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wrathgon

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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

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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

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1 hour ago, Drunva said:

So for those coming in from the Vault, what equipment, if any, would have been available to request? And does the standard black clothing offer any Defensive benefits?

https://www.worldanvil.com/w/ghuant-wrathgon/a/prima-magi-equipment-technology that is what the army is offering for your mission. Which have to be returned after

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1 hour ago, wrathgon said:

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

Okay, she didn't get one.

Nor did she complain. She likes her thinkydo untouched: "can’t send or receive telepathic communication"

Edited by Sohala (see edit history)
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3 hours ago, wrathgon said:

https://www.worldanvil.com/w/ghuant-wrathgon/a/prima-magi-equipment-technology that is what the army is offering for your mission. Which have to be returned after

So how much information about what is going on do the fake mindshatters get? Also is there a potentially fatal reason the Nanoblade rifle isn't recommended? Given the choices it's what Farhvan would likely pick (since he isn't proficient with the plasma repeater and it's the next most technological weapon option but if for some reason it's useless he'd obviously not do that.

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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

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12 minutes ago, wrathgon said:

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

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.

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Based on the visible interactions and how wrathgon has played the characters... they appear to be limited to the 'need to know' mindset. I would also assume telling you more than need be makes you a liability amid so many psionically gifted individuals

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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.

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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.

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