Organic Mecha and You! 196 Armaments and the 7 sized Mecha

Organics, nanotech, and intrigue...discuss your thoughts on the new Palladium RPG here.

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What kind of mecha should be produced?

Poll ended at Thu Nov 09, 2023 6:33 am

Modular
0
No votes
Gundam-Like
0
No votes
Splicer-Like
1
50%
MW5-Like
0
No votes
Simplified
0
No votes
Stats Only
0
No votes
Table Based
0
No votes
Generator Based
1
50%
 
Total votes: 2

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dethbegins
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Organic Mecha and You! 196 Armaments and the 7 sized Mecha

Unread post by dethbegins »

Current Project: Increase options available for larger machines by making them organic, adding versatility, and making new tables and rules for the game as a whole.

Currently added: Modifiers for every main purpose type, tables for mecha creation, templates for mass production.
Currently developing: More armaments for mecha and adding engaging stories for the production of each mecha.
In-Progress: 196 Platform weapon types, 28 per mecha size category.

Listed Below are the currently produced rules, tables, and templates.

Produced from personal document:

Bio Mechs

Due to the severe lack of any biological mechs or anything resembling large machines in terms of firepower, I have decided that my efforts to make them shall be put into play. Please Note that below are tables and a few categories for producing your own mechs, as well as templates for easy production.

Simplified Mech Template:

Type:
Description:
M.D.C. of Each Part:
Crew:
Height:
Weight:
Length:
Width:
Platform Shoulder Left:
Platform Shoulder Right:
Platform Arm Right:
Platform Arm Left:
Platform Chest:
Platform Leg Right:
Platform Leg Left:
Jump:
Leap:
Digging:
Swimming:
Underwater Depth:
Running:
Flying:
Extra Functions:

Simplified Platform Template:
Size:
Name:
Description:
Compatible Metabolism:
Primary Purpose:
Secondary Purpose:
Compatible Platform Limb:
Max Effective Range:
R.O.F.:
Payload:
M.D.:
M.D.C.:
Bonuses:

Table 1: Size Categories

Due to changing nature of Host Armor, and its severe lack of true firepower, a few models of organic machinery were produced to combat the machines more complex defense grids, and to aid front line attacks against other splicer forces as well.
• Size 1: Liger
• Size 2: Gravvi
• Size 3: Terra
• Size 4: Tolpa
• Size 5: Null
• Size 6: Commandants
• Size 7: Primordial

Each size category increases the mechs size by 10ft and increases their weight by 600lb. Each mech can only be sustained through thermal, Photosynthesis, or lithovore metabolism types due to their extreme size. Each mech was produced within this table series by House Gene-Coil and is highly experimental.

Table 2: Purpose:

With the machine actively seeking to destroy most of mankind and various factions warring for control, various weapon systems have been produced to resist the machine and those wishing to destroy the resistance.
• Suppression: Designed to keep targets within a cone of fire from firing back, reduces opposition’s attacks per melee by 1, or by 3 if flanked. If target leaves cover while under suppression, that target gets hit by an attack of opportunity.
• Assault: Designed to attack directly, resistant to small arms fire, and can only be damaged if targeted directly.
• Submersion: Capable of being fired while underwater, has a depth tolerance equal to the attached suit, mech, or mount.
• Psionic: Deals damage via mental attacks, cannot damage equipment directly, however, it can attack pilots directly.
• Defense: When behind cover, add +1 to your attack rolls, each attack increases bonus per round behind cover, if you leave cover, this bonus is lost.
• Anti-Armor: When firing at armored opponents, the target’s resistances are only half effective.
• Self-Defense: When attacked by an opponent, a self-defense weapon can be fired in retaliation once per melee round. Only the corresponding limb’s self defense weapons can be utilized in retaliation.
• Long Range Combat: When combat engagements are over the span of 1000ft or further, increase attack rolls by 10%, and increase radius by 5ft.
• Short Range Combat: When combat is below 1000ft in range, increase damage dealt by 1d6 M.D., if melee specialized, reduce resistances of the target by half.
• Anti-Aircraft: Engaging aircraft increases accuracy by 15 for all weapons with this attribute, and increases damage dealt by 2d4 M.D.
• Anti-robot: When a robot is hit with an anti-weapon, roll 1d10, if 7 or greater the machine is temporarily disabled for 1d4 +1(increase by 1 per point of success above 7) melee rounds.
• Strafing Runs: When a target is selected for bombardment, the area nearby, within a straight line, of 25ft is hit, and continues striking for an additional 60ft forward from the weapons attack per attack made. Several weapons can be fired for a consecutive strafing run.
• Artillery Support: When an ally spends an attack to communicate the desired firing position for an attack, if in range, the weapon will fire at the target with a -15 chance to hit and increases spread by 10ft, but increases radius of attacks by 15ft, and increases damage dealt by 10%.
• Terror/Psychological Warfare: When a weapon with this purpose is fired, it applies a horror factor of 6+(1d4+2), in addition to its damage.
• Anti-Personnel: When an un-armored target is hit by this weapon, it takes an additional 2d8+1 M.D., and if a limb is struck, has a 1d4 chance (3-4 the limb is kept) to destroy the limb.
• Troop Support: When this weapon is fired near allied forces, within 150ft, all troops gain +3 dodge advantage on all dodge rolls.
• Tactical Bombardment: When weapons are fired upon a known location, reduce spread of attack by 10ft, increase damage from each attack by 15, and decrease radius by 10ft, to a minimum of 5ft.
• Assassination: When a target is hit without being aware of the attacker, increase damage dealt by 25%.
• Anti-Fortification: When attacking a structure, deal 2x damage.
• Repairs: When used on a structure, regenerate the structure by 2d8+4 M.D.C., or S.D.C. per attack. When used on a machine, robot, or mech, regenerate the unit by 4d8+5 M.D.C., or S.D.C. per attack.
• Cargo Hauling: When used to move objects, the object is considered halved in weight; when the object is being moved, it only counts as half its weight for the duration of its haul.
• Tool: Reduce the time taken to complete a task by 2d4x10+5 minutes, to a minimum of 1 melee round.
• Material Collection: When used to collect materials, all materials collected can be processed to their components within 1d4x10 minutes, or stockpiled.
• Salvage: When salvaging a structure or object, reduce time taken by 2d6x10 minutes, to a minimum of 1 melee round.
• Grappling: When entangling a target, the opposing target gets -15 on all rolls to counter.
• Anti-Splicer: deals an additional 2d8+5 M.D.C. to target splicer.
• Distraction: When used, target rolls 1d100+15, if target gets below 35, target is not distracted, if target is distracted, target will focus on the object for 1d4 melee rounds, or until target breaks free of distraction.
• Search: When used to locate an object, entity, or structure, add 15 to their respecting rolls.
• Excavation: decreases digging time by 25 to a minimum of 1 melee round, and increase digging speed by 25 mph.
• Flushing: Attacking a target in cover forces the target out of cover if target fails their roll, target suffers a -5 skill penalty if they are flushed from cover.
• Capture: designed to deal non-lethal damage, forces target to resist an entanglement, if target fails with a -4 to their roll, target is incapacitated.
• Incapacitation: Knocks out target if they fail a entanglement save, -2 to resist the roll.
• scent mark: Target is marked for easier identification and tracking; target suffers a -2 to all stealth and concealment rolls.
• Disable: Disables the targets weapon systems on the targeted limb for 1d4 melee rounds.
• Weaken: reduces targets attacks by 1, reduces movement speed by 25 mph for 1d4 melee rounds, and target suffers -5 to resist horror factor.
• Feeding: Used to directly eat the target, target must resist an entanglement roll with a -6 penalty.
• Construction: Decreases construction time for an object or structure by 6d4x10 minutes, to a minimum of 1 melee round.
• Communications Disruption & Interference: All communications devices have a 15% chance of failure when used when target is near or hit by a weapon with this attribute.
• Anti-Monster: deals an additional 4d8+2 M.D.C. to monsters.
• Area denial: Areas hit cannot be traversed until 2d4 melee rounds have passed.
• Anti-Missile: Automatically targets and destroys target missile at -10 penalty.
• Climbing: Reduces difficulty climbing by 25% and reduces sliding to a minimum of 1% chance of failure.
• Anti-Material: Deals an additional 2x damage to all targets.
• Anti-Ground: Deals an additional 2d8+1 M.D.C. to all ground targets.

Table 3: Platforms

Size 1: Liger Model
L-1 Casting Rotary Cannon:
After several years of consistent attacks coming from various sources within old-Russia, House Gene-Coil developed the first large weapons platform designed to spew many pellets of waste matter produced through the lithovore’s digestive system to produce armor-piercing pellets capable of ripping through host Armor and Machine alike. Utilizing a modified system of carbon enrichment, extensive compression within the intestines, and a series of pouches that compound micro elements of various metals and minerals the Casting Rotary Cannon fires gem infused pellets roughly 5 ounces in weight.
Compatible Metabolism: Lithovore
Primary Purpose: Suppression
Secondary Purpose: Assault
Compatible Platform Limbs: Arms, shoulders.
Max Effective Range: 1200ft.
R.O.F.: 1 attack, or 2 attacks per burst.
Payload: 1200 Casting Shells.
Mega-Damage: 6d8+6 M.D., or 3d6x10 M.D. per 3 shell burst.
M.D.C. of Casting Rotary Cannon: 10d8x10+45 M.D.C.
Bonuses: +4 to strike, +2 to aimed shot, +1 to burst attack.
Notes: This weapon has been noted to be capable of stacking several cannons into its platform, however, the costs in doing so doubled for every additional cannon placed. Each platform can support up to 5 cannons, and fire simultaneously as one platform attack.

Size 1: Liger Model
L-2 Bore Hound Launch Tubes:
Several tests after the first successful Liger model led to the development of launch tubes which release a larger Bore grub, these grubs are matured into a form of hound or beetle. These matured grubs will first attempt to destroy the target they are launched at/into, and will begin to asexually reproduce more grubs, these grubs are then launched through 2 small bore cannons on each shoulder of the parent. The parents need to feed on 10 pounds of meat to reproduce 2d8 Bore grubs, each grub functions the same within Splicers Core Rulebook, pages 98-99™.
Compatible metabolism: any
Primary Purpose: Anti-armor, feeding
Secondary Purpose: Anti-Splicer, Flushing
Compatible Platform Limbs: Shoulders
Max Effective range: 3600ft.
R.O.F.: 1 at a time,2,4, as many as purchased. All fired in a volley count as 1 attack.
Payload: Each tube produces 1 mature Bore Hound every 24 hours.
Mega-Damage: 8d12+10 M.D. per Bore Hound, the hound successfully will land and engage as an autonomous Gore-Hound loyal to the Splicers allies and the splicer who fired them takes priority.
M.D.C. of the Bore Hound Launch Tubes: 10d20x10+150 M.D.C.
Bonuses: +4 to strike, +3 to entangle.

Size 1: Liger Model
L-3 Capillary towers:
Thanks to several studies completed around the strange technology of L.E.G.I.O.N. a specialized tube was produces for rapid replenishment of ammunition while out on the battlefield, allowing troops to remain in long term engagements and assisting their fellow splicers by replenishing their weapons nutrient needs. The way this platform functions is by crushing the ground and forcing a large bone rod directly into the ground. This immobilizes the Liger, however, in 2 melee rounds a large pool forms around the bone rod and produces a huge puddle of nutrient solution. This solution replenishes weapons and restores ammunition within 1 melee round. Sadly, once the Liger removes the rod to move again, taking 1 melee action to complete, the fluid is forced into the ground down the now gaping hole, and is no longer usable.
The amount of solution produced is enough to feed 2 host armors and their equipment per melee round maintained.
Compatible Metabolism: Photosynthetic, lithovore.
Primary Purpose: Tool
Secondary Purpose: Troop Support
R.O.F.: 1 per melee round. Each tower used requires an additional round to remove and allow movement again.
Payload: effectively unlimited, as it replenishes the needs of both the pilot and the Liger simultaneously.
M.D.C. of the Capillary Towers: 20d6x10 +200 M.D.C., can be upgraded to increase nutrient yield by 1 full Host armor + equipment for every 150 Bio-E spent on the Liger.

Size 1: Liger Model
L-4 Mega bio-Forcefield Projector:
Due to the massive size of the Liger mecha, modifications were required to improve its defensive capabilities at the cost of a possible slot for further modifications to the torso. Due to the extreme size of the Mega Bio-Forcefield Projector no further torso additions can be inlaid. The Mega alternative was a small project produced by geneticist Grian Poll, who worked tirelessly to improve the already effective bio-forcefield. He found that focusing the energy of the forcefield into a cone shaped barrier was more effective for increasing the general coverage and relative damage capacity than flat improvements would yield. This Mega alternative became a major steppingstone to the mechas current production and is key for large defensive operations hosted by House Gene-Coil. It's noted that the projected field maintains a 10ft gap between the mecha and the projection, and the projection spans 10ft on either side.
Compatible Metabolism: any
Primary Purpose: Tool
Secondary Purpose: Troop Support, distraction
Compatible Platform Limbs: Torso
Payload: Effectively unlimited, however, when the forcefield is disabled, it takes 15 minutes to recharge.
M.D.C. of Mega Bio-Forcefield Projector: 15d8x10+45 M.D.C. to torso
M.D.C. of Forcefield: 600, plus 200 for every 50 Bio-E spent on the mecha.

Size 1: Liger Model
L-5 Rotating Burrowers:
Thanks to the aid of Gaia who assisted House Gene-Coil with a new alien plant specimen, a new platform was able to be produced that quickly digs deep into soil, rock, and even sturdy metals like butter. The platform produces 2 large tendrils that separate and begin swirling directly into the soil, each swirl digging up 70 meters per melee round, and adds 120 mph to the mecha’s burrow speed. This allows incredibly rapid burrowing, and each hole dug this way stretches the size of the mecha comfortably giving 5 meters of additional clearance for the mecha to move and rotate. Each burrow dug this way is perfectly flattened and maintains a comfortable angle for running in the mecha. Each tendril stretches 35 meters from the mecha and are uninhibited while the mecha is moving.
Compatible metabolism: any
Primary Purpose: Excavation, Tool
Secondary Purpose: Assault, Anti-fortification.
Compatible Platform Limbs: Legs, Arms
R.O.F.: 1 Attack per melee action.
Payload: effectively unlimited
Mega-Damage: +10d8x10 M.D. added to punch damage, when attacking a structure, deal 10d20x5 M.D. per attack instead, the damaged area cannot be repaired.
M.D.C. of Rotating Burrowers: 10d6+350 M.D.C.
Bonuses: Dowsing skill +15%, Spelunking +10%, Excavation +15%, Trap Construction +5%.
Notes: When extended the tendrils are very flammable and will remain on fire until quenched in water or destroyed.

Size 1: Liger Model
L-6 Ripper Whips:
Ripper Whips were the first melee model produced, as a major request of several warring sub-sections of geneticists who believed melee was inevitable. Each Cluster contains 16 whips, each with a massive set of razored teeth that strip flesh from bone, and tears metal into ribbons. Each platform carries 1d8+1 clusters, and each cluster can attack simultaneously with every cluster on the platform, allowing rapid destruction of any close-range attackers. Each whip regenerates within 24 hours and cannot produce additional clusters on a platform after creation. Every platform must rest on the arms of the mecha and are tailored for near autonomous performance. If an enemy approaches the mecha, the whips will engage in retaliation, Allowing one retaliating strike per platform. Otherwise, the mecha’s pilot will maintain direct control of the whips for active combat.
Compatible Metabolism: Any
Primary Purpose: Assault, Close-Range
Secondary Purpose: Self Defense, Short Range Combat
Compatible Platform Limbs: Arms
R.O.F.: 1 platform’s whips per attack.
Payload: Effectively Unlimited
Max effective Range: 15 meters
Mega-Damage: 16d8 M.D. per cluster, 1d8+1 cluster of whips.
M.D.C. of Ripper Whips: 20d8x10+150, each whip has 25 M.D.C. and is hit before the platform itself.
Bonuses: +4 Strike, +2 aimed Shot, only applies to platform while attacking.
Notes: Each platform takes up the entire arm, leave no opportunity to apply additional modifications to the limb. All modifications already applied are stripped once the platform is installed within or on the limb and are refunded to the owner of the mecha.

Size 1: Liger Model
L-7 Acid Nodule Sprayer:
Due to heavy raids from both machine and splicer forces, a new acid was required to face their forces directly. Each Sprayer is applied to the torso, each torso can support 8 nodules at any time. Each nodule will increase the food intake of the mech by 10 additional pounds of food for a lithovore, 15 additional minutes for photosynthetic. Thermosynthetic metabolisms remain unchanged by the enhancements, however, it noted they tend to stray from water sources and often report delusions of moving objects within the water after extended use. Each nodule can deal with a dangerous acid spray that eats through organic matter and breaks it down into a fertile slurry, the slurry being useful for crop growth and restoration. It’s been noted that Gaia collaborated on the alteration previously stated to maintain the pristine environment she proudly conquers after most engagements. It’s noted that machines are expunged of the nanite plague for several hours after exposure as the acid interferes with the nanites detection systems.
Compatible Metabolism: any
Primary Purpose: Close-range combat, Assault
Secondary Purpose: Area Denial, Anti-material
Compatible Platform Limbs: Torso
R.O.F.: One at a time or in volleys of 2, 3, 4 or up to the total number purchased. Whether a single nodule or an entire volley is fired, it still counts as one melee attack/action. Roll once to strike, either all the shots in the volley hit or they all miss.
Payload: 24 Charges per nodule, all charges regenerate after 24 hours.
Max Effective Range: 75 feet
Mega-Damage: 12D8+15 M.D., plus 3d8 M.D. per melee round after the initial attack for 10 melee rounds.
M.D.C. of Acid Nodule Sprayer: 10D8+120 M.D.C., if the nodule is destroyed, it bursts out burning the ground nearby and leaving the terrain uninhabitable in an area of 25ft for 2d4 melee rounds. After 3 days, a new growth of edible fruit and vegetable plants will spurt from the area and will mature within 2d4 weeks.
Bonuses: If the acid nodule is used on plants, the plants are instead reinforced, gaining 2d8 M.D.C. to their patch, and quickly mature within 1D4 days. Each plant becomes seed bearing and if the plant produces food, will quadruple its bounty. If used on fertile ground, the ground will sprout a grove of root crops which grow to maturity within 1d4 weeks.
Notes: its noted that a bizarre chemical slurry of RNA and a mixture of compatible chemicals are used instead of normal acid and if a victim of this weapon survives, often mutate uncontrollably until eventually turning into a small grove of plants.

Size 1: Liger Model
L.8 Cluster Missile Hive:
With long range artillery options being limited to the resistance, and only having true options available through war mounts, The Cluster Missile Hives were produced to allow for long range engagements and consistent bombardments on enemy territory. Each hive reproduces ammunition in volleys, allowing quick rotation of ammo within 4 hours. Each missile is loaded with a powerful Acid node with similar modifications to the Acid Nodule Sprayer, except it's an explosive and effects an area of 20ft. Each missile is loaded with Heavy Bio-Explosive Migs (Splicers Rulebook Pg.137) on 4 racks, each rack containing 10 Migs. Each Mig explodes after the missile detonates causing a chain explosion. Each Mig has the same enhancements as the missiles Acid-Node, however, are unchanged otherwise.
Compatible Metabolism: Any
Primary Purpose: Long-Range Combat, Area Denial
Secondary Purpose: Defense, Artillery Support
compatible Platform Limbs: Shoulders
R.O.F.: One at a time or in volleys of 2, 4, 6 or up to the number located on that Host Armor. Whether a single rocket or an entire volley is fired, it counts as one melee attack/action. Roll once to strike, either all the rockets in the volley hit or they all miss.
Payload: 18 Missiles, every 4 hours Ammo fully regenerates.
Max Effective Range: 5 Miles, 20ft radius explosion, with a 5ft dispersion of Migs, effectively making the explosion radius 25ft.
Mega-Damage: 8d8+15 M.D. for the initial missile per missile, each Mig deals an additional 2d8 M.D. acid damage.
M.D.C. of Cluster Missile Hive: Each hive has 30d12x10+250 M.D.C., Each missile has 85 M.D.C.
Bonuses: +5 to Strike, only applies when this platform attacks.
Notes: Hives that are completely unloaded will begin to ooze a green slime, the hive will then slope down the front of the mech as a flap, the flap has the hives full M.D.C. and acts as armor until the missiles regenerate. The flaps cannot be climbed due to the slime coating.

Size 1: Liger Model
L.9 Micro Missile Hive:
With the successful development of the Cluster Missile Hive, the next feasible step was simply to make them smaller and faster to produce. With some alterations and a few adjustments, a new missile type was produced allowing for quick manufacturing. This new Micro-Munition produces a sizable heat blast that fires everything within its radius, The munition also explodes with enough force to stagger and even knock prone opponents within its radius! Unlike the cluster munition however, that possesses acid nodes that produce fertile ground when detonated the micro missiles instead leave completely scorched earth. With the right mixing the soil will be as effective as volcanic soil and improve fertility and soil nutrients. Otherwise, the ground is completely scorched and makes a waist deep trench with pre-compacted ground.
Compatible Metabolism: Any
Primary Purpose: Area Denial, Assault
Secondary Purpose: Tactical Bombardment, Suppression
Compatible Platform Limbs: Torso, Shoulders
R.O.F.: One at a time or in volleys of 2, 4, 6 or up to the number located on that Host Armor. Whether a single rocket or an entire volley is fired, it counts as one melee attack/action. Roll once to strike, either all the rockets in the volley hit or they all miss.
Payload: 240 missiles, Missiles regenerate at 20 per minute, or fully regenerates in 12 minutes.
Max Effective Range: 3 Miles
Mega-Damage: 12d10x10 M.D. Force damage, 4d10+15 M.D. Fire damage per round for 1d4 rounds.
M.D.C. of Micro Missile Launcher: 15d20x10+65 M.D.C., can only be hit by an aimed shot to the weapon.
Bonuses: +8 to strike only when firing this weapon.
Notes: This weapon fires such a volley of rockets that some of our men have actively used them to produce wide trenches for our mecha. It led to some serious conflict between its classification as a weapon or a tool due to how often this occurs.



Notes Section!

DM’s Notice: If the DM is willing to allow it, each of the weapon’s platforms listed can be used for any mech, however, please note that the damage calculations for every weapon will need to be dropped by 10% for every Size lower on the chart the mecha getting the platform is. If the weapon is being used on a larger mech, then 1 additional platform can be placed per size increase.

(Note: Bore Hounds will have their own stat-block once I'm down with my other projects)


More In Production! :? :eek: :eek: :D ---
Last edited by dethbegins on Thu Oct 26, 2023 6:33 am, edited 10 times in total.
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dethbegins
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Re: Organic Mecha and You!

Unread post by dethbegins »

Please feel free to add any requests or additions while I'm working on these mecha, as each weapon seems to take me roughly 30 minutes to think up and add stats to.

Also my posts are regularly updated at least 5 out of the 7 days of the week, so feel free to message me directly if you want anything specific.
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Re: Organic Mecha and You!

Unread post by taalismn »

Dang...I was just thinking of something along these lines.
I was also thinking of building doppelgänger bio-mocha modeled after some of the Splugorth Metzla minions initially.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Re: Organic Mecha and You!

Unread post by dethbegins »

taalismn wrote: Sun Oct 22, 2023 10:09 am Dang...I was just thinking of something along these lines.
I was also thinking of building doppelgänger bio-mocha modeled after some of the Splugorth Metzla minions initially.
Sounds like a plan, im tying in my House "Gene-Coil" into the rifts megaverse, i wanted to splice things together and give russia a run for its money with a new swath of organic horrors making a beachhead in their territory. Sadly thats going to need to wait as im backed up a bit on projects, but im adding it as a future plot hook for the house, and maybe adding some fun interactions between the house and D-Bees in general.
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Re: Organic Mecha and You!

Unread post by taalismn »

I similarly have a Splicer-based kingdom as part of my Rifts Earth setting--- The 'Cambridge Jungle' covering much of southeast New England, which happened when mutagens escaped from the pre-Rifts 'Biotech Corridor''(this is also highlighted in the HU 'Mutant Underground' supplement) which was substantially more sophisticated in the pre-Rifts 'Golden Age'. A group of dimensionally displaced Splicers linked up with the tribes that survived in the ruins of the biotech labs and the two began collaborating in making the dense mutant jungle(even in winter) virtually impenetrable to Splugorth raids.
It's also given tech-giant Paladin Steel a neighborly biotech resource and Greater New England a 'Green Edge' that has been snowballing since. Add to that alien biotech and the United Systems Alliance is also seeing a boom- bloom in macro-biotech edging on the sort we see in Hamilton's 'Reality Dysfunction' novels and their prequels.

I can safely predict that your posts on civilian biotech and prices for organic goods will provide much fodder to help round out the Cambridge Jungle society
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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dethbegins
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Re: Organic Mecha and You!

Unread post by dethbegins »

Sounds like we both have one hell of a story to tell! I'm working on adding more adventure hooks ATM, since I have some spare time. Just linked my house to a settlement building adventure, a set of threats that appear once the household produces a stable portal to rifts earth Russia, and even assisting in the war effort against L.E.G.I.O.N. and her forces.
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Re: Organic Mecha and You!

Unread post by taalismn »

Along say own lines I'm working on non-metallic vehicles(I already have several non-metallic infantry weapons)...Imagine building regular tanks and APCs out of wood, ceramic, composite plastics, and animal parts(vat-grown leather for example). Ceramic ICE or steam engines, Projectile weapons made of reinforced wood and refractory ceramic, energy weapons using glass lenses and psuedo=ceramic room temperature superconductors, powered by chemical batteries. Control linkages made of pistons and gears. Fire control computers made of ceramic mini-Babbage Engines.

Then, if you go full biotech, you can move beyond simply mounting Splicer infantry weapons on pintles; you can have wiring harnesses made of electrochemical-conductive vines. Organic electrical batteries. Engines that compost and make their own biofuel....

Oh, some systems might be vulnerable to magic, but not to computer hacking or EMP.

It's a step below full Warmounts, but you don't have to be an animal-oriented person to operate them.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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dethbegins
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Re: Organic Mecha and You!

Unread post by dethbegins »

Training would be required for about 4 months before you would be allowed to pilot one in the field though, as well as training costs of about 1000 credits per month spent. During that time you would be expected to train 40 hours a week in either mecha or in simulation. Keeping in mind maintenance costs for each mech, just a liger alone would eat about 50-60lbs of rock a day as a lithovore, or need 12 hours of sunlight, 14 in overcast or artificial light, or need to be within a hot region of the planet to maintain a thermal metabolism.
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Re: Organic Mecha and You!

Unread post by dethbegins »

I'm experimenting with a few concepts for utilizing acid as a means to rapidly break down any region its used on, altering them into a form of fertile growth. I'm also thinking about making several forms of equipment with a similar concept since I noticed there are forests within splicers, and even rifts, but huge swaths of area are completely uninhabitable. Going to give it some more thought, but its looking like a promising set of items for the civilian and military sectors.
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Re: Organic Mecha and You!

Unread post by taalismn »

Okay, as time allows, I'm doing a more critical read-through and will make critical comments as relevant.
dethbegins wrote: Sun Oct 22, 2023 7:25 am Current Project: Increase options available for larger machines by making them organic, adding versatility, and making new tables and rules for the game as a whole.

Table 2: Purpose:.
• Terror/Psychological Warfare: When a weapon with this purpose is fired, it applies a horror factor of 25+(2d8+2), in addition to its damage.
A lot of these seem formatted for the mass-combat rules posted in one of the Rifters, as some of the %-based effects don't work with individual combat rules.If you are using those (optional) mass-combat rules, it should be noted. Otherwise they're unworkable(like, -15% to defensive rolls? What if the target has only a -1 to dodge? What's -15% of +1? What sort of non-percentile - would it be? That would bet awkward and math-consuming fast).

The Terror/Psych factor above is too strong.....A Splugorth is HorrorFactor 17, Cronus is an 18, and Apsu is a 19.....a man-made construct would NOT have a Horror Factor of 25 even if this was Cthulutech and you were using a Great Old One as a gene-donor. Biotech of Splicers lacks the supernatural aura component to really freak people out. At best you're looking at HF 14 at the top level(which is par with greater demons and some of the war form-freaked out gods/goddesses).
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Re: Organic Mecha and You!

Unread post by dethbegins »

A lot of these seem formatted for the mass-combat rules posted in one of the Rifters, as some of the %-based effects don't work with individual combat rules.If you are using those (optional) mass-combat rules, it should be noted. Otherwise they're unworkable(like, -15% to defensive rolls? What if the target has only a -1 to dodge? What's -15% of +1? What sort of non-percentile - would it be? That would bet awkward and math-consuming fast).

The Terror/Psych factor above is too strong.....A Splugorth is HorrorFactor 17, Cronus is an 18, and Apsu is a 19.....a man-made construct would NOT have a Horror Factor of 25 even if this was Cthulutech and you were using a Great Old One as a gene-donor. Biotech of Splicers lacks the supernatural aura component to really freak people out. At best you're looking at HF 14 at the top level(which is par with greater demons and some of the war form-freaked out gods/goddesses).
Thanks for that, I do use some mass combat rules but mine are homebrewed. I'll Nerf them in a few minutes to a simpler state, as I was fighting with using percentiles or a flat number.

EDIT: Its looking a lot more balanced, enjoy the new stats as they have been nerfed to more reasonable levels.

FYI: I do use mass combat rules, but mine are from Gurps as theirs is better explained. Due to the odd conversions I need to make things weren't 1 to 1. Sorry for any confusion, my settings got a lot of homebrew, and I play with other RPG systems rules while converting or producing content like my post above.
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Re: Organic Mecha and You! 196 Armaments and the 7 sized Mecha

Unread post by dethbegins »

Started a Poll for what style of mecha should be produced so that I can focus on its descriptions and various tables that may or will be required, as well as a simplified generator if requested by the community.

In the meantime, I'm releasing several armaments a night to compensate for the lack of content currently in my main post.
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Re: Organic Mecha and You! 196 Armaments and the 7 sized Mecha

Unread post by Zer0 Kay »

I wish they'd come up with a construction system like Mekton Z+ to allow construction of basically anything from magic spells to magic swords from a rock to a nuclear missile from a shield to a force field from a suit of armor to a mecha and bio, cyber or nanite it heck you could make a magic spell that summons a magic sword that does the damage of a rock or explodes in a nuclear blast and can change into a shield that projects a forcefield or into a complete suit of armor that grows into a mecha. Strict rules with ridiculous amounts of flexibility. Which is the opposite of PBs constructions systems which are vague rules for very specific things.
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Re: Organic Mecha and You! 196 Armaments and the 7 sized Mecha

Unread post by dethbegins »

Zer0 Kay wrote: Thu Oct 26, 2023 7:24 pm I wish they'd come up with a construction system like Mekton Z+ to allow construction of basically anything from magic spells to magic swords from a rock to a nuclear missile from a shield to a force field from a suit of armor to a mecha and bio, cyber or nanite it heck you could make a magic spell that summons a magic sword that does the damage of a rock or explodes in a nuclear blast and can change into a shield that projects a forcefield or into a complete suit of armor that grows into a mecha. Strict rules with ridiculous amounts of flexibility. Which is the opposite of PBs constructions systems which are vague rules for very specific things.
could take a look into it, sounds like a promising opportunity to get something new under my belt! As for versatility, I'm going to set some standard items as a template to work with, and work on modularity while working on the rest of the project.
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Re: Organic Mecha and You! 196 Armaments and the 7 sized Mecha

Unread post by Zer0 Kay »

I think if anything the MZ+ suffers from is player and GM "inflation" everything in the system is essentially point based so if you have 10 points you can't do much if you have infinite points you can make something to stomp on Unicron and use the deathstar as a hand grenade. Same goes for money as points are related to currency.
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Re: Organic Mecha and You! 196 Armaments and the 7 sized Mecha

Unread post by Zer0 Kay »

If you manage to get the system down or rather reverse engineered and redone for Palladium try to get it done universal so it can be a truly megaversal book able to work in all settings. Granted there would have to be some cross over multipliers. Basically giving stats that would be the constant for x world like technoorganic for Splycers and internal combustion engines and chemical reaction fire arms for Ninjas and Superspies and Magic for Palladium but to use tech from one in another it should be a high multiplier while not so much in their own.
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Re: Organic Mecha and You! 196 Armaments and the 7 sized Mecha

Unread post by dethbegins »

Zer0 Kay wrote: Wed Nov 01, 2023 11:34 pm If you manage to get the system down or rather reverse engineered and redone for Palladium try to get it done universal so it can be a truly megaversal book able to work in all settings. Granted there would have to be some cross over multipliers. Basically giving stats that would be the constant for x world like technoorganic for Splycers and internal combustion engines and chemical reaction fire arms for Ninjas and Superspies and Magic for Palladium but to use tech from one in another it should be a high multiplier while not so much in their own.
Sounds like a great idea, the problem I have is time. I simply don't have time to work on several systems without extra time to work them. I also would require players to help me test them, as merging the various resource pools a player can utilize and merging them with splicer technology would be too difficult without them. I'm excited to hear that you would like to have these options available, and I'm definitely interested in attempting it.

Just to help simplify what I'm converting splicers into, I'm Utilizing a butchered version of GURPS, DND, Pathfinder, and a personal project of mine to make my current game. The goal is to make a less complex game for my players while giving them some fun mechanics to play with as they entertain the setting. I'm Currently using the mass combat rule book, several Organic Technology books, and the Weird and Wildcard books from Gurps, Using the player character builders from DND, the advanced Combat Maneuvers and perk system of Pathfinder, and my personal projects simplified mutations system for buffing both organic and mechanical techs respectively.

As for utilizing combustion options and chemical reactions for firearms, specifically for the Ninjas and Superspies series... I'm certain that keeping the standard metabolism mechanics and adding a bio-enhancement that produces or procures the various materials you would need there, can be a simple endeavor.

Magic is actually something I'm working on applying already, since the difficulty of playing splicers is simply that there isn't enough manpower for the resistance to keep up against its many foes. As for its implementation I was thinking something similar to the Symbiote and parasite mechanics you can find for Atlantis. They add plenty of similar mechanics that are very powerful when combined with the biotech from splicers. That and I'm sure that Biomancers are a very sought after resource for both rift players and splicers alike.

Certainly something to think about. If you would like to chat with me more on it to fine tune some ideas, just PM me and I'll to my best to get this rolling.
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Re: Organic Mecha and You! 196 Armaments and the 7 sized Mecha

Unread post by taalismn »

Let's knock down some of the OP traits, to be removed or worked on....


• Long Range Combat: When combat engagements are over the span of 1000ft or further, increase attack rolls by 10%, and increase radius by 5ft.
——Here’s where percentages should be switched around…..Increase BLAST radius of an antiaircraft weapon by…oh, call it 25-50%. RATE OF FIRE could be improved by 50%(air defense weapons tend to be fast firing). ACCURACY, on the other hand, to hit fast moving aerial targets, should be a whole number, unless the weapon already has a bonus to strike attached to it, in which case you can probably get away with doubling it.

• Short Range Combat: When combat is below 1000ft in range, increase damage dealt by 1d6 M.D., if melee specialized, reduce resistances of the target by half.
——Okay, here’s where you could use percentages…..It doesn’t make sense for a 10mm peashooter and an 90mm howitzer to increase their damage by the same amount.

• Anti-Armor: When firing at armored opponents, the target’s resistances are only half effective.
——In Palladium games where SDC and Armor Rating are used, Armor Piercing typically is represented by the weapon having a + (whole number) to defeat the Armor Rating, In MDC games that don’t use the Armor Rating, it’s harder to represent, but typically the way is to lower the Critical Damage number(example: ‘weapon does critical damage on an unmodified 19-20 on.a strike roll’).

• Terror/Psychological Warfare: When a weapon with this purpose is fired, it applies a horror factor of 6+(1d4+2), in addition to its damage.
—Better, but it can be more easily written as ‘8+1d4’

• Troop Support: When this weapon is fired near allied forces, within 150ft, all troops gain +3 dodge advantage on all dodge rolls.
—This sounds more like a Heroes Unlimited superpower, Karmic Ability, where the character has the ability to basically rally people with their aura of goodness/power. I’m not sure that it would work applied to a vehicle in real life(Sure, troops felt better when the Sherman tanks pulled in to deal with that nasty machine gun nest, but it didn’t allow them to dodge bullets any better).

• Self-Defense: When attacked by an opponent, a self-defense weapon can be fired in retaliation once per melee round. Only the corresponding limb’s self defense weapons can be utilized in retaliation.
—-This sounds like the equivalent of a wired reflex or Danger Sense going off. Northern Gun has an anti-Juicer power armor with automatic shoot-back to target fast-moving chemically-jazzed attackers.

• Suppression: Designed to keep targets within a cone of fire from firing back, reduces opposition’s attacks per melee by 1, or by 3 if flanked. If target leaves cover while under suppression, that target gets hit by an attack of opportunity.
——This is just burst firing, area of effect. Or, in the case of heavier munitions, blast radius.

• Submersion: Capable of being fired while underwater, has a depth tolerance equal to the attached suit, mech, or mount.
—Blue-green lasers, ionic-electrical shock, supercavitating munitions…these are good examples of weaponry good underwater.

• Artillery Support: When an ally spends an attack to communicate the desired firing position for an attack, if in range, the weapon will fire at the target with a -15 chance to hit and increases spread by 10ft, but increases radius of attacks by 15ft, and increases damage dealt by 10%.
Okay, long range indirect fire attacks with forward spotting. Typically this counts as shooting blind)no bonuses…In fact, sometimes a - to strike) for the artillery. But having a forward spotter negates the negatives, especially if they can observe the fall of shot after the first round. I’d go so far as to allow that data transmitted by Bio-Comms give a +1 to artillery to strike.
Other ways to increase the accuracy and opportunities to score critical strikes would be to employ SMART shells. Use a modified Light Cell as a painting laser to tag a target, and let the organic missile/projectile home in on the reflected light.
I wouldn’t increase damage or radius of effect, because you’re not altering the physical characteristics of the shell, but its accuracy.

• Strafing Runs: When a target is selected for bombardment, the area nearby, within a straight line, of 25ft is hit, and continues striking for an additional 60ft forward from the weapons attack per attack made. Several weapons can be fired for a consecutive strafing run.
—Again, this is burst-firing applied to an aerial attack platform. There shouldn’t be a set size of the strafing field laid out. Suppose my plane’s wing-mounted weapons are calibrated to converge in a 10 ft area? Or my 20mm cannons are firing only 10 rds in a burst, as opposed to my .50s firing 50 rds in the same space…or my lasers are on continuous burn the same duration?

• Assassination: When a target is hit without being aware of the attacker, increase damage dealt by 25%
——This is another that doesn’t really work out or make sense. If I make an Artillery/Long Range Combat strike on a target that doesn’t know that I’m shooting at them from over that ridge, do I apply Long Range Combat bonuses or Assassination bonuses?
If I’m wearing an armor plate across my back and don’t see the sniper behind me, why would it do more damage than if I’m staring at the sniper in the open with my chest exposed?
This sounds more like Initiative bonus combined with a bonus to Critical Damage. Ideally, it should be combined with a Stealth ability to get the shooter into a position to hit the target more cleanly on a called shot.
In any event, I wouldn’t apply a damage bonus just because the target didn’t see me first. That’s called shots(taking time to line up on a specific target point) and Critical Strikes after getting initiative.

• Tactical Bombardment: When weapons are fired upon a known location, reduce spread of attack by 10ft, increase damage from each attack by 15, and decrease radius by 10ft, to a minimum of 5ft.
—This is essentially a Called Shot. Depending on the weapon, it may be impossible to reduce blast radius unless you have a dial-yield warhead.

• Grappling: When entangling a target, the opposing target gets -15 on all rolls to counter.
—In Palladium terms, a + to Entangle(attacker’s roll).

• Flushing: Attacking a target in cover forces the target out of cover if target fails their roll, target suffers a -5 skill penalty if they are flushed from cover.
—Another trait that doesn’t work well in Palladium combat terms. If I’m not behind cover, I’m either standing still and tanking shots, or I’m parrying/dodging. The closest I can think of to a Flushing attack would be a Horror Factor, where the target troops are so terrified, they are either paralyzed with fear or running for their lives.

• Defense: When behind cover, add +1 to your attack rolls, each attack increases bonus per round behind cover, if you leave cover, this bonus is lost.
—This is more reliant on devices like periscopes, which can be used to direct offensive fire, so it’s not just defense. There’s also been experimentation over the years with ‘round the corner’ guns from the German curved barrel guns of WW2 to more modern frames for holding guns and aiming them via electronic cameras. Good for when you’re busting into that building full of terrorists and don’t know what to expect around the next corner.

• Distraction: When used, target rolls 1d100+15, if target gets below 35, target is not distracted, if target is distracted, target will focus on the object for 1d4 melee rounds, or until target breaks free of distraction.
——Anything that causes an opponent to lose Initiative can be considered this. Use specific kinds of distraction(auditory, visual, tactile, etc) applied to a weapon, rather than a just general overall term…because your enemy might be protected against specific types of distraction….EBA with tinted goggles and hearing dampers for instance takes care of most tear gases, itching powders, and flash-bang effects. Having somebody do a striptease is useless against targets not impressed with nudity, unfamiliar with the dancer’s species/anatomy, or just plain paranoid about odd things going on near them.

• Area denial: Areas hit cannot be traversed until 2d4 melee rounds have passed.
—This depends on the sort of weapon used. Radioactives, acids, superheat fires, or persistent poisons come to mind, mines/grenades seeding an area are another. Magic can be used to create area denial effects like quicksand, chasms, and flaming walls fo screaming death. In Splicers, biotech menaces like buried spore-bombs of piercing tendrils are area denial devices.

• Anti-Fortification: When attacking a structure, deal 2x damage.
—Again, this is more reliant on the specific type of weapon being used, rather than the sort of target. An armor-piercing attack would be more useful against a metal-shod fortification, while a delayed-fuse earth-penetrating ‘earthquake’ bomb might be better against concrete.
.
• Anti-Monster: deals an additional 4d8+2 M.D.C. to monsters.
—Define ‘monsters’. My buddy Grond the Alignment-shifted Metzla is a really nice guy for a giant floating mollusk. On the other hand, Bob the human mechanic eats yogurt and tabasco sauce with his bare hands…the monster.

• Climbing: Reduces difficulty climbing by 25% and reduces sliding to a minimum of 1% chance of failure.
—Palladium deals with Climbing skills, so this is better represented by a positive value, such as a +10% to a climbing skill, or a base climbing skill. Special abilities/technologies like molecular adhesion pads or climbing spikes improve/provide bonuses to climb.

• Construction: Decreases construction time for an object or structure by 6d4x10 minutes, to a minimum of 1 melee round.
—Nice to know my Fortress of Gloom will be finished four hours earlier than expected; the caterers arrive at nine o’clock.

• Anti-Material: Deals an additional 2x damage to all targets.
—Too broad. ‘ALL’ would encompass energy beings as well. ‘Anti-Material Rifles’ are a more PC way of saying ‘rifles so powerful that one shot would gut a human being’.

• Anti-Ground: Deals an additional 2d8+1 M.D.C. to all ground targets.
—Also too general while the damage is too specific. My airship is tethered to the ground..does it take extra damage? And again, what if I’m using my flamethrower as opposed to a rail gun…why would the damage be the same?
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"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
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