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Ch. 3: Dancing with the magic swords and guns


wrathgon

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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.

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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.

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Prax-Suit.png.e5c8d4038faa323996695708e71f8539.png

Prax waited and watched, not actively involved in any manner of planning or psionic activities. The stillness of her suit hid her occasional twitch at being this close to so many awakened individuals. A fear and hate-filled part of her wanted to wipe them from the face of the island, all the while the instilled discipline of decades categorized them as temporary friendlies, and finally the quiet, accepting part of her that she had slowly nurtured, saw them as people to be judged by their deeds...

She did her best to keep track of Ozen, not knowing what he was up to... and Jake, who wouldn't have the means to escape if it proved necessary... She had a spot picked out... it would be a risk, but one worth taking if it got them out alive.

 

 

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Farhvan.jpg.9e42a5d6cd2208109482a6f84ff41a25.jpg.0b1d54b38bb30c907b6880386afd5049.jpgFarhvan kept his head down and did his best to avoid notice as their team exited the camp. In truth he found being in the midst of psionic individuals was intriguing. If this little favor for the captain hadn't turned into a extremely lethal proposition, he might have taken the time for a more academic approach. That was before getting into his enhancements shutting down. Even given his prolong treatment, he'd never felt quite this sluggish and out of form. The sooner they could get back to the rational part of the planet the better. Still, perhaps he'd have a chance for more direct observation of Ozen's abilities. With his normal armor being a non-starter, Farhvan had to borrow a set from the army camp. He also grabbed a sidearm that more or less had the feel of his M77, despite being an archaic design. With his tech, and more importantly Omni-tool, being either left behind or powered off, he was going to have to rely on his Biotics more than ever. That was before getting into his enhancements shutting down. Even given his prolong treatment, he'd never felt quite this sluggish and out of form. The sooner they could get back to the rational part of the planet the better.

He smiled slightly as his presence on a mindshatter team wasn't necessarily as false as it would seem. He did have an assortment of more or less normal meds that should still work as well, but for now he was biding his time until he Ozen could get them away from the others and he could wrap himself in the strongest Biotic fields he could manage.

 

 

 

 

 

 

 

 

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The group spilt into 4 teams, Prax was assigned to Ozen team as they were going in a back way where they may have to deal with magic seals. Once the split from the group Ozen links everyone with his mindnet, (I dont know does Prax not join?)

Ozen voice echos in your head.

"

 

Ozen addresses Prax, "How's your magical theory? Appears we are going to be dealing with test to do with the 8 schools of magic."

 

OCC:I wait for rest post their stats before moving on. @Drunva Drunva Can you add exactly what you took in your private tags.

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Prax followed along in silence. She was curious how Ozen planned to get through the seals. Her thoughts became bemused when directly addressed. "Better than yours I'd wager. But why should it matter? I am here to tell you if something is valuable, am I not?" She paused for effect, her voice remaining bland, "If they put it behind protective seals, it is either valuable, dangerous, or both."

OOC

If she has a choice to decline or the ability to resist a/the psionic connection, she does so, on top of the previously stated block.

 

 

Edited by Sohala (see edit history)
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So Prax hears nothing of the conversions between the crew as she declines to join the mindnet. It is silent for her as the crew is updated on what the plan is.

 

Please everyone exclude Sohala from any mind net text.

 

"I would hope so being you are a caster and i am not. So you are not here to help in combat just as an observer then, so i know where to put you in the orders i give out. " Already he sees another problem crewmember and its a blessing that she is not in the net with rest of the crew.

 

 

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Fighting being the opposite of observing and sneaking, Prax was growing more skeptical by the minute. She shrugged at his question, though he couldn't see it, "Hopefully any fighting we have to do is to secure our exit. I'd rather not have the whole city collapse on us." There was another pause as she exhaled to herself, "But yes, I have enough self preservation to still fight for my life... in contrary to my going on this."

OOC

 

 

 

Edited by Sohala (see edit history)
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Ozen shrugs if she doesnt fight we will do without her, since already she been told we have to take out a golem he wonders what she expects to find in a city full of infected and magic golems.

 

You travel for about 30 min against the outer wall under you reach double tower. At the base for those that can see magic a rune shines brightly. Ozen stops infront of it.

 

 

Samuel now in his own armour just nods.

 

There is silent but Ozen points at the rune that Prax may be able to see.

 

OOC: Will wait for Jake and Enoch to post their gear setup.

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Farhvan.jpg.9e42a5d6cd2208109482a6f84ff41a25.jpg.0b1d54b38bb30c907b6880386afd5049.jpgAs soon as they got the go ahead, a biotic aura flared around Farhvan and he sighed audibly. "That takes at least some of the edge off of not having my usual gear." He bounced from foot to foot as if testing the weight. "Still, not exactly ideal though." The biotic aura around him was less refined than normal, but did a decent enough job replicating the shields his armor usually granted, albeit with much less potency. In any case, Farhvan moved with more confidence and his steps seemed to be muted somewhat as well.

 

 

 

 

 

 

 

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Enoch carries a Glock and a Satchel (his handy haversack). His entire normal kit fits inside. He already selected the items that appeared like they'd function in the area. Anything not likely to work is safely stored in his satchel. He is visibly uncomfortable though, as it's apparent lack of some of his tech functionality is causing him distress.

In terms of borrowed equipment, Enoch procured: Nanoblade Rifle, Temporal Dagger, Magi-Tech Armor MK X Armor (Maybe, pending Wrathgon's determination on a Class Feature)

Reference: https://www.worldanvil.com/w/ghuant-wrathgon/a/prima-magi-equipment-technology

 

Edited by evedgebah (see edit history)
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1 hour ago, Drunva said:

 

Farhvan.jpg.9e42a5d6cd2208109482a6f84ff41a25.jpg.0b1d54b38bb30c907b6880386afd5049.jpgAs soon as they got the go ahead, a biotic aura flared around Farhvan and he sighed audibly. "That takes at least some of the edge off of not having my usual gear." He bounced from foot to foot as if testing the weight. "Still, not exactly ideal though." The biotic aura around him was less refined than normal, but did a decent enough job replicating the shields his armor usually granted, albeit with much less potency. In any case, Farhvan moved with more confidence and his steps seemed to be muted somewhat as well.

 

 

 

 

 

 

 

 

Oven gives thumbs up to Prax and gets ready to push the rune. He steps back and gathers energy to push it from 20 feet back with his psionic. If Ross is watching you have noted that Oven seems to have multiple different ways to access his powers. You dont understand why, some time he just does them, some times he takes time to draw power, and sometimes he strain to get them started. It almost like he got 3 different ways to use his psionic energy.

As he draws in biocurrent dances all over him and he falls to 1 knee. Those watching looks like a phantom fist punch him in the gut. He slowly pulls back up. "Sorry lets try that again...." he says quietly.

He starts again then time the effect works and the rune is pushed. Immediately a golem appears 5 feet from rune ready to defend. What was not told was the towers come to life and two phantom guns target the party.

Ozen, Samuel, Jake, Prax, Enoch, Zora, Ross Init add your init modifiers to below rolls.

5,4,19,3,17,11

 

Golem roll 16

Guns 16

 

Jake and Enoch your up first before anyone @evedgebah @darlis moonbeam

Name
psionic check
1
1d20 1
Will Save DC 10
13
1d20 13
feedback dmg
6
1d6+1 5
roll
10
1d20 10
Ozen, Samuel, Jake, Prax, Enoch, Zora, Ross Init
59
6d20 5,4,19,3,17,11
Golem and Phantom Guns
32
2d20 16,16
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Your Foe

Magic Golem

Size/Type: Large Construct

Hit Dice: 15d10+40

Initiative: -1

Speed: 30 ft. (can't run)

Armor Class: 20 (-1 size, -1 Dex, +12 natural), touch 8, flat-footed 20

Base Attack/Grapple: +12/+17

Attack: Slam +18 melee (2d8+7)

Full Attack: 2 slams +18 melee (2d8+7)

Space/Reach: 10 ft./10 ft.

Special Attacks: Spellcasting

Special Qualities: Construct traits, damage reduction 10/adamantine, darkvision 60 ft., low-light vision, spell resistance 16

Saves: Fort +3, Ref +2, Will +3

Abilities: Str 24, Dex 8, Con —, Int 14, Wis 11, Cha 1

Skills: Concentration +10, Knowledge (Arcana) +14, Spellcraft +14

Feats: Improved Initiative, Power Attack, Toughness, Iron Will

Environment: Any

Organization: Solitary

Challenge Rating: 8

Treasure: None

Alignment: Usually neutral

Advancement: 11-20 HD (Large); 21-30 HD (Huge)

Spellcasting: The Magic Golem has the ability to cast spells as a 7th-level sorcerer. Its spellcasting ability is Intelligence (spell save DC 14 + spell level). It knows the following spells:

1st level (6/day): Magic Missile, Shield, Mage Armor

2nd level (5/day): Mirror Image, Invisibility, Resist Energy

3rd level (4/day): Fireball, Haste, Lightning Bolt

Construct Traits: Immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Cannot heal damage on its own, but can be repaired.

Description: The Magic Golem is a large construct imbued with arcane energies. It is created to serve as a guardian or to carry out specific magical tasks. Its body is made of a combination of metal, stone, and enchanted materials. The golem's eyes emit a faint glow, and intricate magical symbols are etched onto its surface.

 

  1. Arcane Blast: The Magic Golem can unleash a focused burst of arcane energy as a ranged touch attack, dealing damage based on its Hit Dice.

  2. Dispel Magic: The Magic Golem can cast Dispel Magic as an innate ability a certain number of times per day. This allows it to counter or suppress magical effects in its vicinity.

  3. Spell Absorption: The Magic Golem has the ability to absorb and store spells cast upon it. It can release these spells at a later time as a free action or use the stored energy to power its own spellcasting.

  4. Dimension Door: The Magic Golem can teleport itself and a small number of creatures within its reach to a nearby location as a defensive or tactical maneuver.

  5. Spell Reflection: The Magic Golem can reflect a targeted spell back at its caster, potentially negating its effects. This ability can be used a limited number of times per day.

  6. Spell Resistance Boost: The Magic Golem can temporarily increase its spell resistance, providing it with additional protection against hostile spells and magical effects.

  7. Magic Immunity: The Magic Golem gains immunity to specific types of magic or spells, such as illusions or enchantments, making it highly resistant to manipulation or trickery.

  8. Spell Mimicry: The Magic Golem can mimic a spell it has previously witnessed, casting it with the same effects and parameters. This ability allows the golem to adapt and respond creatively to various situations.

  9. Mystic Aura: The Magic Golem can emit a field of magical energy, granting nearby allies a bonus to their spellcasting abilities, such as increased spell damage or improved spell resistance.

  10. Spell Augmentation: The Magic Golem can enhance the potency or duration of spells cast by allies within a certain radius, bolstering their magical abilities and granting them additional benefits.

 

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