damaging the material. Can carry up to 100 kg. The retracting mechanism is strained if carrying more than 75 kg.
Glidecloaks and heatrobes (Samantha's design)
As a tinkerer, Samantha Talonios made "glidecloaks" and "heatrobes" for herself and friends. They come with fingerless control gloves, which are used to control the robe and cloak's functions. (Neural sensor pads attached to the shoulder blades can be used instead, but require training to use.) Both the glidecloak and robe are waterproof and provides some protection from corrosive liquids and similar, but they have no armour value whatsoever and cannot stop bullets (though the cloak can stop blades if used like a parrying cloak).
Glidecloak
A glidecloak contains sewn-in electostatic wiring, allowing it to be used in three modes. It takes one turn to change modes -- during this turn, the glidecloak isn't usable in any mode.
Carrying mass
Total carrying mass includes the mass of the robe (2.5 kg), its user and anything they are carrying. Multiply mass by Gs before checking this table.
More than 75 kg: Cannot ride thermals.
More than 85 kg: Cannot glide.
More than 100 kg: Too heavy for electrostatic flight.
More than 150 kg: Too heavy to break falls.
Glidecloak modes
• Wing mode allows gliding, breaks falls and boosts running speed. With the robe's power supply, electrostatic fields generated by the wiring charge atoms in the air, creating a thrust/lift gradient, which allows for flight and hovering. Wingspan is 5 metres. Can ride strong winds. Flexible enough to go through narrow spaces, but can't fly or glide without the necessary space.
• If the cloak is soaked in water or otherwise weighed down, it can only slow falls. Drying off requires three to five minutes (30 to 50 turns) in good direct sunlight (or with heater wiring) or up to thirty minutes (300 turns) otherwise. Anything worse than light precipitation prevents powered flight and hovering, as well as riding thermals. If shaking the wings, drying off takes only six turns (regardless of whether the heater wiring is on).
• The wings allow for one-turn bursts of rapid electrostatic flight (10 to 15 metres per burst). During a powered flight burst, the glidecloak is more vulnerable to EMPs than most electrical/electronic equipment. A two-turn charge time is required for each burst. Requires an atmosphere of some sort to work.
• Electrostatic hovering is available. Two-turn charge to enable -- wings must be out first. Maximum hover speed is that of a brisk walk (2 m/s). Local electromagnetic fields keep the wings charged, allowing for indefinite, but very slow flight. Not recommended in enclosed spaces, especially during combat, due to risks of electrostatic charge damaging stuff and knocking out the user. Can charge a flight burst while hovering; however, after the burst, the user must charge before hovering again. Requires an atmosphere of some sort to work.
• Without the robe, which contains the batteries necessary for electrostatic flight/hovering, only gliding is available.
• The wings are obvious easy targets and can be easily torn or cut off. Holes created by bullets, however, don't impact flight performance too much, unless they cut through internal wiring, causing flight to be uncontrollable.
• Cloak mode: The cloak can be used to safely parry bladed melee attacks in this mode (by wrapping the cloak around one's arm in a parrying stance). The cloak's 2.5-mm-thick black fabric helps trap in heat and absorbs infrared radiation from starlight, and can create heat via its heater wiring, warming the user. Can break falls.
• Cape mode: is what it says on the tin -- the glidecloak collapses out of the way into a cape. Can break falls. The user physically cannot switch into cape mode if they are wearing another back item (like a backpack).
Heatrobe
A heatrobe has electrostatic field generators sewn into the back of it that are usually hooked up to the glidecloak. If the robe's batteries are depleted, it takes five minutes (50 turns) to recharge if near a wireless charger or an hour (600 turns) to recharge from ambient electrostatic fields (available on any planet with an Earth-like magnetic field or stronger). Its internal heater wiring provides warmth in cold climates or high in a planetary atmosphere. The robe also has a lot of pockets for carrying stuff.
Glidepack setup
A heatrobe and glidecloak can be strapped onto a hiking backpack in a way in which they can still be used. In a glidepack setup, cape mode is inaccessible. Instead, the glidecloak can be collapsed and hidden in the backpack. When collapsed, the cloak can still automatically partially deploy itself to break falls.
Glidewings
A glidecloak without the robe. Batteries are instead in a small pack in the middle of the wings. Has backpack-like straps.
Donning the gear
It takes a minimum of thirty seconds (5 turns in CRP) to change between glidepack and normal setups, during which the gear can't be used. Twelve seconds (2 turns in CRP) are required to put on or take off a heatrobe -- and perhaps another turn to get it out or stash it back wherever one had it.
Nickname(s): "Sam" (known by friends), "The Talon" (professional moniker).
Species: Floran (not greenfinger).
Height and weight: 1.78 m, 54 kg.
Age: 24.
Biography: Samantha is a tinkerer -- and thief -- from Nea Athina, a human colony, in the Epsilon 192b sector. Abandoned by her tribe as an infant, she was raised by pro-floran activists (along with other florans) and is surprisingly civil for a floran (and naturally intelligent) -- however, the general stigma against florans prevents most from appreciating that. Unfortunately, her adoptive parents were killed by anti-floranists, so Sam had to turn to a life of theft. Using her adeptness with technology, Sam made herself (and her new human friend) glidecloaks and grapples (using the human's help for the more dextrous parts). Years of living with humans mean that Sam has learned to suppress her lisp a bit, but it's still ever-present.
Advantages
• Unusually intelligent (120 IQ).
• Claws (like most florans). 25-mm length. If broken, 24 hours to regrow.
• With her glidewings, Samantha is skilled enough to catch thermals, and use the occasional powered boost to stay in the air indefinitely -- but this takes too long for escape.
• Rather agile and very good at climbing; hard to corner, especially when she's wearing her gravcloak. Skilled glidecloak user.
• Very tech-savvy; can engineer and tinker together her own personal gear.
• Very street-savvy due to her life in the back alleys of Nea Athina and other cities.
• Experienced in stealth and ambush tactics; she'd make a good spy.
• Good at reading gestures and facial expressions, which helps her identify liars and cheats.
• Usual advantages of the race.
Disadvantages
• If cornered or trapped, she can't really fight back, though she'll try.
• No opposable thumbs (racial disadvantage).
• Doesn't get along well with most florans due to not being raised in their culture.
• Likely to get in trouble because of her criminal inclination.
• Attached to her gravcloak and robe -- if taken, she gets aggressive.
• Poor swimmer; dislikes being submerged.
• Usual disadvantages of the race.
Equipment
• Gravcloak and heatrobe with hood.
• Wrist-mounted grappling hook.
• Red bandana -- a sentimental item.
• Black gloves -- these have retractable thumb-clasps for stuff that requires thumbs, though they're not anywhere near as dextrous as the real thing.
• Black boots -- worn in cold climates and rough areas.
• Police-strength pepper/bear spray. Five uses.
• 12-cm durasteel combat knife.
• Small box of stolen bandages.
• Zippo lighter. Sam doesn't smoke though.
• Holophone. Probably stolen.
• Flash drive with hacking software on it.
• Various snacks and other odds and ends.
Wrist-mounted grapple (Samantha's design)
Allows one to grapple rapidly. Twenty-five-metre range. The 2-mm-thick "rope" is made of spider-silk-like semi-conductive carbon fibres and has powerful gecko-type electrostatic suction pads at its business end, allowing grappling onto glass (or anything else) without damaging the material. Can carry up to 100 kg. The retracting mechanism is strained if carrying more than 75 kg.
Glidecloaks and heatrobes (Samantha's design)
As a tinkerer, Samantha Talonios made "glidecloaks" and "heatrobes" for herself and friends. They come with fingerless control gloves, which are used to control the robe and cloak's functions. (Neural sensor pads attached to the shoulder blades can be used instead, but require training to use.) Both the glidecloak and robe are waterproof and provides some protection from corrosive liquids and similar, but they have no armour value whatsoever and cannot stop bullets (though the cloak can stop blades if used like a parrying cloak).
Glidecloak
A glidecloak contains sewn-in electostatic wiring, allowing it to be used in three modes. It takes one turn to change modes -- during this turn, the glidecloak isn't usable in any mode.
Carrying mass
Total carrying mass includes the mass of the robe (2.5 kg), its user and anything they are carrying. Multiply mass by Gs before checking this table.
More than 75 kg: Cannot ride thermals.
More than 85 kg: Cannot glide.
More than 100 kg: Too heavy for electrostatic flight.
More than 150 kg: Too heavy to break falls.
Glidecloak modes
• Wing mode allows gliding, breaks falls and boosts running speed. With the robe's power supply, electrostatic fields generated by the wiring charge atoms in the air, creating a thrust/lift gradient, which allows for flight and hovering. Wingspan is 5 metres. Can ride strong winds. Flexible enough to go through narrow spaces, but can't fly or glide without the necessary space.
• If the cloak is soaked in water or otherwise weighed down, it can only slow falls. Drying off requires three to five minutes (30 to 50 turns) in good direct sunlight (or with heater wiring) or up to thirty minutes (300 turns) otherwise. Anything worse than light precipitation prevents powered flight and hovering, as well as riding thermals. If shaking the wings, drying off takes only six turns (regardless of whether the heater wiring is on).
• The wings allow for one-turn bursts of rapid electrostatic flight (10 to 15 metres per burst). During a powered flight burst, the glidecloak is more vulnerable to EMPs than most electrical/electronic equipment. A two-turn charge time is required for each burst. Requires an atmosphere of some sort to work.
• Electrostatic hovering is available. Two-turn charge to enable -- wings must be out first. Maximum hover speed is that of a brisk walk (2 m/s). Local electromagnetic fields keep the wings charged, allowing for indefinite, but very slow flight. Not recommended in enclosed spaces, especially during combat, due to risks of electrostatic charge damaging stuff and knocking out the user. Can charge a flight burst while hovering; however, after the burst, the user must charge before hovering again. Requires an atmosphere of some sort to work.
• Without the robe, which contains the batteries necessary for electrostatic flight/hovering, only gliding is available.
• The wings are obvious easy targets and can be easily torn or cut off. Holes created by bullets, however, don't impact flight performance too much, unless they cut through internal wiring, causing flight to be uncontrollable.
• Cloak mode: The cloak can be used to safely parry bladed melee attacks in this mode (by wrapping the cloak around one's arm in a parrying stance). The cloak's 2.5-mm-thick black fabric helps trap in heat and absorbs infrared radiation from starlight, and can create heat via its heater wiring, warming the user. Can break falls.
• Cape mode: is what it says on the tin -- the glidecloak collapses out of the way into a cape. Can break falls. The user physically cannot switch into cape mode if they are wearing another back item (like a backpack).
Heatrobe
A heatrobe has electrostatic field generators sewn into the back of it that are usually hooked up to the glidecloak. If the robe's batteries are depleted, it takes five minutes (50 turns) to recharge if near a wireless charger or an hour (600 turns) to recharge from ambient electrostatic fields (available on any planet with an Earth-like magnetic field or stronger). Its internal heater wiring provides warmth in cold climates or high in a planetary atmosphere. The robe also has a lot of pockets for carrying stuff.
Glidepack setup
A heatrobe and glidecloak can be strapped onto a hiking backpack in a way in which they can still be used. In a glidepack setup, cape mode is inaccessible. Instead, the glidecloak can be collapsed and hidden in the backpack. When collapsed, the cloak can still automatically partially deploy itself to break falls.
Glidewings
A glidecloak without the robe. Batteries are instead in a small pack in the middle of the wings. Has backpack-like straps.
Donning the gear
It takes a minimum of thirty seconds (5 turns in CRP) to change between glidepack and normal setups, during which the gear can't be used. Twelve seconds (2 turns in CRP) are required to put on or take off a heatrobe -- and perhaps another turn to get it out or stash it back wherever one had it.