House Panama

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killgore444
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House Panama

Unread post by killgore444 »

I've decided to dust off and clean up some of my old campaign material for Splicers. It's been awhile though, so I'm going to be going through it all and updating it before posting. Some of this was posted on the old board and you might recognize it. But I'm going to be starting with a few of the actual creations rather than the house itself.

As for the campaign world, I had it being on Earth. House Panama was of course located in Panama. The House of the Barren Marsh was located in south east to central Texas and Louisiana. House Artemis I had in southern Spain and part Portugal with territory on both sides of the Straight of Gibraltar. The had a underwater tunnel system leading through their territory that the Kraken could use to go from the ocean to the Mediterranean. And House Shiva was on the Washington state and Canadian border.

Anyway, this is my first post with an upgraded Host Armor called the Dreadnought. I know there have been other things called Dreadnoughts, but this is an old creation of mine that never got posted before.

Dreadnought


Standing roughly 16 to 20 ft tall, these armors are truly awe-inspiring creations. Their creation is a closely guarded secret of House Panama, and so far only a few thousand have been created. To be eligible for a suit of Dreadnought Armor, you must be a member of House Panama in good standing (i.e. loyal AND competent), a Dreadguard of at least 6th level (although there as been a single Swarmlord given this upgrade), and currently, you must have never had your armor destroyed so has to maximize the effectiveness of the Dreadnought. Unknown to most, even within House Panama, the Dreadnought is basically an upgrade of standard host armor. Your regular Host Armor is placed into a nutrient pool with an Engineer, and it grows into a Dreadnought, preserving and enhancing all your previous bio-e purchases. No Bio-E cost is given for this upgrade, as it’s by invitation only. To be considered, in addition to the above, you must have done something to stand out amongst the rest of the Dreadguard and your Clan Khan likes you.

Class: Host Armor variant.

Crew: One bounded pilot, no one else may use it. Unlike regular host armor, a dreadnought originally allowed the pilot to wear a suit of living armor that has been genetically modified for the pilot, though it is somewhat uncomfortable, and a penalty of -10% is applied to all skill rolls and -1 to all combat rolls if heavy LA is worn, and a -5% to all skill rolls if medium LA is worn. Despite these penalties, many pilots would wear their LA because of the possibility of the Dreadnought being destroyed, but also because the Dreadnought will produce enough nutrient fluid to feed the LA if it detects a suit being worn (again, only specially modified armor may be worn). This is an exception to the normal rule restricting MDC creatures from piloting host armor, as the armor has special orifices that allow the control tendrils access. Many of the 1st thousand Dreadnoughts still have this feature, however, unless the pilot specifically asks for it, the new Dreadnoughts instead have a built in carrying/luggage space designed to hold the LA and still keep it fed. While tight in the pilots compartment, the Dreadnought is designed to allow the pilot to don his LA if the Dreadnought is killed.

MDC by Location: When rolling the MDC of each location, if the roll is lower then the current MDC of that location, use the higher amount. But also remember to apply the per level increases for whatever the base armors level is (host armor that reached 6th level when it received this modification would roll 1d6x100 +100 and the +5d4x10 for levels 2 thru 6 when upgraded for it’s main body). Also, increase the amount of MDC obtained from biological enhancements already held by the Host Armor by 50% (that applies to all future modifications as well).
Arms: 4d6x10 +20 +10 per level.
*Hands: 2d6x10 +20 +20 at levels 7, 14, 21, ect.
Legs: 6d6x10 +20 +10 per level.
*Feet: 2d8x10 +20 +24 at levels 7, 14, 21, ect.
**Head: 4d6x10+40 +10 per level.
***Main Body: 1d6x100 +100 +1d4x10 per level of experience.
***Pilots Compartment: 1d4x50+50 +10 per level.

* A low profile or shielded target that is difficult to hit. A called shot is required with an additional -3 to strike.
** Destroying the head has roughly the same effects as for normal host armor. Except to note that the pilots head is not in it, and a Dreadnought is highly likely to have sensory feature located in other locations besides the head.
*** Depleting the MDC of the main body will shut down the armor, rendering it totally useless, and effectively destroying it. All other locations die within 8 hours (2d4) of the main body. Note, unlike regular host armor, there is a special Pilots compartment built into the main body of the armor that prevents the possibility of suffocation, though the emergency release remains the same. This pilots compartment may not be targeted or hit until the main body is destroyed.

Speed:
Running: Starting speed is 120 mph +2d6x10 mph (140-240 mph). Unlike regular host armor, the pilot sits held in the main body, and running does not tire the pilot. Maximum speed that can be purchased is increased to 450 mph without modifying the legs somehow as the pilots legs do not reside in the legs of the Dreadnought. All previous increases to base speed are retained at no cost, however, increases to speed hereafter go up in cost 50% to 15 bio-e per 5mph increase. However, even with modifying the leg structures, the maximum possible speed of the Dreadnought is limited to 550mph, and all speed increases from 450mph to 550mph cost double the normal amount.

Leaping: A young dreadnought can leap about 30ft high and about 60ft across from a standing start.

Digging: 15 mph, the act of digging does not tire the pilot. It takes 5d6 melee rounds to dig a hole deep enough to hide. Any previous increases to digging speed are retained, but new increases cost 2x the normal amount.

Swimming: 45 mph, swimming does not tire the pilot.

Flying: Flight is not part of the normal movement rate of a Dreadnought. A Dreadnought is not capable of using a wingpack, and all flight modifications require 3x bio-e cost. Existing flight enhancements operate at one quarter speed until the difference is paid.

Lazarus Glands: All Dreadnoughts receive the Lazarus Glands feature for free. If the Host Armor being upgraded already has it, then the pilot receives 40 free bio-e (not the cost of 80) to use as he sees fit. House Panama will go to some effort to retrieve any Dreadnought in such a position, however, if recovery is unlikely, other pilots of Dreadnoughts in the area may signal the Armor to initiate self destruction. Any such decision (for or against) will be subject to review. House Panama favors insuring no one else gets their hands on one.

Statistical Data:
Height: 16 +1d4 ft (17-20).
Width: 6-8 ft.
Length: 4-6 ft.
Weight: 5d4x100 +300 lbs (800-2,300).
Cargo: None other then what can be carried and the small space for living armor.

Physical Strength: 5d6 +20 (supernatural). Maximum PS is 100. This is an increase of +1d6 +10 to the base unit and upgrading to supernatural strength. Otherwise the same cost as per Host Armor.

Production Cycle: Not yet been created from scratch, upgrading full host armor however takes about 4 months.

Operation Lifetime: Adds 15 years to the remainder of the life span of the host armor that is its base.

Trade Value: Not for sale, several other houses have offered 5-10 (1d6 +4) million credits for an intact and relatively healthy model to study. House Panama will offer about 1 million for the return of any stolen units (so far hasn’t happened) assuming they don’t think you stole it in the first place. Of course, even if you didn’t steal it, if House Panama finds you with it and you aren’t trying to return it, you will be very lucky to talk your way out of an execution.

Bio-Regeneration Rate: Same as the armor that served as the base.

Horror Factor: 10 for humans.

Senses and Features: The same as the base armor, except that all weapons become larger and more powerful. Any weapon system that is part of the armor when it is upgraded to a Dreadnought that has multiple grades (such as the Bore and Gore cannons) is automatically improved to the next highest level. If they’re already at the highest level, or do not have multiple grades, instead receive the mega upgrade for free (even melee weapons and bite attacks). On occasion, a pilot will request the omni upgrade for a weapon system instead.

The bio-com system of the base armor has its range doubled.

Feeding: Basically the same as the base armor, but requires five times as much actual food (no armor with the parasitic metabolism will receive the Dreadnought package) except for Photosynthetic armor that benefits from an increased surface area that will increase absorption of light, though even with this, 2 hours are added to time needed for feeding (+4 hours of artificial light).

Sleep Requirements: Same as base armor.

Rider: So far, all Dreadnoughts except 1 are piloted by Dreadguard of at least 6th level who have never had their armor destroyed. That 1 is a Swarmlord of 10th level. Her Hive and number of insects were automatically doubled for current and x8 for max.

Combat Bonuses: Same as the base armor.

Everything else is as per normal Host Armor.


What do you guys think. It's been a while since I played Splicers except to import some of them to Rifts, so digging out my old House Panama stuff is both fun and a little cringe worthy.
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