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Rikonian Superscience for Heroes Unlimited


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Super Ability Rings

NOTE: This tech is highly advanced, even for Heroes Unlimited. It should be restricted to advanced aliens (like ones from galactic supercivilizations) and extreme supergeniuses (like a Reed Richards type)

There are many worlds throughout the Megaverse where some people have been gifted with great powers. But not everyone is so lucky. In some of the more advanced world, the technology to grant super powers through external devices was developed.
Below is one possible example. These rings each contain micronized components to mimic a power. Each ring responds to the mental command of the user just as a real power would. Also, the user can mentally turn a ring on or off. Please note however, that no statistical or skill bonus is granted unless it is the main effect of the ring. For example, the wingless flight ring does not grant SDC bonuses, but it does grant the flight combat bonuses while the user flies. Likewise, the plant control ring offers no special knowledge of plants or SDC bonus.
Also note that the price listed is the price one could buy a mass produced unit at (i.e., if your character is browsing at a mega-advanced shop). Earth corporations may be able to create one at 25 to 50 times the price listed if they get their hands on a sample. Prices are 5 to 10 times those listed for alien civilizations on par with those from Aliens Unlimited if the rings are even available to them at all.
One final note: It is safe for an average human to wear 2 major power rings, one major and 2 minor, or 4 minor power rings at one time. Those who already possess super abilities can only wear one ring (minor or major) safely. Also, the time that a person can use the rings is limited. A normal person has 5 usage points per PE point. Each minor ability the user himself possesses reduces total usage points by 10%. Major powers reduce usage points by 20%.
Each minor ability ring uses one usage point per four minutes of use. Each major ability ring uses one usage point per two minutes of use. If a ring is worn, but not active, it depletes usage points at half the rate.

Minor Ability Rings

Major Ability Rings

Nanotechnology

Nanotechnology is the incredible science of constructing miniaturized robots to perform manipulations on cells, molecules, maybe even atoms. While our science is still a few years away from realizing the great dreams of this technology, a more advanced society may have gotten further.

Nanosymbiosis (an option for experiments): This is the implantation of nanites into the body for the purpose of enhancing the host. This is very complicated, so it is best if the nanites all work along similar lines. Hence, the Nanosymbiosis options presented here have specific and obvious motifs.
NOTE: These systems do not mix easily (see Step II: Side Effects). If they do mix, they tend to have nasty side effects. Also, these systems will neutralize any preexisting super abilities except for those derived from cybernetic implants or external biological structures (wings, limbs, horns, claws, etc.)

STEP I: Select power scheme. Select one of the following (or, if player and GM agree, make up your own)

 

Subcutaneous Control Dart.

Subcutaneous Control Dart Sysyem: This looks like a palm pilot or handheld video game. At the top of the device, however, is a small dart gun. The dart must be injected into the back of the neck, which can be done by firing it (called shot to back of neck, -6 to strike) or by pressing the device up against the back of the neck and pressing the "precision inject" button.
Once the dart is in place, it will take 1D4 melees to co-opt the victim's motor control center and take effect. Once this happens, the screen of the control unit will display a black and white (or somewhat grainy and choppy color) image of what the victim sees. Control is similar to a 1st person shooter style game. There is no need to control exact movements, as those are wired into the motor center of the victim's brain. The character's movement can be controlled by a joystick, arrow keys, trackball, slidepad or other similar device. Initially the only options available are punch (if the character is holding a weapon, this will make him use it as a club), kick, run (makes character move at running speed until disengaged), creep (makes character move at a slower speed. If the character has prowl skill, this is automatically used), draw weapon, holster weapon, fire weapon, jump, jump and grasp (a small cursor appears over the dispaly. whatever it is pointed at, the character will leap at and attempt to grab), and crouch.
Also, after 2D4 melees, the dart scans the motor center for useful prelearned moves and suepr abilities (psionics and magic are not available). Then a column of specialty icons (or touchscreen buttons) appears on the screen. Each of these is labelled in a very generic way (kick, punch, block, etc.), so the controller may not know what a button does until he presses it!
Dart Size: 3/4"
Dart Damage: 1. Note that any sort of neck armor or protection will stop the dart
Dart firing range: 15'
Delay: This device takes 1D4 melees to take effect. It will take another 2D4 melees for combat moves to become available.
Control Range: 200'
Saving Throw: victims may save vs. nonlethal poison (-5) upon getting shot, and every 4D6 minutes thereafter. A successful save means they can fight off the effect, shorting out the dart. The controller cna also remotely activate a self destruct system in the dart. This does not damage the brain of the victim. The dart is made of a special polymer that will break down naturally in the bloodstream after a day or two.
Characters with mechanolink, telemachanics, or Radio Wave Atunement are not affected. Characters with Magnetism are +6 to save vs. the initial attack.
Combat: The controlled character will have the average of his combat bonuses and the controller's combat bonuses, and will also have access to any moves which the victim knows (due to the motor control center of the brain being "wired" to make those moves). Due to the awkward nature of controlling the victim, the controller will suffer a -2 penalty on all combat moves (-6 penalty with any ranged items) and a -10% penalty to any physical skills.
Earth Cost: $1,400 for the control system, and $2,000 per dart
AU Cost: 700 Cr. for the control system and 900 Cr. per dart