Cyber-Dungeon Index

From RPGnet
Revision as of 02:14, 15 January 2008 by Quell (talk | contribs)
Jump to: navigation, search
Blame02.jpg

This is a list of various weapons, items and entities that appear within the Megastructure during the course of the 10-volume manga as well as the single volume of Noise.

An attempt has been made to notate the volume and page where an entry can be found along with a basic description of the item, its capabilities, and how it has appeared.

This list will be constantly changing as it is updated.

Basic Weapons

  • Ballistic Pistol (used by loli-Sanakan to little effect on an Exterminator, V3)
  • Assault Rifle (used by human soldiers in V1 against SG)
  • Minigun (wielded by bald cyborg in V1)
  • Laser (wielded by Killy in later volumes, to execute low threat adversaries)
  • Heavy Laser (wielded by a human against a Watcher in V1)
  • Boltgun (wielded by the E.Fishermen, capable of piercing Exterminator armor)
  • Harpoon (used by SL to restrain Seu, can apparently pierce flesh)
  • Dual Energy Rifle (very powerful, wielded by alternate-Cibo)
  • Mini-rockets (used by the Grub-mech in V1)
  • Rockets (used by Clone Nursery guard entity in V1)
  • Collapsing Boomerang (appears to have some type of guidance/propulsion system, used by cyborg in V2)
  • Sword: Wielded by Seu, the "Electronic Knight", this two-handed sword is sharp enough to cleave through the flesh of reinforced cyborg bodies.

Human Armor

  • Skinsuits (properties: communications, interface ports)
  • Power Armor (Electrosilos Fishermen): Allows the wearer to 'skate' at high speeds.
  • High-Velocity Hover Suit with Drones (v5p48): This durable suit allows the user to hover and fly at high speeds. It has three hovering drones that can seek help in an emergency but aside from that the purpose is unknown. The suit also seems to be able to create a short-range portal that can teleport multiple users (v5p52).


Miscellaneous Gear

  • Grub-Mech (v1p23): This insectoid vehicle is about the size of a modern car and equipped with a small arsenal of anti-personnel weapons such as two forward-mounted dual machine guns and guided rockets. It can cling to walls and be piloted or remotely operated.
  • Scope (Killy v1c3 "Maximum Zoom 23000")
  • Builder Communication Tool (v1p226): Issues basic orders to Builders
  • Electronic Warfare Suite (v2c9p128 can be used to disrupt mechanical bodies)
  • Electronic Warfare Wand (v7c3p100, issued with a Safeguard-class suit)
  • Electronic Shield Marker (v2c11p201)
  • Wrist-Mounted Tether
  • Handheld Sensor Suite (used by Cibo in V3, can sense organic life)
  • Handheld Barrier Array (v5c1p26): Five are used in conjunction to trap and disable Mensab)
  • Magnetic Shield Array (v5p82): Three nodes will produce a magnetic shield that can prevent electronic interference.

General Items

  • Food Bars
  • Drug Ampoules (v1p78)
  • Healing Cast
  • Various Medical Supplies
  • Membrane Tent
  • Memory Module (Used by Cibo to transplant her personality, also by MORI)

Special Abilities and Traits

  • Improved Optics (v9c57p169 3000km range, perhaps higher)
  • Tissue Reconstruction (Allows one to utilize heal functions of nano-skinsuits, Cibo V8)
  • Teleport (demonstrated by Mensab)

Safeguard Weapons

Safeguard weapons are of some of the best quality and highest power in the Megastructure. They will only work in the proximity of Safeguards or Silicon Life.

  • Safeguard Pistol(v8p15): Semi-automatic pistol. Fires explosive bullets.
  • Safeguard Grenade Launcher (v8p15): Very different from contemporary grenade launchers in that it fires the explosive projectiles at subsonic speeds.
  • Safeguard Shotgun (fires hundreds of pellets, long range, unlike conventional shotguns. Used by Killy against Pcell in V8)
  • Dhomochevsky's Gun: Fully automatic, fires guided explosive projectiles up to 4 at a time and contains a laser. It must be loaded manually like a revolver and also ejects casings.
  • Safeguard Sword (v10p68): This blade projects a cutting field well beyond melee range and will shear through nearly anything with a stroke.
  • Gravitational Beam Emitter [1]: "Class 1 Critical Effect Weapon" can be charged up through 4 levels of power however variants exist that have lesser or no charge-up ability. It is powered by the bio-electricity of the user and the kick back when fired is massive. One of the most powerful weapons known to the Megastructure, it leaves holes that are 70km long.

Safeguard Armor

  • Safeguard-Class Skinsuits (optional properties: wings, active defense, tissue reconstruction)
  • Trench Coat (GA-Sanakan)

Safeguard Special Weapons and Abilities

  • Scanner (comprehensive retinal scanner, can detect metals, can detect through solid mass)
  • Rapid Regeneration (High-level safeguards can utilize matter conversion towers to restore parts of their structure, near instantly.)
  • Infection Needles (Sanakan, hand-mounted projectile weapon that rapidly turns organic host into an Exterminator by infecting them with safeguard proteins)
  • Gravitational Repulsion Unit (Sanakan, mounted in hand, can disperse GBE shots and blunt attacks from gravity swords v10p105)
  • Explosive Jettison (Sanakan)
  • Bioelectric Burst (v8p146 a desperation attack (energy projectile) used by Dhomo against Davinel. Likely composed of pure bio-energy)
  • Bioelectric Transfer (v8p157 used by Iko, allows one to transfer their bioelectricity to another)
  • Freeform Nanite Body (Shapeshifter, Safeguard)
  • Personal Anti-Intrusion Electron Space: Extends 6m
  • Binary Speak (v9c53p60, allows one to speak to sentient robotics)

Silicon Life Weapons

  • Assault Arm (simple melee weapon, concealable, increases length of the arm)
  • Ivy's Hinged Sword
  • Ribbon? Gun (Maeve)
  • Kinetic Wand (v7p191): Projects a powerful kinetic field which can be used for attack or defense. Similar to a safeguard sword but utilizes bludgeoning force opposed to piercing. It can even deflect GBE shots.
  • Exterminator Seeds (v8p005): Can be used to instantly create an Exterminator.
  • Ribbon? Blades (can be fired and regrown, Schiff)
  • Explosion Cores (Advanced Future Cyborg, does not damage the user)
  • Radiation Grenade (V1, used by bald cyborg)
  • Nanomachine Launcher(v9, used by horned cyborg, converts adjacent matter into grey goo)
  • Sniper Rifle (v9, used by horned cyborg, can target through walls)
  • Tentacles (Modification, can be used as a ranged melee weapon)
  • Tower Shield (can repel GBE blasts, used by Silicon Knights)

Silicon Life Special Abilities

  • Recombinative (Pcell, Can disassemble oneself into a more transportable form and recombine at will)
  • Graft Compatible: A trait that allows silicon life to graft new parts on with a minimum of fuss.

Factions and Races

  • Safeguard: An artificially intelligent defensive protocol that guards the Netsphere. Technologically advanced, autonomous and pitiless, they attack any unregistered entities that threaten to damage the Megastructure or access the Netsphere illegally.
  • Governing Authority: An intelligent force that governs the Netsphere, it has no control over its conjoined faction, the Safeguard. They seem to possess little power over the chaotic world.
  • Silicon Life: A cybernetic race that evolved from criminals (The Order) who assaulted the Netsphere in ancient days and brought about the current chaos. Their mission is to destroy the net terminal gene and perpetuate the chaos.
  • The Builders: Mechanical constructs of varying size and appearance that are responsible for the building and maintenance of the Megastructure. Smaller builders appear to be sapient, verbally communicating with other entities and even capable of lying while larger ones can drill through megastructure using mounted GBEs.
  • Techno-Nomads: A small group of humans in who fight against the Watchers. Ignorant of other levels and the Netsphere, they struggle to live alongside the menace of a nearby Watcher hive. While armed and equipped with powersuits, they are no match for the Watchers.
  • Watchers (Mysterious race of insectile flying bipeds. Can emit destructive forces from their compound eye that may be gravitational in nature. They come from an immense hive-like organic structure.
  • The Capitol: A corporate-city of humans that occupy an abandoned level of the Megastructure. It seems made up of a poor working class dominated by the corporate elite who rule in a totalitarian style. The leader of the city is the President, a gigantic mutant.
  • Dry Men: Clones that have formed a primitive tribal society. They appear warlike, carrying the skulls of their enemy on their belts and wielding twisted spear-like weapons. Dry Men have great strength and possess mystic-appearing abilities such as vanishing in a cloud of smoke. They are extremely fast, agile and strong. Preyed on for their bodies and organs by the Electric Life Corporation.
  • Electrosilos Fishermen: A dwarf-like colony of humans who live outside Toha Heavy Industries. Descended from the human workers of THI, they now eke an existence within the megastructure and fight against SG and SL with ancient weapons and armor.
  • Toha Heavy Industries: An ancient corporation, the only known remnants of being a massive starship within the Megastructure. Ruled by sapient AIs.

Safeguard Hierarchy

Tentative

Safeguard Level 1 (Exterminator)
Safeguard Level 2 (Transmission Entity)
Safeguard Level 3 (Giant Exterminator)
Safeguard Level 4 (Seductress - Electronic Warfare)
*GBE Authorized Levels*
Safeguard Level 5 (Killy Clone- Basic Biped)
Safeguard Level 6 (Sanakan - Shapeshifter Biped)
Safeguard Level 7 (Watchman - Guard)
Safeguard Level 8 (Vehicle - Armed Transport)
Safeguard Level 9 (Angel - Doomsday Device)
Safeguard Exterminator First Class ???? Little Safeguard (seen during Cibo's flashback)
???? Provisional Safeguard (Dhomochevsky, Ico)
???? Elevator Entity
???? Giant Safeguard (Seen in Netsphere Engineer)
Net: Claw, Scissors, Henchmen Noise: Large Exterminator Noise: Twin Exterminator

Safeguard Units

Safeguard are often transmitted via Matter Conversion Towers to directly address percieved threats to the Netsphere. However many seem capable of roaming a level and occupying locations over an extended period.

  • Exterminator: The basic quick-response assault unit of the Safeguard. Often deployed through Structure Conversion Towers directly to a threat in large numbers. Exclusively melee, extremely agile and capable of standing bipedally. In extreme cases, Exterminators can show basic intelligence (such as the one that cobbles itself together after being badly damaged in v6) though they usually tend to behave in a very direct manner. Unlikely of being capable of independent thought and receives directives straight from the Safeguard.
  • Giant Exterminator: (v2p201) A large humanoid entity that possesses 4 powerful clawed arms and massive strength. Its lower body is fused to a surface, extended by an articulated snake-like lower torso.
  • Watchman: (v10p43) A type of Exterminator judging on superficial features, this safeguard is massive and quick. In one form, it runs on all fours using its claws and mouth to attack. However it can transform into a 50' tall humanoid with a nanite-formed protective mantle and cowl. It possesses the ability to fire energy bursts from its hand, bearing emitters on three of its fingers.
  • Exterminator First Class: (v10p136) An extremely high level safeguard, the 1st Class resembles a standard Exterminator, however it stands nearly 20' tall upright and possesses an energy core which is its only true weak point. Its abilities are many and dangerous, it can levitate, fabricate matter (including transparent structures around threats which completely disable them), has what appear to be telekinetic powers and can launch high-level gravitational beams from its core. Additionally any damage done to it can be repaired rapidly. A Lv4 GBE shot to the core, point blank is sufficient to destroy it.
  • Level 6: Capable of independent thought, Lv6 agents are intelligent, cunning and deadly. Equipped with an arm-mounted GBE and a type of energy shield in their hand, they're capable of issuing and defending against GBE shots. A hand-mounted dart launcher can infect lifeforms with safeguard data, transforming them into Exterminators. Additionally Lv6 safeguards have a body with flexible composition that can be recombined into different shapes such as growing wings, disguising themselves as human children or quickly healing structural damage.
  • Level 9: The highest level of Safeguard, it takes quite some time to download into its environment, forming a cocoon as it gestates within. Once it deploys (hatches) it is supposedly nearly unstoppable though it can still receive damage from conventional weapons. It has an extremely powerful regeneration ability and can even heal other entities via a strange projectile. The Lv9 can transform its arms into some type of destructive ranged weapon. The crowning feature of the Lv9 is its ability to project a massive area of devastation through some type of energy halo. This ability is unparalleled in destructive capacity compared to all other known weapons in the Megastructure.

Governing Authority

The Governing Authority has little ability to manifest itself in the physical world.

  • Proxy Organism (used in v2 to communicate with Killy. Later downloaded additional offensive ability to combat a Safeguard. Also appears in v6)
  • Giant Humanoid (two kinds are shown in V3, both mortally wounded as a result of defending humans from Safeguard)
  • Humanoid Agent (Sanakan v9, equipped with a GBE and badge of authority)
  • (Net) Messenger: This simple entity is used to communicate with Cibo.
  • (Net) Central Nexus Agent (v8p78):

Silicon Life

  • Three Cyborgs
  • Cyborg Nursery Guard (?)
  • Baldy & Legs
  • Ivy
  • Maeve
  • Giant Future Cyborg: A gigantic SL which can fly and fire energy pulses from its mouth. It appears to be the standard model of SL in the alternate reality of Toha's gravity furnace.
  • Advanced Future Cyborg: A highly advanced cyborg that is constantly evolving. It's primary weapon is a strange set of cylinders mounted on its back that allows it to explode without harming itself but doing devastating damage to anyone within the blast radius. Apparently it can draw mass directly from its surroundings in order to improve or heal itself.
  • Valdunba: A hapless cyborg who gets interrogated by Cibo. No distinctive features.
  • Blon: A large insectile cyborg who can transform his body into various shapes such as a rolling ball of spines to a multi-limbed monster. his main weapon is an arm-mounted machine gun. He also is accompanied once by deadly bugs which can fuse with the nervous system of its victims.
  • Schiff: An extremely fast and agile SL who can skate across ground. He is equipped with double wrist blades which can fire and reload.
  • Pcell: The most powerful of the SL on her level, Pcell is equipped with a kinetic wand and the ability to recombine herself. Also possesses incredible strength.
  • Davinelulinvega: An expert hacker, Davinel is largely immobile in the base reality.
  • Silicon Imps: Tiny SL that appear to assist Davinel with mundane electronic tasks.
  • Simple Transfer Bodies (v8p107): Used by the SL when resources begin to diminish, summoned via Structure Conversion Tower.
  • Horns: A huge armored SL that wields a massive rifle and nanomachine launcher. Does not appear to be very agile.
  • Tentacles: A hideous SL that has a tripe-shot grenade launcher in his face as well as two large tentacles. Sneaky and evasive.
  • Aerial Vehicle (v9p138): This bio-mechanical vehicle is capable of hovering and flying at high speeds with its mass of prehensile tentacles that double as wings. It fires some sort of rapid-fire energy projectile.
  • Observer: This SL seems more content to observe and research than fight. Clearly not built for battle.
  • Silicon Knights (v10p64): These heavily armed and armored cyborgs are equipped with safeguard swords and tower shields. Their leader wears a skull mask.
  • Silcon Life Facility (v10p89): This location seems to contain many SL including the Silicon Knights, twin scientists, a female SL with a naginata and their leader who wields some type of electrified javelin. Also a large number of non-combat SL.

Other Entities

  • Watchers
  • Dry Men
  • Dock Giant: Large bio-engineered humanoid entity made for moving cargo.
  • Psychics (can redirect GBE beams and inflict kinetic impacts)
  • Security Bot: Guard for the Electric Life Company, unintelligent entity that can cling to surfaces. It possesses a laser in its mouth and has strong clawed arms that can be used to strike an enemy.
  • Pixies: Small flying creatures that exist within cave 8 of THI and cannot survive outside due to the fact they draw power from it. They speak in radio waves and serve Mensab despite being fearful of her.
  • Mensab: Sapient AI with physical form. Due to this physical form, she is vulnerable to physical threats. She is capable of teleporting and affecting objects in the base reality with 'magnetic restraint lines'. Her appearance can shift between young and beautiful to old and haggard, depending on her emotional state.
  • Seu: A pure human who possesses the rare Net Terminal Gene; power-armored "Electronic Knight" who fights with a sword and defends the AI entity Mensab.
  • Toha Heavy Industries Central AI: A combination of all the shipboard AI of THI, except for Mensab who was dispelled. Appears as a massive mishapen head and controls the ship.
  • Central AI Guards: 20' tall gaunt armored humanoids with halberds who defend the Central AI.

Builders

Biped Builder (Sapient)
Spider Builder (v1p225)
Large Builder (v1p228)
Huge Builder

Animals

Giant Grubs
Pit Worm (v2c8p11)
Biological Power Supply (Volatile!)
Gecko Dogs (inert and docile, clings to walls emitting vapors in a herd)
Helicopter Bugs (v7p143)
Longlegged Searchlight
Bird (v9p42)

Zones

Null Safeguard (safeguard transmissions and equipment cannot work in this space)
Zero Gravity
Hazard
Submerged
Anti-Intrusion Electron Space (v7c4p116) (structure conversion transmissions will not work within this space)

Notable Terrain

  • Holographic: (v9p154,156) A pitfall can look like a stair step, a doorway can look like a wall. These advanced holographs can trick even cybernetic eyes.
  • Emergency Partition: (v4p131) Utilized in order to quickly seal off an area.

Random Encounters

  • Clone Nursery
  • Derelict Builder
  • Transplanted Earth Architecture (v8p70)
  • Village of the Builders (v9p159)
  • Netsphere Access Node (Central Nexus)
  • Safeguard Armory
  • Watcher Hive
  • Unregistered Safeguards (Berserk)
  • Parallel Electricity Storage Tank Cluster: (v9p26) Can be used to restore bioelectricity.
  • Distress call from an Emergency Preservation Pack
  • Matter Fabrication Complex