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Title: universal war: Data files
Description: and information


Teknoguyver - December 11, 2004 03:27 PM (GMT)
for data files just follow the normal format.
you know name,
age,
height and weight,
looks and
background as well as
race.

below are the powers for a tekkaman witch everyone will most likely be playing. also to give you a better understanding of the world you'll be playing just think tenchi muyo. how ever none of the charactors will be in this rpg. (i will take great pride in killing you off if they do pop up. :$ :blink: I) :lol: ) so feel free to play non-human charactors.


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to answer some of your questions it seems to me that the biggest difference between a guyver and a tekkaman is the way they handle bio-energy.

tekkamen relie mostly on hand to hand comabt. they have a primary weapon such as a sword, lance, bow/arrow, axe, etc and a secondary weapon.(most tekkaman are named after their primary weapon) the seondary weapon is normally short-to-medium range while the priamary is almost all ways close quarters.

all tekkamen have a "mega-smasher" like weapon called a VOLTEKKER. voltekker cells can be spread out though out the body or centered in one area. however the voltekker design does not change it's power level nor can the voltekker cells fire independedly of each other. (the voltekker is the only long-range weapon a tekkaman has)

for the RPG i'm going to boost the tekkamans strength and reflexes to that of a normal guyver.

the tekkaman armor is rumored to be near indestructible. so far the only weapons cable of doing heavy damage to the armor are those made by the radam or advent/creators. this also may be why the tekkaman system lacks the healing power of the guyvers as the armor **does not heal** during battle. so far the only time the armor "heals" is when it been sent away in witch case the armor heals with in seconds no matter the damage it had taken.

the lack of a healing factor during battle is made for by a 10x normal human healing factor. so most non-life threating wounds are healed in about 7 to 10 days. while life-threating ones may reguired "outside aid" depending on the damage done.

all tekkamen have an "energy whip/rope. this is not an offense weapon but rather a means to reterive thrown weapons and to latch onto opponets among other things.

the last power is the "tekkaman battle mode." in this mode the tekkaman armor shifts into a more streamlined form as proturding parts of the armor fold in and arms and legs become locked into postions against the armor with a smaller set of thrusters on the sides of the torso or back doubleing the tekkamans speed.

the energy normally used for the voltekker is emitted though out the body forming an aura shaped much like a fire bird, dragon, or other such beasts of power. this mode is used to take out enemies enmass as the tekkaman literally rams though the ememy while the energy back lash from the voltekker aura atomizes everything with in 50 yards of the tekkaman. however this mode, like the voltekker, consumes a lot of bio-energy and can only be used for 30 sec.

all tekkamen can reach speeds of mock 3 and whith the Tekkaman battle mode can reach speeds up to mock 5. in space these speeds double.

tekkamen in their human form are 10x that of a normal human in speed, strength
and healing.
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The "Teknoman Weapon System", created by the radam, is organic in nature; it is basically made of organic crystals. The radam have developed a technology that is organic in nature; even their spaceship is more organic than mechanical. While this means that the radam Teknoman Weapon System is not mechanical, it is still the result of technology - just not technology as we humans have developed to date.

The radam Teknoman armor is "almost" a living thing, existing in symbiosis with its wearers. The armor stores and focuses the bio-energy generated by its wearer. Further, it is self-repairing: in most cases any damage caused in battle will have been repaired by the next time it is "called up." The armor will also change as the wearer gains more experience with the armor and learns to better utilize it.

the radam uses the energy absorbing power of the armor by placing captive humans in huge crystals and encasing their paralyzed bodies in basic Teknoman armor.(known as primary bodies) The armor draws out the human bioenergy so the aliens can feed on it. In these cases, the humans are not strong enough to control the transformation or the armor - instead, the armor controls them, and they will eventually die as all their life force is siphoned off. (more or less the radam has deemed them unfit to be warriors or to be of any other use)

The Teknoman Weapon System is called and later sent away by using the tekno-crystal - usually a four-pointed crystal that fits the hand. (It is normally absorbed into the body when not in use, so it cannot be taken away from the wearer. The wearer can also chose to NOT absorb the tekno-crystal immediately after sending away the armor.

however, once the tekno-cystal is cracked or broken, the crystal cannot be repaired or reabsorbed into the body.(while the tekkaman can no longer use the cystal to directly transform, indirect means can be found)

The crystals are all different. Each set of armor is by its very nature 'tailored' to the individual warrior. A warrior can use another's tekno- crystal, but the effort to use a Teknoman Weapon System not created for that wearer will quickly burn out the nervous system of that person.

Each tekkaman is controlled by a tiny radam parasite that helps insure the human stays loyal to the radam. The parasites are visible as "eyes" in the armor of the wearer; most of the radam-controlled Teknomen have these "eyes" on the back side of their armor near or over the neck - the parasites control their hosts through the nerve clusters at the back of the neck where the spine connects to the brain.

The parasites also help their hosts control the Teknoman Weapon Systems and enable them to remain in armor longer than the those who are not infected. however, Even those still under control cannot remain in armor indefinitely and the more energy used by the warrior the sooner the armor will have to be released.

The armor 'lives' by using the bioenergy of its wearer. The crystal in the center of the forehead of the helmet begins to blink when the wearer's energy is nearing its end. However, the wearer does not die immediately if this time limit is passed; instead they are subjected to so much pain that they go temporarily insane.

Additionally, those under radam control have red pupils to their eyes while those not infacted have normal eyes. the presence or absence of the radam parasites within have something to do with this fact.




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