By John Snead
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Superiors are humans who have been artificially enhanced by a process developed in 2072 by hyper-intelligent novas and Nihonjin scientists. The original goal of this project was preventing individuals from erupting as novas after testing confirmed that they would become dangerously tainted and unstable. Such a procedure was developed in 2060, and continued research into the nature of eruption resulted in the Nakamura Process. This procedure involves drugs, genetically tailored retroviruses, and medical nanites being administered to the subject, who is also exposed to carefully controlled doses of several types of powerful radiation. In less than a week these techniques transform the subject into a low-powered enhanced human.
The Nakamura Process destroys all ability for the subject ever become a nova or a psion, but also grants the individual a number of useful abilities. Like becoming a psion, this procedure is artificially mediated, and the technicians who perform the process help channel and direct the subject's emerging powers.
In return for their enhancement, all superiors are required to work for the Nihonjin government for a period of 10 years. After that time they are free to leave. However, more than 65% continue to work for the government because it offers significant incentives to all superiors. The remainder mostly works for zaibatsu-associated companies run by individuals who are aware of the existence of the artificially enhanced humans. Such companies also offer substantial benefits to superior employees.
All superiors remain bound by two rules:
• Do not reveal the exact nature of your enhancements.
• Do not leave Nippon without approval for specific missions.
While almost 5% of all superiors have permanently left Nippon, none of these defectors have ever openly revealed the true nature of their kind.
The Nihonjin government maintains a policy of secrecy about superiors because of fears that evidence of their existence could potentially lead to questions about the Nihonjin novas. However, it has proved impossible to keep the existence of more than 7,000 enhanced humans a secret. Today, almost everyone assumes that the superiors are merely individuals whose bodies have proven able to accept highly advanced experimental cyberware. The Nihonjin government neither conforms nor denies such speculations. However, the government makes certain that sufficient information on such alleged cyberware is "accidentally" released to support this theory.
Characters are generated using the rules for creating normal characters on page 169 of the main Trinity rulebook, with the following differences:
This chart covers the character-creation process in short form; refer to the accompanying sections for details. Available points are listed where relevant.
• Step One: Concept (p. 163-165 Trinity Rulebook)
Choose Origin, Nature and Allegiance
• Step Two: Select Attributes
Prioritize the three areas: physical, mental and social
Primary Abilities can be raised to a maximum of 6 dots; all other Attributes are limited to 5 dots.
Choose primary Attributes (8 points)
Choose secondary Attributes (6 points)
Choose tertiary Attributes (4 points)
• Step Three: Select Abilities
Choose desired Abilities (23 points)
Do not place more than 3 dots in any Ability.
Add two dots in Endurance and Resistance, one dot in Meditation and one dot in Subterfuge.
Add four dots to a single Ability associated with one of the characters primary Attributes.
No Ability should exceed 5 dots before Bonus Points are spent.
Calculate skill totals.
• Step Four: Advantages
Choose desired Physical, Mental and Social Merits (5 points) Code of Honor, True Love and Law Enforcement Powers cannot be chosen.
Choose desired Backgrounds (7 points)
Add Resources 2 and Status 3 (for loyal superiors) or Resources 1 (for defectors)
• Step Five: Finishing Touches
Record initial Willpower (5), Initiative (Dexterity + Wits), movement (walk Dex + 2 m, run Dex + 12 m, sprint [Dex x 3] + 20 m)
Spend bonus points (15 points)
Bonus Point Cost Per Dot
Attribute: 5
Ability (1-5 dots): 2
Ability (6th dot): 4
Specialties (max. three per Ability): 1
Background: 1
Willpower: 2
Initiative: 1
Step One: Concept: See Trinity, pp. 163-165, for information.
Step Two: Choosing Attributes: Superior characters get eight dots of divide among their primary Attributes, six dots to divide among their secondary Attributes and four dots to divide among their tertiary ones. All of the character's Primary Attributes can be raised as high as six dots, using either during character generation or later, with Bonus or Experience Points. Secondary and tertiary Attributes can never be raised higher than five dots.
Step Three: Choosing Abilities: Superior characters get 23 points to spend on Abilities. In addition they automatically receive two dots in both Endurance and Resistance because of their enhanced physiology, as well as one dot in Mediation, one dot in Subterfuge and four additional dots in a single skill associated with one of their primary Attributes. This Ability should be closely related to the superior's job and is part of their special training. These 10 dots in Abilities are all in addition to their normal 23 points of Abilities.
Also, when spending Bonus or Experience points, superior characters may buy Abilities that are linked to their Primary Attributes as high as six dots. The Ability in question must first be at five dots. Raising an Ability from five to six dot costs four Bonus Points or 12 Experience Points. Superiors with six dots in Science, Engineering or Medicine are capable of making advances in their field that are literally beyond the ability of normal human researchers. However, no Ability can be raised higher than 5 dots without using either Bonus or Experience Points.
Step Four: Advantages: Superiors all begin play with a Willpower of 5, 15 Bonus Points, and a Psi of 1. They can never raise their Psi above 1, and cannot take any of the Noetic Merits from the Trinity Players Guide, even those that are normally open to non-Psions. They also cannot buy any Aptitudes or Modes. Dunking superiors in a Prometheus Chamber would cause them to die a slow and agonizing death.
Superiors also have a number of innate advantages. They automatically heal both Bashing and Lethal damage one time category higher on the Bashing and Lethal Recovery Time charts (page 253 of the Trinity rule book). This healing time bonus is cumulative with to any similar bonuses provided by medical treatment. If a highly skilled physician (4 Medicine) treats a superior, she recovers each Health Level three categories Higher on the health chart (two levels higher from expert medical treatment and one level higher from being a superior). Regardless of how much healing is improved, each level of Bashing damage takes at least 15 minutes to heal, and each level of Lethal Damage takes at least three hours to heal. Studies have also shown that Superiors age approximately half a fast as normal humans and with access to modern Nihonjin medical technology, most can expect to live to be over 300 years old.
In addition, all superiors automatically gain five points in innate Merits (Trinity Players Guide pp. 127-136). These points can be spend on any Physical, Mental, and Social Merits except Code of Honor, True Love, or Law Enforcement Powers. Only Merits that are innate qualities of the individual can be chosen. The Combat Veteran Merit provides the usual bonus, but comes from an innate sense of combat, not prior combat experience. Also, superiors (and only superiors) can purchase additional Merits with Experience Points. The cost of such Merits in Experience Points is three times their cost in Bonus Points.
Finally, superiors automatically gain three dots of Status and two dots of Resources as a result of their special position in the Nihonjin government. All of these Backgrounds are in addition to the 7 dots in Backgrounds that all superiors begin with. Superiors who have gone rogue and no longer work for Nippon lose all three dots of Status and one dot of Resources.
Defectors will also be instantly arrested if they ever return to Nippon. Also, the Nihonjin government monitors the activities off all superior defectors. Any of them who reveal the identities of other superiors, any details of the Nakamura Process or who attempt to directly harm Nippon or its government are hunted down and killed. Also, superior defectors who have obtained positions of power or influence are occasionally asked to perform various services for the Nihonjin government. While such requests are normally limited to espionage, they can also include helping other superiors escape from custody, destroying records, and on rare occasions assassination. Failure to perform such services generally has fatal consequences.
Superiors are neither psions nor novas; they are instead an artificially created version of the daredevils or paramorphs described in Adventure. Storytellers who own Adventure may allow players whose characters possess six dots in Engineering, Medicine, or Science to create Super Science Advancements (see Adventure Chapter Five). Also, generous Storytellers may allow such players to purchase a few appropriate heroic knacks (see Adventure Chapter Four) for their characters.
Cyberware: Finally, most superiors are fitted with at least one piece of cyberware. Superiors can purchase any of the pieces of cyberware listed below. Nihonjin cyberware is treated just like any other Device Background, and can be purchased after character creation in the same manner. However, most cyberware is only available in Nippon. Superiors who have broken their ties with their homeland must acquire new cyberware from other sources, and only cyberware with ratings of 1 can be acquired outside of Nippon.
Superiors and Biotech: Superiors can use biotech in exactly the same manner as any other normal. However, only superiors who have turned their back on Nippon and broken all ties with their government would consider using biotech. All loyal superiors consider biotech to be a dangerous alien abomination. As mentioned earlier, the Nihonjin government has recently been considering allowing limited use of Qin biotech, since its origin is known. However, this issue is still being hotly debated.
Note: All cyberware is either hardtech or genetically engineered biotechnology that has little in common with the more common noetically based biotech.
Superiors or neutrals with at least three dots in Backing by the Nihonjin government can acquire all forms of cyberware simply by paying the required points in the Device background. These characters do not need to have sufficient wealth to purchase those items with a listed price. All types of one-dot cyberware are also now available outside of Nippon. Characters with sufficient wealth can simply purchase implants with listed prices. Thailand, Brazil, and Luna are the easiest places to purchase cyberware. Those pieces of one-dot cyberware that are restricted have been duplicated by various governments and Psi orders, but are not available on the open market. Only characters with at least two dots in Backing by the Æon Society, one of the Psi Orders, and the FSA, Brazilian, or Chinese Governments can acquire these types of cyberware. Two and three-dot cyberware is only available from the Nihonjin Government. No four or five-dot cyberware has yet been developed.
Most cyberware used in 2122 consists of relatively mundane implants designed to correct problems ranging from dyslexia to certain forms of blindness and deafness. Minor enhancements like a calculator wired into the user's nervous system that provides the same benefits as the Time Sense or Lighting Calculator Merits (Trinity Players Guide, pp. 131-132) also exist and normally have a cost of •••. However, all forms of cyberware are becoming less common outside of Nippon because of the growing popularity of Qin and human-made bioapps and the ability of Vitakinetic healing to heal almost all congenital defects.
Although routine security scans normally turn up cyberware, its presence is not considered to be particularly unusualÉin Asia. In nations like the FSA, possession of much the advanced cyberware described below is considered highly suspicious. Therefore, all restricted implants are automatically disguised as purely mundane cyberware. Commercially available non-restricted cyberware is not disguised, but if the user goes to black market sources she can obtain disguised cyberware. The cost of such cyberware is raised by one dot. All cyberware implanted in superiors by the Nihonjin government is automatically disguised. Disguised cyberware can pass all normal scans.
The easiest way to determine if a piece of cyberware is anything other than what it seems to be is to have it scanned by an Electrokinetic or Clairvoyant or to have a Telepath read the mind of the user. The only other way to detect disguised cyberware is to insert a microscopic probe though the user's skin to perform a detailed internal scan of the cyberware. This type of scan is uncomfortable, requires special equipment and takes at least 30 minutes per implant. As a result, it is only performed on individuals who have been arrested or who the person performing the scan already has reason to distrust - it is never performed casually.
Everyone knows that the Nihonjin government has created extremely advanced cyberware, and many nations and groups want access to it. The Chinese and Brazilian government have both captured Nihonjin agents who possessed advanced cyberware. However, this cyberware has always proved to be too carefully shielded for scans to reveal any construction details. Also, all technology implanted in Nihonjin agents is designed to harmlessly self-destruct if it is removed.
Currently, these governments and several of the largest Southeast Asian crime syndicates are attempting to steal cyberware from Nihonjin research and manufacturing facilities, but so far only a few partial plans for these advanced technologies have been obtained.
The Australian and UAN governments, the New Ottoman Empire and numerous crime syndicates are also currently attempting to steal the secrets of restricted one-dot cyberware from the Brazilian, Chinese, and FSA governments. Since infiltrating these nations is far easier than infiltrating Nippon, the UAN and several of the criminal syndicates based in Burma's Shan State now have access to a few pieces of restricted one-dot cyberware. Freelance operatives who provide anyone with access to restricted cyberware technology can expect to be richly rewarded.
In a fully functioning Nippon, many of the devices listed for sale below would be restricted. But the Nihinjon government is in ongoing crisis thanks to the 2103 slaughter of novas. Individuals and even whole departments are acting independently, and some want to make money as best they can for themselves. Hence the semi-licit and illicit trade in cyberware flourishes. Thoughtful observers within the government worry about the ominous parallels to China in the late 20th century, when departments became self-funding manipulators of the market.
Anti-Poison Implant: The subject has tailored viruses and self-reproducing nanites injected into in her bloodstream, as well as specialized implants placed in her kidneys and liver. This procedure gives the subject a Soak rating of 3 against all diseases and poisons. In addition to its other benefits, this implant prevents the user from getting drunk and allows her obtain only mild euphoria from potent drugs that could seriously injure unprotected humans. Tech: [Hard], Cost: (restricted)
Enhanced Vision: Advanced surgeries alter the subject's retinas, allowing him to see clearly even in the depth of long lunar night. This procedure also allows the subject to see infrared and ultraviolet light, permitting him to use low power flashlights that are invisible to anyone without special vision enhancing gear and to see heat. In addition, this procedure gives the subject the ability to magnify images by up to a factor of 10. This Implant gives the user one additional dot in all Perception-based rolls that depend on sight. Tech: [Hard], Cost: ••••
Implant Radio: The ultimate in secretive communications, an implant radio can pick up both spoken and subvocalized messages from the user, as well as nearby noises and conversations. These radios can broadcast and receive on up to a dozen frequencies as well as allowing the user to access cellular transmission air-lines for making and receiving ordinary phone calls. While the range of the phone calls is unlimited in any planet covered by a cellular phone network, the range of the ordinary radio transmissions is limited to 10 km.
All implant radio come with a built-in agent program that handles frequency switching, dialing, and other functions. Implant radios are implanted in a notch made in the user's skull and are powered by the user's bioelectric field, so they never require recharging. Unless Vitakinetic healing is used on the subject, recovering from the operation that implants this device takes one week. Implant radios also include implanted vocoders to allow easy translation of broadcast or spoken language. These vocoders come with three built-in languages and more may be added. In addition, this device contains a special tap into the subject's optic nerve to allow her to receive electronic information exactly as if she were wearing a HUDset. This same link allows the character to broadcast everything she hears or sees. Implant radios also contain a built-in bodynet adapter (Trinity Technology Manual page 87), to allow them to connect with other personal electronics. Tech: [Hard], Cost •••• (using the cellular uplink features cost ••• for privately purchased implants, otherwise the character's employer pays this cost)
Advanced Implant Radio: The device contains all of the features of the Implant radio described above. In addition, advanced implant radios can broadcast up to 25 km and can pick up and broadcast on any commercial radio or holovision frequencies, allowing the user to broadcast out of any nearby radios or holovision sets within 200 meters that are tuned to the same frequency. If desired, the power of this broadcast can be reduced so that only extremely nearby radios are affected. When broadcasting to holovision sets, only the audio portion of the program will be affected unless the character wishes to upload a set of pre-prepared holograms. Use of any of the specialized facilities found in the advanced implant radios is highly illegal unless the user has prior authorization from the appropriate government or law enforcement officials. Tech: [Hard], Cost: •••••
Implanted Gills: Vat-grown gills derived from the subject's own tissue are implanted in the subject along the curve of his ribs or shoulder blades. When out of water, these gills seal to prevent drying and appear to be fine lines, much like old, well-healed scars. In the water, they open up and allow the subject to breathe normally in water. Unlike an implanted rebreather, someone with implanted gills can remain underwater indefinitely. However, they do not protect the subject from inhaled poisons or running out of air in space. Tech: [Hard], Cost: •••
Implanted Rebreather: This device is a small implanted oxygen bottle and a rebreather unit that is placed inside the subject's chest cavity. This device supplies up to 90 minutes of oxygen, and requires one hour to recharge every 15 minutes of oxygen storage used. This recharge times is reduced by a factor of six if the subject is placed in a high pressure, oxygen-enriched atmosphere. While someone with this device can breathe normally underwater, this device does not prevent damage from vacuum - in space the subject must also wear a pressure suit or be fitted with protective nanoskin (see page XX) to prevent death or serious damage. Tech: [Hard], Cost: ••••
Locator Implant: This device requires that the subject also possess either an Implant Radio or an Advanced Implant Radio. In addition to broadcasting the target's exact location to her superiors, this device also taps into the user's optic nerves and provides the subject with detailed information about her exact location and previous movements. Using a combination of GPS data, and advanced inertial locators, a locator implant can pinpoint the subject anywhere on Earth or on any known world. The implant contains detailed world maps and maps of many major cities. It can also receive additional maps and even building schematics through the implant radio, allowing the subject to easily navigate in an unfamiliar arcology. This unit can also replay the subject's previous movements for the past year, and so allows the subject to exactly retrace her steps and to easily find his way out of the most maze-like building. Tech: [Hard], Cost: •••
Electric Touch: A thin layer of vat-grown tissue similar to that found in an electric eel is implanted on the subject's back and thighs. The subject can do up to 6D of electrical bashing damage to anyone she touches. This attack can only be delivered through the subject's hands. She can make (2 x Stamina) attacks per hour with this weapon.
Alternately, the subject can discharge all of her electrical energy at once, doing 6D of Lethal damage to a single subject. If used on a hard-tech device, this massive burst of electricity is equivalent to a six-die Power Surge ability (Trinity, p. 212). Subjects who release all of this electricity at once suffer two levels of unsoakable Bashing damage and must wait a full hour before they can use this modification again. All attacks using this modification can be combined with ordinary Brawling or Martial Arts attacks. The Electric Touch modification also automatically grounds the subject, rendering her immune to all attacks by tasers, and providing two levels of Soak against Lethal electrical damage. Tech: [Hard], Cost: ••••• •
Implant Laser: The subject has a small laser pistol implanted into his forearm. The laser fires through a concealed port in the user's first knuckle. This weapon is carefully camouflaged against the user's bones and muscles, so that it will not so up on any non-Psionic scans. The user is also equipped with a small, well shielded, radiothermal recharger for the weapon's batteries. This recharger recharges 10 shots into the weapon's clip every half hour. Tech: [Hard], Cost: (highly restricted)
Accuracy +1, Damage 3D10L, Range 100 m, Maneuvers Ms, Sp, Rate of fire 2, Clip 30
Medical Nanotechnology: The subject has tailored viruses and specially designed nanomachines injected in her bloodstream. These microscopic devices speed healing and reduce blood-loss from wounds. They allow the subject to heal four times as fast as normal and to recover from any non-fatal wound, including ones that would normally leave the subject permanently maimed. In addition, this implant slows aging. Exact data is uncertain, but users of this implant can expect to live over twice as long as normal. Superiors with this implant can expect to live to be well over 600. However, these nanomachines must be specially manufactured for the individual and cannot be used to aid others. In addition, this implant rapidly destroys all forms of implanted noetic biotechnology. Tech: [Hard], Cost: (restricted)
Body Alteration: A series of subdermal memory plastics, combined with artificial pigment cells and reinforced connective tissue allows the subject to alter the entire shape of his face and body. Someone with this modification can change his face and body to resemble anyone with a similar height and general built. In addition, the subject can rapidly alter his skin and hair color. A body-altered individual can become unrecognizable, based on made-up features or imitation anyone he has had a chance to observe closely. This implant also allows the user to increase his Appearance by up to one dot (to a Maximum of 5 dots) or decrease it as low as desired.
Since all such changes are under conscious control, the subject will need to either observe someone his is attempting to imitate very closely or have a significant amount of video footage on the individual being duplicated. To imitate someone else precisely, the subject must make a Style roll at +1 difficulty. Merely changing his apparent race or gender, as well as becoming unrecognizable only requires an ordinary Style roll. However, gender changes are not sufficient to allow the subject to pass anything more than a cursory examination while nude. Minor alterations require three turns of intense concentration, while significant changes, such as altering apparent gender or body confirmation requires at least 10 minutes. Features, like certain birthmarks, which the subject has not seen cannot be imitated. Also, this piece of cyberware will not allow the subject to imitate anyone who differs in height by more than ten centimeters, or by more than 10 kg of mass. Tech: [Hard], Cost: ••••• •
Protective Nanoskin: Nanotechnology reinforces the subject's skin with a complex weave of carbon nanotubes and advanced polymers. This modification gives her an armor score of [2/3, 0]. In addition, her skin becomes strong enough to resist long-term exposure to salt water, poisonous atmosphere, and even vacuum. Additional nano-surgery allows the subject to close all openings in her body as well as reinforcing the subject's corneas to allow her to see normally in vacuum and underwater. As a result, the subject can survive in open space with only an air tank. In most cases, individuals with this modification also possess implanted rebreathers, allowing them to safely walk out an airlock on Luna without a space suit. This implant is completely invisible and undetectable unless the subject is given a detailed medical examination. Both the texture and the appearance of the user's skin are unchanged. Tech: [Hard], Cost: ••••• ••
Computer Implant: The subject has a small but powerful hardtech computer wired directly into his nervous system. This computer includes a tiny concealed port, usually located behind one of the user's ears. Plugging a phone into this port allows the user to connect with the OpNet. If a computer implant is combined with an Implant Radio or Advanced Implant Radio, he can also get on-line wirelessly. This computer has a fail-safe of 7 and a Performance of 5, and can hold up to 30 points of Abilities, none of which can exceed a skill level of four. Because this computer is connected directly to the user's brain, the user is at -1 Difficulty (minimum of 0) for all rolls involving computer use (including hacking).
In addition to its numerous other functions, this computer can tap directly into the user's senses. This feature allows the computer to record all sounds that occur while the user is asleep and to wake him up if there is evidence of an obvious threat. Also, tactical and firing acquisition programs in this computer reduce the difficulty of all missile weapons the subject fires by -1 (to a minimum of 0). Finally, the use can program the computer to take a simple set of actions like running away, evading pursuit, or firing weapons at all previously designated hostiles if the subject is rendered unconscious through drugs, Psionic attack or any form of Bashing damage. Tech: [Hard], Cost: ••••• •••
This suit is the smallest and lightest weight of the advanced Nihonjin VARGS. It is used as both a hostile environment exploration suit and as powered armor for moderate threat urban conflict. In Nippon, both orbital construction workers and the members of police special forces units commonly wear it. This suit consists of a lightweight suit of flexible armor built around an orbital steel exoskeleton that conforms to the user's body. This exoskeleton features small superconducting motors at all major joints, to improve the user's speed and strength. Unlike most VARGS, this suit must be adjusted to fit a specific individual and can only be use by that individual or someone else who is almost the same height, weight and general build.
This suit adds three dots to the wearer's Strength, 2m/turn to her Running Speed, and 6m/Turn to her Sprinting Speed. In addition, this suit provides full life support, allowing the wearer to survive in deep space or underwater. All MiniVARGs are fitted with sensory and communications gear equivalent to Cop Goggles (Trinity Technology Manual page 90) and an Ear Radio (Trinity Technology Manual page 88), and many are also fitted with various hardtech personal weapons, sensors, and additional gear. However, they do not possess the standard VARG abilities and penalties described (Trinity Technology Manual page 55). The MiniVARG is a powered environment suit, not a true VARG. The suit's superconducting batteries allow it to operate for up to eight hours before it must be recharged. If the enhanced strength is turned off, the suit's Bulk increases by 1, but the suit can maintain sensors, communications and life support for up to 40 hours. This suit can be packed into an ordinary suitcase for easy transport. [4/4,1] Tech: [Hard], Mass 25, Cost: Restricted (available as a ••• dot Device)
This is the lightest of the Nihonjin military and paramilitary VARGS. Unlike the MiniVARG, this suit is almost always used for military infiltration missions and aberrant incursions in dense urban areas.
This VARG's main weapon is a light laser cannon mounted on the unit's left shoulder. However, it is also fitted with a multi-purpose rifle that is built into one of the VARG's arms (user's choice as to which arm). In addition, the wearer can also use any normal combat weapon. When not worn, this unit can be folded up so that it only occupies half a cubic meter, allowing to be carried in a moderate sized pack box or even in the trunk of many private vehicles.
VT: VARG
Tech: [Hard]
CS: 50/km/h
TS: 100 km/hr
Handling: +3
Mass: 0.27
Cost: Restricted (available as a •••• dot Device)
Armor: 2 [5]
Weapons: Light laser cannon (Accuracy +4, Damage 5d10[5]L, 5/10 km range), Built-in multi-purpose combat rifle (Accuracy +4, Screamer 8d10 B or L, 100 m range, ROF 1, Coilgun 10d10L, 1 km range ROF 60, Af Ms Sa St, Plasma Gun 10d10L, 50 m ROF 1, Ms Sp).
Strength Effect: Pilot's Strength + 3d10 [2]L
Sensor Bonus: 4
Life Support: 5 days
Nagashinma Mobility Pack
This device resembles a moderate-sized, somewhat bulky backpack. While wearing it, the user can fly at speeds of up to 280 km/h. Using a specially stabilized mono-atomic hydrogen propellant, wearers can fly for up to three hours before it requires refueling. However, due to the heat of the exhaust, protective garments must be worn while using this device. A full body suit of armor with a Lethal Soak of at least 2 is sufficient to protect the wearer from harm. While this device is commonly used while wearing a MiniVARG, some wealthy Nihonjin purchase licenses to allow them use this device in specially designated areas. Many private owners also participate in well-publicized competitions of aerial acrobatics. A slightly larger model of this device is also made the can be fitted to a Kami Class Light VARG. Ownership of this more powerful device is restricted to authorized personnel.
CS: 150 km/h
TS: 280 km/h
VS: 1
Handling: 0
Mass: 20 kg (60 kg for the VARG Model)
Cost: ••••• (license required) refueling costs ••
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