Hmmm... Now I should really try and remember never to grind my teeth *chuckle*
Try holding the switch for 1 sec; recover. For 2 sec; recover. For 3 sec; try to recover.
ADD:
By the way, Steve - how old are the 'Corps (absolute time)? How old are you, Steve (subjective time would be okay)? And how many comrades have already survived through ten missions and safely resigned?
And how many poor souls have not made through these ten circles of hell?
Oh, and also, concerning that old piece of text: is it, by any chance, you who is waiting for us as the tenth circle of hazardousness? *a bit nervous, but nevertheless ironic chuckle*
You press the switch down for a 1 second and then release it. You immediately collapse to the ground, twitching violently as random sensations; pain, pleasure, heat, cold, tingling; surge through your charged nerves. After an indeterminate amount of time lost in that twisting waking coma you get up. Huh. So thats 1 second.
You press down and count 2 seconds before releasing. This time you don't collapse right away; every muscle in your body violently contracts, struggling against your other muscles, transforming you into twitching, paralyzed statue. Eventually you lose balance and fall to the ground [end roll: 1] cracking your head on the floor and knocking yourself out.
You wake up a while later, thinking that using the 3rd setting might not be the best idea.
Feyri continues her Meditation.
Still in the Mess Hall.
You're back in your bed actually, if I remember right.
*poke*
*Slap*
Milno returns the video to the armory master, goes to the rec room, looks around for a moment - "Lemmings." - and then tries to use one of the VR machines -"How exactly does this piece of scrap work?" - on the "equipment sandbox" mode to make a MkIII model appear so he may try to tinker with it in such way that the virtual model turns less prone to exploding after taking damage on its jets.
You walk back to the armory master and return the video to her before heading to the Rec room to try out the vr machines. You take off your suit helmet and glove, replacing them with the vr machine's equivalent, and boot up the 'tinker' program. You bring up a Mk III suit and take a look at the rocket pods. [Intelligence roll:5] The way you see it, the problem is something inherent in the design. The rocket pods are pretty much nothing but containers of highly pressurized, very volatile fuel; if they get punctured, chances are they're gonna blow up. The ways to really effectively lower the chances of getting killed by that seem relatively few. You could increase the armor on the pods, which would increase your overall weight, lowering your speed and maneuverability. Or you could rig up some sort of automatic injection system to hurl a damaged rocket pod away from you before it blows. That, of course, could mean suddenly finding yourself without one or both of your "wing" rockets. That sort of thing happening while a half mile in the air would be pretty much as bad as just letting it blow up.
Hmm.
Hide. NAOW.
You immediately slip into the shadows, taking refuge behind a half burnt sofa in the corner of the room.
"Hmmm... I don't think this is going to work this way..."
Shaking his head, Bishop decides that the net idea is simply not really viable. The filaments are cutting through each other when they vibrate out of time. That and the magnet problem simply makes it unviable to work.
He decided to simplify the design; The gun remained unchanged but the net idea was out and was replaced by bolas, which would work equally well and he could stretch multiple filaments between two larger winches. The tricky part was getting the thing to wrap itself around a target it couldn't cut through instantly... Perhaps he could make the magnets switch polarity on impact?
Scrap the net idea, and instead create a simple ball, which upon being fired would split in two and stretch multiple filaments between the two halfs. Keep the magnets and spikes, but unpolorize the spikes, increase the winch power with the extra size and add a current switcher which would effectively switch the polarity of one of the magnets when the bola's filaments are pulled beyond a certain tension, thereby attracting the other half. Also design a contraption that could help reduce or neutralize kickback from firing the weapon. Think about viability of using synth-flesh specially grown parts for the bolas.
You scrap the current net and bring up a new idea. You take a metal sphere, slice it in half, and hollow it out. You insert wench systems, along with the magnet systems, and then string 3 monoatomic filaments between both hemisphere shells. [intelligence roll:5] You start to put in the spikes but realize that the design doesn't need them if you handle it correctly. You adjust the magnet systems in both the bola and the gun. There. Now, at first the bola's halves are differently charged, one with its positive pointing inward and the other with the negative, keeping them together. When they're fired the negative is flipped to positive pointing inward, causing the bola to violently repulse and spread, opening up and stretching the filaments between them. Once fully open the magnet will flip back, so that when the bola wraps around something, the two halves will then stick back together.
Next is the problem of making the winches activate. You could try to rig up something automatic or simply have a remote button on the gun itself.
You leave that for later and look into a way to cushion the recoil of the weapon. [Intelligence:2] You can't really think of anything.
(I'm not sure what you mean by using synth-flesh parts on this. But making ammo out of it would probably be a bit silly; each round would be like 10 token.)
((Glad to see everyone is enjoying the Tinker program

. Hopefully it shall allow you all to personalize and create things to your hearts content.))