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Schlosser's Equipment

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Schlosser's Equipment  Empty Schlosser's Equipment

Post by Johannes E. Schlosser Tue Sep 17, 2013 11:42 pm

DOSSIER: WEAPONRY AND EQUIPMENT

Schlosser's Equipment  333xtzcSchlosser's Equipment  333xtzcSchlosser's Equipment  333xtzc
“Any sufficiently advanced technology is indistinguishable from magic.”

NAME:
- Yechidah Core Mk. I & Yesod Mk I Supercapacitor
- Eletro-Pnumatic Biomimetics
- Inferis Trans-Dimensional Barrier Crossing Gear Prototype Mark XVIII
- Osprey Model Mk. 4
- Martel Model Mk 2
- Tinman Typist Mk 3
- A-12 Dark Suit
- Emergancy Life Support Unit "Crab Head"
-ANY TEMPLAR PROTO-TYPE

TYPE:
- Soul Energy Battery
- Prototype Robotic Musculature
- Advanced Crossgear
-Spare Hand
-Spare Hand
-Spare Hand
-Armor/Costume
-Ambulatory System
-Anything else!

IMAGE:
Schlosser Body:
Battery:
Tinman Typist:
Crab Head:
Dark Suit:


DESCRIPTION:
-Yechidah Core Mk. I & Yesod Mk I Supercapacitor: The core of Schlosser's whole being, this is both his power source and his life suppport, taking over for essentially all other normal organ processes. This "Soul Battery" along with its supercapacitor powers all of the equipment that is part of Schlosser's body, takes the place of the need for nutrients and breathing, and is constantly a full charge as long as Schlosser remains in Inferis. If, however, he were to leave Inferis, the Yesod Supercapacitor cannot keep the Yechidah Core charged and stable, thus it will start to drain while Schlosser is on Earth. As such Schlosser can only function on Earth for a few hours on his most basic equipment and perhaps a few minutes if fully loaded. If the Core is drained, Schlosser would be made inanimate until he is brought back to Inferis where it takes about five minutes to fully recharge. The "screws" placed up Schlosser's body both act to hold the Battery's structure together and act to absorb Soul Energy from the atmosphere to charge the Battery.

-Eletro-Pnumatic Biomimetics: The latest prototype of biomimetic musculature developed by Schlosser, these "artificial muscles" are made up of finely woven advanced cabon nanotube electroactive polymers and pnumatic compressors capable of supporting Schlosser's extremely heavy structure while also still giving him supra-human strength. As thes muscles are powered by Schlosser's Soul Battery, they can continue working indefinately while within Inferis and seem to have no upper limit on their own to lifting power, although Schlosser's structure is not made to lift more than about a half ton. However Schlosser is essentially able to keep up this half-ton striking force at all times, giving him a truely mean kick as it were and he is able to lock his muscle in place essentially making them immobile unless an exceedingly powerful force breaks the muscle structure. His legs in particular have been modified specifically for long distance sprinting and for holding his superstructure stable. As Schlosser has complete control over the individual compontents of his musculature, he is able to make adjustments at a very fine level allowing for incredible dexterity and coordination.

-Inferis Trans-Dimensional Barrier Crossing Gear Prototype Mark XVIII: An update to the CrossGear XVII, the XVIII is embedded into Schlosser's molar and allows him to cross dimensions with the click of his jaw. Two primary updates to this Crossgear is one, it allows Schlosser to upload his mind to any computer systems he has access to, often putting this to use by hacking into the mind of Mark I drones at other Templar facilities so he does not have to bodily traverse those distances. Second, the XVIII acts as a communication device that broadcast to any other CrossGear within a region. A side effect has caused a strange sort of delusion to occasionally overtake Schlosser as he believes the world and all within it are being controlled by a group of 16-30 something year olds controlling everything from behind screens.

- Osprey Model Mk. 4: Schlosser's Default Hands and feet, these appear as little more than five-taloned claws made of finely honed carbon steel. While very capable at fine manipulation, these are the hands that Schlosser prefers to use in surgery and combat like supremely sharp scalpels or devistating claws. Again since he has such fine motor control, he is able to easily adjust strength to handle even very fragile objects with these hands. There is no difference between Schlosser's hand and feet models, allowing him to use either just as well for either task.

- Martel Model Mk 2: The "Crab Hammer" model hands that Schlosser uses primarily for combat or when he needs to hold items tight for forging purposes. These hands are essentially powerful hydraulic pincers that can focus all of his strength either into blungeoning force or squeezing force.

- Tinman Typist Mk 3: These hands appear at first to me normal human hands even with realistic synthetic flesh. When in situations that require him to get as clsoe to being human in appearance as possible, Schlosser wears these hands. They do, however, contain a secret as they are able to break into a myriad of lesser digits of exceptional complexity. When something requires Schlosser to analyze, preform fine manipulation, delicate surgery, or other such skills, he will wear these hands.

- A-12 Dark Suit: The "Dark Suit" is composed of many miles of incredibly fine carbon nanotube filiments that are normally stored inside of Schlosser's body as an internal armor that protects his Soul Battery from pretty much any mundane slashing or piercing physical attacks and takes the brunt of most bludgening attacks. When needed, however, Schlosser can loosen the "screws" down his body to let out a large quantity of these filiments that then weave themselves around his body (via a similar force as the electroactive polymers of his muscles) forming a sort of armored trench coat. While increasing the overall coverage of this armor, it actually decreases Schlosser's mobility signifiantly as it forces him to stand straight instead of allowing for his usual long ostrich strides. The main purpose of this is to cover up all of his strangr components and allow him some level of human-like appearance, though his height is something rather difficult to hide.

- Emergancy Life Support Unit "Crab Head": The only thing that is really alive on Schlosser is his brain and as long as it is protected and not exposed to the elements, it can survive indefinately due to the various life support systems in place. When Schlosser's body is damaged to the point of being renderde non-functional, this emergancy system will immediately take over. First the system will detatch the internal locks that keep Schlosser's head on then fire compressed air propulsion system that will rocket Schlosser's head some meters to safety. The system will then immediately active six crab-like metallic legs and two small pincers similar to the "Martel" model hands. A miniturized version of the "Soul Battery" resides in the core of this unit that allows Schlosser to continue being active indefinately while in Inferis. If, however, the system activates while on Earth, the battery has enough energy to keep Schlosser in suspended animate for about two weeks or enough energy for his to act in "Crab Mode" for about a day. He will, of course, normally use his CrossGear to get back to Inferis ASAP if his Emergancy System activates on Earth.

-Templar RnD Head: As Schlosser is the head of the Templar RnD department, he has access to a proto-typed version of any other non-augment Templar gear. Generally speaking these items are of slightly lesser quality than the finish products, though Schlosser knows the ins and outs of his inventions well enough to keep them in good shape.


Last edited by Johannes E. Schlosser on Wed Sep 25, 2013 5:51 am; edited 1 time in total

Johannes E. Schlosser
TEMPLAR R&D

Posts : 15
Join date : 2013-09-07

Case File
Power Level: 1
Character Faction: Templars
Player: Aldrich

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Schlosser's Equipment  Empty Re: Schlosser's Equipment

Post by Johannes E. Schlosser Sat Sep 21, 2013 12:10 am

DO IT!

Johannes E. Schlosser
TEMPLAR R&D

Posts : 15
Join date : 2013-09-07

Case File
Power Level: 1
Character Faction: Templars
Player: Aldrich

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Post by Alice the Chopper Sat Sep 21, 2013 11:25 am

REVISE...

1. Explain and discuss Mark XVIII with me in greater detail sometime, as this potentially crosses into plot-lore-space-time-continuum stuffs. Generally speaking, this is a long ranged teleportation skill though limited, and may fall into augmentation area. That, and no matter the advancement, crossgear cannot be used in direct demonic presence. But yeah...private message me about this detail.

2. Any Templar Prototype: Okay I'm gonna go ahead and allow this given the circumstances, but still make sure to include just what kind of prototype(s) you have before each thread.
Alice the Chopper
Alice the Chopper
SIDESHOW HORROR
(Admin)

Posts : 258
Join date : 2013-04-29
Location : Johannesburger

Case File
Power Level: 3
Character Faction: Red Love/Hell Princes
Player: Al

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Post by Johannes E. Schlosser Wed Sep 25, 2013 5:52 am

Okay, updated the CrossGear with something we both seemed to think would work.

Johannes E. Schlosser
TEMPLAR R&D

Posts : 15
Join date : 2013-09-07

Case File
Power Level: 1
Character Faction: Templars
Player: Aldrich

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Post by Alice the Chopper Wed Sep 25, 2013 6:16 am

APPROVED!
Alice the Chopper
Alice the Chopper
SIDESHOW HORROR
(Admin)

Posts : 258
Join date : 2013-04-29
Location : Johannesburger

Case File
Power Level: 3
Character Faction: Red Love/Hell Princes
Player: Al

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