Jump to content

wrathgon

Members
  • Posts

    2,637
  • Joined

  • Last visited

Posts posted by wrathgon

  1. Magi-Tech Armor MK X

    Armor Level: 10
    Price: 75,000 credits
    Bulk: 1

    Description: Magi-Tech Armor MK X is a cutting-edge fusion of magical enchantments and advanced technological enhancements, offering unparalleled protection and versatility for the modern adventurer. Crafted from lightweight, yet highly durable materials, this armor seamlessly integrates arcane energies with state-of-the-art defensive systems.

    Features:

    1. Enhanced Durability: The armor's composite materials provide exceptional protection against physical and energy-based attacks, granting a +12 bonus to EAC and KAC.

    2. Energy Shielding: An arcane energy field envelops the wearer, absorbing incoming energy damage. Once per day, as a reaction, the wearer can activate the energy shield, granting temporary hit points equal to 5 times the wearer's level. These temporary hit points last for 1 minute.

    3. Enhanced Mobility: The armor incorporates magi-tech propulsion systems, allowing the wearer to move with increased agility. The wearer gains a +10 ft. enhancement bonus to their land speed and can move through difficult terrain without penalty.

    4. Integrated Spell Capacitors: The armor is equipped with spell capacitors that can harness and store magical energies. Once per day, the wearer can cast one of the following spells as a spell-like ability: haste, fly, or invisibility.

    5. Arcane Resilience: The armor provides resistance to various forms of magical attacks. The wearer gains resistance 10 against acid, cold, electricity, fire, and sonic damage.

    6. Environmental Sealing: The armor's advanced seals and filtration systems protect the wearer from environmental hazards such as extreme temperatures, radiation, and vacuum conditions.

    7. Biometric Interface: The armor is attuned to the wearer's biometrics, granting access only to authorized users. Attempts to bypass the security measures are met with a powerful arcane backlash.

    8. Self-Repairing Systems: The armor contains nanite repair systems that automatically mend minor damage during short rests, restoring 5 hit points per hour.

    9. Customization Slots: The armor features modular design with several customization slots allowing the wearer to install additional magi-tech modules or upgrade existing components for further enhancements.

    10. Emergency Teleportation: In dire situations, the armor can initiate an emergency teleportation sequence, transporting the wearer to a predetermined safe location. This feature can be activated once per week.

  2. 37 minutes ago, Drunva said:

    Well the listed equipment was just armor and weapons and armor would presumably help. Though I don't know if the default mindshatter outfit has defensive stats? I also wanted to know what IC knowledge they were privy to between scenes since "the captain needs your help at a location, don't draw attention oh and bring a hazard suit" was the extent of what Ozen said. Didn't want to assume more knowledge of it was supposed to be a caught off guard situation.

    the Hazard suit is to help with the infected, having one will give a bonus if need to make any saves. Before you left there was no info given for the reason above Sohala said once we get away more info will come. If asked IC what to expect or what to take, Ozen will tell you defense over offensive. More important to survive than to shoot things in the city.

  3. In what respect? They are entering a enemy control city of things that will infected them and die. If you mean their mission won't matter as your not following their orders. Worry less about the weapons and more.About how to stop yourself from being infected well inside the city if attacked by anything inside the city that is infected

  4. Deep in the heart of a frigid winter landscape lies the ancient ruin city known as the Birthplace of Magic. Shrouded in an ethereal blanket of snow, this once-great metropolis stands as a testament to the origins of arcane power. Despite the passage of countless centuries, the city's enigmatic structures remain remarkably intact, their weathered stone facades adorned with intricate glyphs and symbols that whisper forgotten secrets.

    The Birthplace of Magic is a hauntingly beautiful sight in winter. The city's towering spires and grand archways are crowned with delicate icicles that glimmer in the pale sunlight, casting a surreal glow across the snow-covered streets below. Frozen waterfalls cascade down from the city's elevated platforms, their crystalline cascades sparkling like diamonds against the backdrop of the icy cliffs.

    As a hushed stillness permeates the air, the ruins of the Birthplace of Magic exude an aura of ancient wisdom and dormant power. Whispers of arcane energy dance upon the frosty breeze, hinting at the potent spells and rituals once performed within these walls. It is said that the very essence of magic was birthed in this mystical place, and remnants of that raw energy still linger, waiting to be tapped into by those who possess the knowledge and skill.

    Within the city's frozen labyrinthine streets, explorers may stumble upon ancient libraries and crumbling spellcasting chambers, their shelves lined with dust-covered tomes and arcane artifacts frozen in time. Murals and tapestries, faded by the ages, depict scenes of legendary sorcerers and mighty spellcasters communing with otherworldly entities, weaving spells that shaped the course of history.

    Yet, amid the grandeur and mystique, the Birthplace of Magic in winter also carries an air of melancholy. The silence is occasionally broken by the mournful howling of the wind, serving as a reminder of the city's long-forgotten inhabitants and their tragic fate. Legends tell of a cataclysmic event that led to the city's downfall, freezing it in time and burying its secrets beneath layers of frost and snow.

    For those bold enough to explore the Birthplace of Magic in winter, there is much to uncover. Ancient spellbooks, lost relics, and hidden chambers await those who dare to tread upon its icy streets. The city's frozen wonders hold the potential to unlock new depths of magical knowledge and power, but they also present dangers and mysteries yet to be unraveled.

    The Birthplace of Magic in winter stands as a testament to the enduring allure of arcane power and the profound impact it has had on the world. It is a place where the past and present converge, where the echoes of forgotten spells resonate through the icy air, and where intrepid seekers of magic can find both enlightenment and peril in equal measure.

  5. 44 minutes ago, Sohala said:

    The map is coming in via telepathy?

    yep they dont have a hard copy the city reforms when the golems refresh so all locations change when they reform. So their clairsentient just mapped the city from above

  6. 51 minutes ago, Sohala said:

    Well, wrathgon gave a link for what was being offered to Jake. Gotta admit though, the item levels might pose an issue? I thought the higher level stuff imposed penalties if they exceeded your character level, barring specific circumstances.

    yep your are highest but most others around between 12 and 14

  7. Hans Von Dietrich gathered the black clad skin tight outfit crew outside the main camp. The only one not in one of these suits was Prax, standing out in her power armour.

    There was a total of 21 of them. While they cannot transport while inside the city, they can immediately once they get over the walls so if any team gets into trouble and they have to flee getting over the walls and back to base to report is the first step.

    Now outside the camp, they arm up putting the protective devices over the suits. The suits would check for infection and alert the team leader if anyone turns. Up to the leader what do about it. If the leader turns another one is alerted of that fact who promotes someone in team to deal with it.

    This is all standard practices for those that were real mindshatters. The fake ones just follow along with Ozen ques.

    Based on his experience inthe SIM and that he is one of the most powerful psions on this time, he was given a leadership roll with his own team. The fact his whole team of mindshatters are fake has not been found out just yet.

     

    Each PC please post what equipment you took from army camp, what else you are wearing and your current stats while using this gear.

  8. 7 hours ago, Grudge said:

    OOC

    This fight that could last forever is not about bloody suits but you having perfectly good reason for not wearing them and deciding you'd rather fight and argue than admit that the message you sent at the beginning was wrong. Or if you are allergic to that word, incomplete. On Discord you have perfectly eloquently explained the need for crap Ozen brought but here you are willing to die on this hill rather than change the original message and write what you said to me in Discord? Here I'll do it for you. instead of "He suggests some level 5 biohazard suits to be worn, non-tech ones just to be on the safe side. O and your tech won't work so if got magic bring it along. I can give out some goodies as well. Anything from the ship can be requested." (something Sam fulfills) Now it's written, "This is an infiltration mission, you will be provided with appropriate disguises." And presto, Sam knows he can't wear his suit from the beginning and all past ridiculous posts are avoided.

    As for my armor, Sam mentioned in the first post when he puts it on it is a body glove armor that fits under normal clothes. He has two heavier more visible armors, not that he walks around in a gimp suit for fun (probably 😋). Why are you so allergic to admitting when you made a mistake even if no one cares and you can fix it in a second, but you would rather go on this days long tit for tats. And you MADE a mistake, nothing in your first post indicates Sam couldn't wear his armor if it's Haz 5-approved. Even then once Ozen came to pick Sam up you could clarify it, he took away his weapons without protest, didn't he? Your pride will eventually kill this game.

    As for anti psy field is not only for bugs it is for not teleporting since Ozen decided to chat and not leave when Sam gave him the opportunity. Ozen wants to chat? Fine. Maybe Sam decided Captain would be better served with competent XO. And for Ozens and I guess your info Sam can do 90 points of damage to Ozen despite any DR he has. Perhaps it would be wise if Captain shared his design notes when he made Sam.

    I guess this was not clear enough for your PC... moving on....

    On 4/27/2024 at 7:17 PM, wrathgon said:

    Seeing him expecting to wear his armour, he explains "You are impersonating a psionic teleporting specialist, there is no way you can wear that for a few reasons, one big one when you get teleported the atoms of all the items are scattered and reformed, that armour might be inside you. ITs why we wear thin harden cloth so not to interfere with us reforming. If i didnt have to teleport again i could send the armour ahead but all this jumping will drain me completely. Of all of us, you are least one that needs more protections, so dont want to hear it take it off and stash it with rest of gear you leaving. O guns dont work, you wont need that either...."

  9. OOC

    its not psionic shield but a tech one. DR 10/- your bugs cant do enough to get through. Whole party has them off the station.

    nothing i do is because i say so, i got everything done on all the NPCs sheet what they can do, what they have, even what plans they got in place for various PCs doing XYZ like both you and Kar Tesh.

    Anyways you never explain your "armour" is a form fitting suit that weights nothing so you can take it just cant wear it until we away from unit. Just so you know there is no weapon you have that can harm Ozen because of his DR and his class abilities make any attack do min damage and nothing you have would do more than 10 FYI :)

     

     

    Ozen throws his hands up "Just take the damn thing off put on this one and stuff it in your bag, you can change back when we are away from the unit. "

  10. Yes but remember there are three types magic tech and biological i thought most choose magic as its the only one that was hardest to block. If you took tech option then yes while on the isle they would be suppressed. If they are ever ripped off you or blow off they also stop working. If took either other one your find, funny enough the magic one is NOT blocked when on mainland.

  11. 8 minutes ago, evedgebah said:

    Much of the gear Enoch has listed would be PL level 2 or 3. For instance, his mechanical kit has high quality wrenches, hammers, screwdrivers, etc. His medical kit as well. Syringes (for example) haven't changed much besides better manufacturing techniques in several hundred years IRL.

     

    If there's a DND 3.x item analog to any item in question, may I presume it functions?

    yes i will have to check gunpower cause std D&D does not have gunpower and its TL 2

     

    In the D&D tech level table, gunpowder typically falls under the "Early Modern" or "Industrial" tech level, depending on the specific setting and the advancement of firearm technology. These tech levels typically encompass the use of firearms and related technologies.

    Here's a general breakdown of the D&D tech levels:

    1. Stone Age: Primarily characterized by primitive tools and weapons made of stone and bone.
    2. Bronze Age: Introduction of bronze tools and weapons, advancements in agriculture and early civilizations.
    3. Iron Age: Widespread use of iron tools and weapons, development of more complex societies.
    4. Medieval: The era of knights, castles, and feudal systems, with advancements in armor, siege weapons, and engineering.
    5. Renaissance: A period of cultural and intellectual growth, marked by artistic advancements, scientific discoveries, and early firearm technology.
    6. Early Modern/Industrial: Emergence of gunpowder-based firearms, industrialization, and technological advancements in various fields.
    7. Modern: Modern-day technology, including advanced machinery, electricity, and telecommunications.
    8. Futuristic: Highly advanced technology, space travel, and futuristic concepts.

    Gunpowder and firearms are typically associated with the Early Modern or Industrial tech level, as they emerged during the Renaissance and played a significant role in shaping warfare and technology during that time period. 

     

    So everything up to Medieval works tech wise. In order to get past Medieval, there has to be a magic component to the tech as stated the chemical reaction do not function something stops it from working.

    A screwdriver will work, a power tool may not as it has compounds that require tech past medieval. The magitech items replace parts with magic and tech making them work here but not outside as the magic stops. But you could then take the parts using magic and replace it with tech.

     

    Hybrid are not magic and tech items fused, they are items that have BOTH tech and magic so when one does not work the other kicks in to replace it. They got two whole systems the item can draw on.

  12. That is correct and gunpower i think is 3 or 4. D&D is a TL 2(where Theo started and had to improve to 6 where he is now) setting without gunpower.

  13. The bugs try to bite Ozen but a personal force field stops any attempts of such small things getting through, activated by Samuel slap.

    "First you do not require protection as the biohaz suit is for LIVING crew in danger of being infected, two as i already stated your armour is too heavy for me to transport you OR my mindshatter team to move when they come to move all of us even if we could hide it. So if your coming with us it cant come. If you want to find your own way i will pass the msg on, we got 24 hours to complete this mission I wont waste any more time with you."

    Ozen would have left already and not that he will admit to the vamp, we need him on this mission more so then normal. If he could just get direct contact with Capt he just command him to leave armour and be done but that is not happening so he has to do this dance.

  14. The haz suit you can get is a form fitting 5 lb skin tight suit with helm. The suit that Ozen gives goes over that and the helms are interchangeable so you can wear his instead.

    Ozen does say "Try to keep the lbs to a min, other than yourself you got about 50 lbs limit psionic teleport is very restrictive not like how capt jump around.

  15. Knowing his jab will draw Samuel back, Ozen was ready for him. The pretense that he needs to draw energy to teleport lured him in, when he appeared to slap him he released the telekinesis energy at his legs but Samuel took the hit and connected with Ozen. As he speaks he next push his mind to throw Samuel away from him with great effect Samuel flying 10 feet back against the rock.

    "I don't need to hide behind anything, my title or the Capt, i can deal with a belligerent crew member myself, i dealt with Kar Tesh plots for years, i can deal with your petty tantrums as well. I call it as a see it, a child throwing his toys out of his pram. Now are going to take your armour off and come with me or not?"

     

    if you continue its init.

×
×
  • Create New...