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     Biomechanical Armor "Vitruvian Man"

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    Abel X
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    PostSubject: Biomechanical Armor "Vitruvian Man"   Biomechanical Armor "Vitruvian Man" Icon_minitimeSat Feb 26, 2011 5:08 pm

    Name: Biomechanical Armor "Vitruvian Man" (B.A.V.M. or B.A. "Vitruvian Man")

    Looks: It looks as a normal bionechanical armor, but has a bright blue cape of purecrystal, also is much more decorated has a symbol in the shoulder, the symbol is the vitruvian man were the circle of the vitruvian man is substituted by a gear, this gear spins and shines with a soft blue light when the E.P.S. "Gilgamesh is activated. Under it, it can be read the phrase: "Deus ex Machina, Homo ex Machina, Homo ex Deux". Includes also a special glove in the wright hand.

    Effect: the B.A.V.M. includes all the fuctions of a normal B.A. but also includes

    -Upgraded movement system: The B.A.V.M. includes a system that lets the user move faster, jump higer and answer internal or external stimulus faster.

    -Energy cannon: The B.A.V.M. includes an energy liberator in the claw capable of firing a paralizing blast, needs a charge time of 1 posts and one recovery time of two posts (can paralyze middle sized creatures).

    -Omni-terrain System: this system protects the user and the armor from harmful temperatures and enviroments, ground and underground vibrations and it can emit a wave that can change it's frequency and lenght to neutralize harmful sounds, this wave needs a charge time of 3 posts and a recovery time of 3 posts.

    -Ecowave localization system: the B.A.V.M. includes a device in the shoulder able to emit a ecowave that lets the user know what is arround him in detail in a range of 9 meters, the ecowave can't go trough solid objects (the user can't know whats behind a tree for example) (27 ft I think).

    -E.P.S. "Gilgamesh" control system: the B.A.V.M. includes some devices to control the E.P.S. "Gilgamesh" crystals and swords automatically and a glove in the wright hand to control the swords and crystals manually, to activate the E.P.S. the user needs 5 energy units, the blades have an automatic control system to change it's position to not hit anything by accident. the rest of the devices control the levitation of the E.P.S. "Gilgamesh", it's position to not difficult users movement and they cooperate with the E.P.S. to create the magnetic field.

    Other: The B.A.V.M. is harder than a normal B.A. and more resistant, but not much heavier, includes a protected computer system to control E.P.S. "Gilgamesh".

    Pieces to forge it: Luminous organ x7, eltalite ore x14, purecrystal x7, mellanje ore x7, union ore x9, rainbow ore x4, lava stone x15, ice crystal x15, sturdy fang x3, rare scarab x9, elder dragon blood x4, yamatsumaki fluid x4, alatreon scale x5, lavasioth shell x3, shock shell x3, kirin hide x9, kirin horn x3.


    Last edited by Abel X on Wed Mar 02, 2011 10:19 am; edited 3 times in total
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    PostSubject: Re: Biomechanical Armor "Vitruvian Man"   Biomechanical Armor "Vitruvian Man" Icon_minitimeSat Feb 26, 2011 9:46 pm

    The movement system will need some form of weakness for use... And for the ecowave to be so accurate it'll need a weakness... You're gonna need either a weakness or paralyzing ammunition for the cannon... Please describe the crystals as well...
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    PostSubject: Re: Biomechanical Armor "Vitruvian Man"   Biomechanical Armor "Vitruvian Man" Icon_minitimeSun Feb 27, 2011 1:08 pm

    The movement system can't have any weakness, it's just to perfectly dessigned, with it, the luminous organs and the kirin hide are used to perfect the connection of the B.A.V.M. to the nerves of the user, so the conectivity it's almost like if he had real legs or better, it's faster and more efective.

    The ecowave works like it does in dolphins, the ecowave cant go trough solid objects so, for example, if the user was in a box, he wouldn't know what's outside it, or if he was facing a tree, he wouldn't know what's behind the tree, do you understand what I mean?

    The energy cannon needs a tuen to charge, one energy unit tobe used, and twoto reload, it uses shock shells and kirin horn to concentrate and fire the energy.

    The purecrystals are used just to create a resistant cape over the B.A.V.M. and decorate it.
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    PostSubject: Re: Biomechanical Armor "Vitruvian Man"   Biomechanical Armor "Vitruvian Man" Icon_minitimeSun Feb 27, 2011 3:47 pm

    It actually is supposed to have SOME kind of weakness... Why not an electrical feedback... Not enough to cause damage but enough to cause pain or something. Right now you're at ordinary movement. But for it to beyond what people are typically of without any form of weakness is sort of too much. You basically have a power character. You're adding great speeds to a power character. It's like how a cannon is powerful but has slow reload speed and a machine that fire fast but can't measure up to shotguns or sniper rifles in terms of power. Either one of those are fine. You however made a Railgun that is fast and powerful but has none of a Railsguns typical weaknesses.

    Well you still need some sort of weakness. How about you have to concentrate ETC. Because visual stimulus plus combat stimulus ETC would be too complicating when you're making a detailed image of your immediate area.

    Well you should state that in it's appropriate section.

    Just noticed if you want to neutralize harmful sounds you'd need some sort of downside to that too. For a lot of monsters their roars are their primary offense.

    Also how resistant is the cape? If it's simply shred proof then fine but I don't want it deflecting bullets.
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    PostSubject: Re: Biomechanical Armor "Vitruvian Man"   Biomechanical Armor "Vitruvian Man" Icon_minitimeSun Feb 27, 2011 5:51 pm

    Pain isn't a really good Idea, since it isn't a real weakness while RPing, but the increased speed isn't that big, It's more refered to the reduction of the loss of energy caused by the normal activity of the B.A. and the speed of the transmision of the sensible data to the brain and the answer of the user to the B.A., but I supposed that this could mean that an excesive amount of sensible datacould stunt the user.


    Last edited by Abel X on Sun Feb 27, 2011 6:45 pm; edited 1 time in total
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    PostSubject: Re: Biomechanical Armor "Vitruvian Man"   Biomechanical Armor "Vitruvian Man" Icon_minitimeSun Feb 27, 2011 5:59 pm

    Oh... I thought you were making him notably faster... If you aren't you should state that in the appropriate section. So you basically have the sprinter armor skill.
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    PostSubject: Re: Biomechanical Armor "Vitruvian Man"   Biomechanical Armor "Vitruvian Man" Icon_minitimeSun Feb 27, 2011 6:30 pm

    I don't know what effect has that ability Very Happy. Please, explain them to me?
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    PostSubject: Re: Biomechanical Armor "Vitruvian Man"   Biomechanical Armor "Vitruvian Man" Icon_minitimeSun Feb 27, 2011 7:15 pm

    Basically you run faster...
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    PostSubject: Re: Biomechanical Armor "Vitruvian Man"   Biomechanical Armor "Vitruvian Man" Icon_minitimeSun Feb 27, 2011 7:38 pm

    A little bit (15%), and jump higer another bit (15%... or maybe less?).
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    PostSubject: Re: Biomechanical Armor "Vitruvian Man"   Biomechanical Armor "Vitruvian Man" Icon_minitimeSun Feb 27, 2011 7:41 pm

    Well I assume an average hunters jump based on what I've seen would be what 4-6ft? So an extra 15% aint bad actually.
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    PostSubject: Re: Biomechanical Armor "Vitruvian Man"   Biomechanical Armor "Vitruvian Man" Icon_minitimeSun Feb 27, 2011 7:51 pm

    Well, it's a 15% of the jump with a normal B.A., that's a 5 -7 because of the mechanic limbs.
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    PostSubject: Re: Biomechanical Armor "Vitruvian Man"   Biomechanical Armor "Vitruvian Man" Icon_minitimeSun Feb 27, 2011 8:20 pm

    That sounds about right...
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    PostSubject: Re: Biomechanical Armor "Vitruvian Man"   Biomechanical Armor "Vitruvian Man" Icon_minitimeSun Feb 27, 2011 8:22 pm

    Aproved then?
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    PostSubject: Re: Biomechanical Armor "Vitruvian Man"   Biomechanical Armor "Vitruvian Man" Icon_minitimeSun Feb 27, 2011 10:41 pm

    Gotta make the APP changes...
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    PostSubject: Re: Biomechanical Armor "Vitruvian Man"   Biomechanical Armor "Vitruvian Man" Icon_minitimeMon Feb 28, 2011 6:58 pm

    WEll the sound neutralizer uses sturdy fang to create a vibrant tube capable of create any wave, but some waves need more energy than others (example: diablos roar needs more energy than the one of a ratian) so there we could put a weakness, how about if the need of energy caused that charge attacks weren't possible while in use?.

    The cape is just to give it a cooler look, make it a little bit more ressistant and cut of the energy transference between the B.A.V.M. and the enviroment.
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    PostSubject: Re: Biomechanical Armor "Vitruvian Man"   Biomechanical Armor "Vitruvian Man" Icon_minitimeMon Feb 28, 2011 7:18 pm

    How about you have to charge it and the larger the enemy the more charging is needed.

    What would happen if it wasn't there?
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    PostSubject: Re: Biomechanical Armor "Vitruvian Man"   Biomechanical Armor "Vitruvian Man" Icon_minitimeMon Feb 28, 2011 7:35 pm

    No, because the size of the monster doesn't change the strenght of it's roar.

    If the crystal cape wasn't there, the omni-terrain system wouldn't work as well as it does and the B.A.V.M. wouldn't be so effective, but the difference won't be very big... but the decoration would break... that would be a shame...
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    PostSubject: Re: Biomechanical Armor "Vitruvian Man"   Biomechanical Armor "Vitruvian Man" Icon_minitimeMon Feb 28, 2011 9:18 pm

    Usually it does unless in special cases...

    The decorations don't have to break...
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    PostSubject: Re: Biomechanical Armor "Vitruvian Man"   Biomechanical Armor "Vitruvian Man" Icon_minitimeMon Feb 28, 2011 9:49 pm

    Well, between members of the same species, the size would changethe tone, the frecuency and the lenght of the scream, but if the monster it's small then it's roar would have an higer frecuency, lenght and a lower tone, being more harmful and powerful. That's because the size of the organs used to scream, the good screams come in small monsters!
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    PostSubject: Re: Biomechanical Armor "Vitruvian Man"   Biomechanical Armor "Vitruvian Man" Icon_minitimeMon Feb 28, 2011 10:05 pm

    But powerful screams come from LARGE monsters or those with particularly powerful lungs... A Tigrex's roar is almost an explosion of air. It can actually throw a hunter pretty far back with JUST air... That's the power of a roar plus the reverberations are pretty dangerous.
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    PostSubject: Re: Biomechanical Armor "Vitruvian Man"   Biomechanical Armor "Vitruvian Man" Icon_minitimeMon Feb 28, 2011 10:13 pm

    That sort of roar couldn't be blocked, but the effects being enough far from the Tigrex would be decreased (with far I mean 20-25 meters (60 feet))
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    PostSubject: Re: Biomechanical Armor "Vitruvian Man"   Biomechanical Armor "Vitruvian Man" Icon_minitimeMon Feb 28, 2011 10:36 pm

    The thing is it's still a pretty big thing... Again I think it needs some form of weakness such as a charge time varying from monster to monster... Because damn... That's a pretty useful ability stacked onto a lot of OTHER useful abilities.
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    PostSubject: Re: Biomechanical Armor "Vitruvian Man"   Biomechanical Armor "Vitruvian Man" Icon_minitimeMon Feb 28, 2011 10:45 pm

    Yeah, If you want them too just cut your limbs, burn your left hand and crush compleatly your shoulder (Just kidding lol).

    Ok, charge time will be fine.
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    PostSubject: Re: Biomechanical Armor "Vitruvian Man"   Biomechanical Armor "Vitruvian Man" Icon_minitimeTue Mar 01, 2011 11:34 am

    So... Make the final touch ups so I can read and give final words...
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    PostSubject: Re: Biomechanical Armor "Vitruvian Man"   Biomechanical Armor "Vitruvian Man" Icon_minitimeTue Mar 01, 2011 3:48 pm

    done, I think.
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