ASGARD
This page contains more specific information on the Asgardians. In the future, it will list such diverse information topics as culture, equipment, language etc.
ARMORS
There are several types of Asgardian armor,
varying in capabilities according to the status of the intended user. They
are composed of plates made from special alloys developed by the Asgardians
and layers of energy-dissipating material. All models have a micro fusion
plant capable of sustaining the armor's systems for two centuries of use.
The Aesir model has a more advanced power source
Aesir Armor
This is the armor used by the gods
themselves (Thor, Tyr, Freyja etc). It is the most advanced model to be found
in Asgard. It possesses a power source that is good for several centuries
of continuous use and a computer that displays tactical information, alerting
the user for possible threats, and can take control of the armor in case the
user is knocked out.
Although there is not much variation between
each unit's systems, their appearances are as varied as their divine users.
KD: 25* EKD: 25* EV -0 (*Hardened)
INT: 5 DEX: 5 STR:
5
The Armors computer is programmed to take its user to safety if he or
she loses conscience during a battle.
Skills
Flight 4 (9)
Perception 4 (12)
Tactics 4 (9)
Powers (All are NoEND Cost)
Enhanced Perception [Sight & Hearing]
Flash Defense [Sight & Hearing, 10 phases]
Flight [50m, x4 NCM: 300m (360km)]
Infrared Vision
Life Support [Self-Contained Breathing; Safe in: Vacuum, High-Pressure, High
Radiation, Intense Heat & Cold]
Mental Defense 30
Mind Link: Asgardian armors [Planetary range]
Spatial Awareness
Supersonic Flight [Mach 1]
Ultra-Sonic Hearing
Einherjar Armor
This is the armor used by the defenders
of Asgard. It is not as powerful as the Aesir or even the Valkyrie model,
but it is still highly advanced by Earth standards.
The level of appearance customization in this
model is minimal.
KD: 15* EKD: 15* EV -1 (*Hardened)
Powers (All are NoEND Cost)
Enhanced Perception [Sight & Hearing]
Flash Defense [Sight & Hearing, 10 phases]
Flight [50m, x4 NCM: 300m (360km)]
Infrared Vision
Life Support [Self-Contained Breathing; Safe in: Vacuum, High-Pressure, High
Radiation, Intense Heat & Cold]
Mental Defense 10
Mind Link: Asgardian armors [Planetary range]
Ultra-Sonic Hearing
Valkyrie Armor
This is the armor used by the Choosers
of the Slain. It is second only to the Aesir model, sharing many of that model's
abilities. Although this model is capable of flight, most Valkyries prefer
to use their mounts, which can, at top speed, surpass even the mighty Aesir
model.
Valkyrie units display far more cosmetic changes
than the Einherjar model, but it is not as total as the one seen in the Aesir
model.
KD: 20* EKD: 20* EV -0 (*Hardened)
Powers (All are NoEND Cost)
Enhanced Perception [Sight & Hearing]
Flash Defense [Sight & Hearing, 10 phases]
Flight [50m, x4 NCM: 300m (360km)]
Infrared Vision
Life Support [Self-Contained Breathing; Safe in: Vacuum, High-Pressure, High
Radiation, Intense Heat & Cold]
Mental Defense 20
Mind Link: Asgardian armors [Planetary range]
Spatial Awareness
Ultra-Sonic Hearing
Regular Armor
Asgardian regular armor is anything
but regular. Such things as leather vests and chainmail shirts are made from
advanced materials that confer a greater degree of protection. These items
are used mostly by regular Asgardians or off-duty Einherjar. Such weapons
will have the following bonuses:
KD: +2* EKD: +2* EV +1 (Only to negate
penalty) (*Hardened)
WEAPONS
Asgardians use technologically
advanced weaponsmithing techniques to produce master quality weapons. Any
weapon of Asgardian manufacture will be more resistant and precise than its
Earth counterpart.
In keeping with their tradition, Asgardians
use melee weapons. However, all of them have energy projectors capable of
delivering, at least, 10 kW discharges at a range of up to 80 meters. These
projectors are powered by fusion cells with an endurance of a few centuries.
More conventional ranged weapons exist: the
powerful Asgardian fusion guns that are used only during war.
Einherjar Sword
This very fine broadsword is the standard issue
weapon of the Defenders of Asgard. It is perfectly balanced and has a monomolecular
edge created by gravitic collapse of synthetic diamonds. Its energy projector
is more powerful than the average, generating a 40 kW discharge at up to 100
meters.
WA +2 Min STR 5 DC 6 (Armor Piercing)
EDC 11S ROF 1 Rng
100 m/ys
Valkyrie Lance
This is the dreadful office badge of the Choosers
of the Slain. Besides being a masterwork weapon, it is also a sophisticated
psychotronic device. Its system can absorb a person's mental patterns and
record his complete DNA sequence. This data can then be transmitted or directly
downloaded into Asgard's computers and used to create a clone of that person.
The copying process is fatal, so even if the person was healthy, he will die
as result of it. Complementing the lance's ability, its energy projector is
stronger than the Einherjar Sword one, being able to discharge 160 kW at up
to 120 meters.
WA +4 Min STR 4 DC
7 (Armor Piercing) EDC 13S ROF 1 Rng
120 m/ys
Power: 16d6 Drain INT [Killing, No END Cost, No Range]
Regular Weapons
Like the armors, regular Asgardian
weapons are more than regular. They have the following bonuses:
WA +1 DC +1 (Armor Piercing where applicable) EDC
9s ROF 1 Rng 80 m/ys
Fusion Guns
These are the Asgardian heavy weapons. They
can deliver devastating power and are only used in extreme cases. Only the
gods, Valkyries and high-ranking Einherjar have permission to use them. Unlike
other Asgardian weapons, fusion guns require a recharge ferquency similar
to Earth weapons. This is because fusion guns are actually hand-held fusion
power plants whcih can release their energy as a powerful exhaust. The process
drains considerable energy of the gun, which then must be recharged in specially
designed units.
Fusion Pistol
WA +1 DC 14 (Armor Piercing) ROF
3 Shots 15 Rng
250 m/ys
Side Effect: Every hit also delivers a 6DC Radiation attack that can
eventually cause sickness.
Fusion Rifle
WA +2 DC 20 (Armor Piercing) ROF
5 Shots 30 Rng
500 m/ys
Side Effect: Every hit also delivers a 10DC Radiation attack that can
eventually cause sickness.
Fusion Cannon
WA +4 DC 28/2K (Armor Piercing) ROF
10 Shots 60 Rng 1000 m/ys
Side Effect: Every hit also delivers a 14DC Radiation attack that can
eventually cause sickness.
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Last Update: 7-June-01