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Approved Tech VT|ATC-Jump Kit

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Alric Kuhn

Handsome K'lor'slug
flrLD8q.png
OUT OF CHARACTER INFORMATION
  • Intent: To sub a cool device that will close the NFU/FU Gap
  • Image Source: N/A
  • Canon Link: N/A
  • Restricted Missions: ATC Chosen Material
  • Primary Source: N/A
PRODUCTION INFORMATION
SPECIAL FEATURES
  • Jump Thrusters
  • Repulse Generators
  • Tractor Locks
  • Inertial Dampening Field
Strengths:
  • [+]Jump Kit: The VT|ATC-Jump Kit is developed around creating highly advanced maneuverability for those who wear it. This tiny set of thrusters, repulse generators, and tractor locks allow the wearer to move and jump around in a manner previously thought only possible by force users. Someone wearing the Jump kit is capable of traveling in large leaps and bounds, 'double jumping', and even running on walls. This effect is achieved through a combination of Jet Thrusters, Repulse Generators, and micro-tractor beams. The Jump Kit is an extremely efficient design, allowing a trained individual much more mobility than an ordinary being.
  • [+]Repulse Field: Due to the method of it's design, the Jump Kit is somewhat dangerous to use. Momentum and the forces of physics are not kind to those who would go against it, and thus the Kit has been equipped with various countermeasures that allow it's user to more easily survive. These measures include an inertial dampener and a repulse field that soften impacts and allow the user to more safely land from long falls or harsh strikes. This ensures that the user of the Jump Kit will actually be able to survive their movements.
Weaknesses:
  • [-]Power Limitation: Although the Jump Kit is powered by a miniature Isotope Five reactor, it still has it's limitations. The Jump Kit isn't a jetpack. One cannot use this to run on walls forever or glide through the air, rather the jump kit works through short 'bursts' and recharges in the seconds between those bursts. Timing is an important key to both using and fighting against the Jump Kit. The Kit cannot do more than it was designed to do, and its power limitations mean one cannot use the Kit to fly or hover.
  • [-]Kaboom: The Jump Kit is powered through an Isotope Five Generator. Though it is safely contained within the Kit's backpack, the generator itself has the potential to erupt into a devastating explosion if its containment is breached. A well placed lightsaber slash, several Blaster shots, or a powerful particle strike could cause the Jump Kit's power source to explode and do severe damage to anyone and everything around it.
  • [-]Training: At it's core the Jump Kit is used to enhance speed and maneuverability. Utilizing technology like this is anything but easy, and most of the time when put on by a new trainee they often end up running into walls, slamming face first into the ground, and jumping into ceilings. The Jump Kit is difficult to use and near impossible to properly master.
DESCRIPTION
The Jump Kit is an amalgam of technology developed over the years by Vanir Technologies and powered by a generator developed by ATC and it's subsidiary companies.


Simply put, the technology placed inside of the Jump Kit is a result of Vanir's continued experimentation with Repulsor, Tractor, and jetpack technology. This path of technological development began with Vanir Technologies, Grav-glove, a device that allowed one to manipulate objects much in similar way to the force. This unique creation was an instant hit throughout the galaxy and saw soaring sales in both military and Civilian Markets.

This success spurred Vanir's development in the creation of further technologies capable of manipulating and changing gravity.

Eventually the company developed a smaller line of products, incorporating the Grav-Glove directly into many of its armors as well as producing the simpler Repulse Glove.

When the technology was truly grasped by the Fringe Science department of Vanir, the company produced an armor specifically designed around the use of repulsors as a means of travel and maneuverability. This armor was heavily utilized by the men and women of Saeva Incorporated, though it's limitations were more than obvious to those who did. Eventually Vanir spurned it's development even further.

With the assistance of Arceneau Trade Company, the scientists at Vanir were able to develop the Jump Kit.

This Kit was an amalgam of thrusters, repulse drivers, and micro tractors that all worked in conjunction to create an extremely form of fluid movement in anyone that wore it. The Jump Kit was meant to be an extremely adaptable armor component, allowing a being to move with the grace, speed, and ability of a force user.
 
The "power limitation" weakness doesn't strike me as much of a hindrance of the submission, but more like operating well within its design limitations. If the system recharges after a few seconds then what is to stop a person from indefinitely timing jumps and thrust assisted weaves in a duel. Is there anyway you can expound upon its power supply limitations to make this a more tangible weakness?

You mention a few times that this sub enables one to move like a force user, but how can a NFU withstand moving suddenly at Force Speed levels? Can this thing speed you out of gunshots in close range?

[member="Alric Kuhn"]
 

Alric Kuhn

Handsome K'lor'slug
[member="The Major"]

My intention was that basically the gaps in the power supply would be as such that movement was based on still being in contact with the ground. IE the gap between power availability is just long enough to launch someone up in the air, then double jump, but then the power would need to recharge for a few seconds requiring landing.

The movement as a force user does not refer to 'force speed' as such, more like acrobatics. Jedi in both shows and movies have been seen jumping from incredible distances, running on uneven surfaces, etc. That is what this replicates. Though this would make you run a bit faster(you have jets) it doesn't fully replicated force speed, so no, no dodging bullets.

I've edited things to be a bit more clear on both accounts.
 
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