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2019-06-03, 04:15 PM (ISO 8601)
- Join Date
- Jan 2016
- Location
- Brinstar Depths
- Gender
Celestia's Finest OOC: How Do You Pronounce 'Croix' Anyway?
Ah, that new thread smell...
Take it away, Elbeyon
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2019-06-03, 04:28 PM (ISO 8601)
- Join Date
- Aug 2012
Re: Celestia's Finest OOC: How Do You Pronounce 'Croix' Anyway?
Player Pony Digodragon Rose "Whisky Rose" Croix D.KnightSpider Longshot userpay Brazen Hoof Elbeyon Partial "Love" Charge (Inventions)
Threads
OoC
Celestia's Finest
Celestia's Finest: The Brazen Scale
Celestia's Finest: Rose from the Ashes
Celestia's Finest: 360 No Sniper Scope
Celestia's Finest: Enough Love for Everypony!
Celestia’s Finest: Hitch Your Wagom to a Star Chaser
Celestia's Finest: We're the Reason Chrysalis has a Drinking Problem
Celestia's Finest: The Red Tape Files
Celestia's Finest: Hyper Thoughts and Prayers
Celestia's Finest: How Do You Pronounce 'Croix' Anyway? (In-Progress)
IC
Celestia's Finest: The Sun Always Rises
Celestia's Finest: The Last Crusade
Celestia's Finest: The Last Crusade II
Celestia's Finest: The Wasteland Wailers
Celestia's Finest: Sunshine for Days
Celestia's Finest: All Wired Up
Celestia's Finest: Old World Blues
Celestia's Finest: Sombra Went Down to Ashtown
Celestia's Finest: So Long and Thanks for all the Love
Celestia's Finest: Nightmare Night Bash! (In-Progress)
Celestia's Finest: Comrades in Arms (In-Progress)
Side Threads
The Sun Always Rises
Celestia's Finest: Doctoring Rose
Celestia's Finest: Moonlighting
Celestia's Finest: The Bat of Hermes
Celestia's Finest: Blustering Heights
Celestia's Finest: Drunk on Love
Celestia's Finest: Iron Sights
Celestia's Finest: Time to Bug Out
Celestia's Finest: Battle Against a True Shipper
Celestia's Finest: Featherless Flock
The Last Crusade
Celestia's Finest: Throwdown on Mane Street
Celestia's Finest: Rose's Hot Tub Talk
Celestia's Finest: Love the Shiner
Celestia's Finest: Queen of Hearts
Celestia's Finest: The Late Night Show
Celestia's Finest: A Study of Love
Celestia's Finest: You Give Love a Bad Name
Celestia's Finest: A Dream Is A Trick Your Heart Makes
Celestia's Finest: Save the Date
Celestia's Finest: Only in my Dreams
Celestia's Finest: The Red Rose in the Black Mirror
Celestia's Finest: Heart or Brains
Celestia's Finest: Canterlot's Finest
Celestia's Finest: Set in Train
Celestia's Finest: Love in the Machine
Celestia's Finest: Your Doom Approaches
Celestia's Finest: The Crystal Empire Excursion
Celestia's Finest: Hardware Issues
The Wasteland Wailers
Celestia's Finest: Stroll Patrol
Celestia's Finest: Daydreams
Celestia's Finest: When Worlds Collide
Celestia's Finest: The Dashing Hero
Celestia's Finest: Hail to the Queen
Celestia's Finest: Life in the Pits
Celestia's Finest: The Basement Party
Celestia's Finest: The Heart of the Matter
Celestia's Finest: House of the Setting Sun
Celestia's Finest: Meet the Parents (In-Progress)
Celestia's Finest: Drifting off to Dreamland
Celestia's Finest: Don't Forget to Smile!
Nightmare Night Bash!
Celestia's Finest Side Thread: Making a House Call
Celestia's Finest: Side-Bets (In-Progress)
Celestia's Finest: Thorns and Stripes
Spoiler: Weapon ModsLaser Rifle: Aimed Turns
0) +5 = +3 (Laser Sight) +2 (Program)
1) +21 = +3 (Laser Sight) +2 (Program) +14 (Laser Rifle) +1 (Scope) +1 (Braced)
2) +23 = +3 (Laser Sight) +2 (Program) +14 (Laser Rifle) +2 (Scope) +1 (Braced) +1 (Continued Aim)
3) +25 = +3 (Laser Sight) +2 (Program) +14 (Laser Rifle) +3 (Scope) +1 (Braced) +2 (Continued Aim)
4) +26 = +3 (Laser Sight) +2 (Program) +14 (Laser Rifle) +4 (Scope) +1 (Braced) +2 (Continued Aim)
5) +27 = +3 (Laser Sight) +2 (Program) +14 (Laser Rifle) +5 (Scope) +1 (Braced) +2 (Continued Aim)
6+) No change
Close Assault Weapon: Aimed Turns
0) +5 = +3 (Laser Sight) +2 (Program)
1) +11 = +3 (Laser Sight) +2 (Program) +5 (Close Assault Weapon) +1 (Braced)
2) +12 = +3 (Laser Sight) +2 (Program) +5 (Close Assault Weapon) +1 (Braced) +1 (Continued Aim)
3) +13 = +3 (Laser Sight) +2 (Program) +5 (Close Assault Weapon) +1 (Braced) +2 (Continued Aim)
4+) No change
Assault Carbine: Aimed Turns
0) +5 = +3 (Laser Sight) +2 (Program)
1) +13 = +3 (Laser Sight) +2 (Program) +6 (Assault Carbine) +1 (Braced) +1 (Scope)
2) +14 = +3 (Laser Sight) +2 (Program) +6 (Assault Carbine) +1 (Braced) +1+2(Scope) +1 (Continued Aim)
3) +15 = +3 (Laser Sight) +2 (Program) +6 (Assault Carbine) +1 (Braced) +1+3(Scope) +2 (Continued Aim)
4+) No change
Auto Pistol: Aimed Turns
0) +4 = +3 (Laser Sight) +1+2(Program)
1) +8 = +3 (Laser Sight) +1+2(Program) +4 (Auto Pistol)
2) +9 = +3 (Laser Sight) +1+2(Program) +4 (Auto Pistol) +1 (Continued Aim)
3) +10 = +3 (Laser Sight) +1+2(Program) +4 (Auto Pistol) +2 (Continued Aim)
4+) No change
Grenade Launcher: Aimed Turns
0) +4 = +3 (Laser Sight) +1+2(Program)
1) +9 = +3 (Laser Sight) +1+2(Program) +4 (Grenade Launcher) +1 (Braced)
2) +10 = +3 (Laser Sight) +1+2(Program) +4 (Grenade Launcher) +1 (Braced) +1 (Continued Aim)
3) +11 = +3 (Laser Sight) +1+2(Program) +4 (Grenade Launcher) +1 (Braced) +2 (Continued Aim)
4+) No change
Spoiler: WeaponsA. Fine quality: Acc increase; 3 (Base) + 2 (Fine)Weapon Damage Acc Range RoF Shots Bulk Rcl Close Assault Weapon 4d+4 pi++ 5a 100/500 10 10+10b 0c 4 Close Assault Weapon (APEP) 4d+4 pi+ (3)d 5a 200/1000e 10 10+10 (3)b 0c 4
B. Variable magazine: High-density magazine; Switch w/ ready action
C. Shoulder servomount: Reduce bulk to 0; -5 (Base) * 0 (Serv)
D. APEP Ammo: Reduce piercing damage & increase armor divisor; pi++ to pi+; (1) to (3)
E. APEP Ammo: Double range; 100/500 to 200/1000
A. Fine quality: Acc increase; 2 (Base) + 2 (Fine)Weapon Acc Range RoF Shots Bulk Rcl Underbarrel Grenade Launcher, 40mm 4a 75/450 3 5 0b 1
B. Shoulder servomount: Reduce bulk to 0; -5 (Base) * 0 (Serv)
A. Fine quality: Acc increase; 12 (Base) + 2 (Fine)Weapon Damage Acc Range RoF Shots Bulk Rcl Rainbow Laser Rifle 6d(3) burn 14a 2,000/6,000 10 415 (5) 0B 1
B. Gyrostabilized weapon harness: Reduce bulk to 0; -4 (Base) * 0 (Harness)
Spoiler: Rapid FireShots Bonus to Hit 2-4 +0 5-8 +1 9-12 +2 13-16 +3
Edit: I've moved armor and magic items down a post (after digo's).Last edited by Elbeyon; 2019-08-23 at 01:32 PM.
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2019-06-03, 05:30 PM (ISO 8601)
- Join Date
- May 2008
- Location
- Orlando, FL
- Gender
Re: Celestia's Finest OOC: How Do You Pronounce 'Croix' Anyway?
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2019-06-03, 06:17 PM (ISO 8601)
- Join Date
- Aug 2012
Re: Celestia's Finest OOC: How Do You Pronounce 'Croix' Anyway?
Spoiler: Power Armor MK 73Spoiler: Commando Battlesuit (TL10)DR 50/40
This is a lightweight, agile, form-fitting powered armor suit. It may be popular with commandos, SWAT teams, or costumed heroes.
Its exoskeleton gives +15 to Lifting and Striking ST and Super Jump 2. Biomedical sensors (p. 187) and a waste relief system (p. 187) are standard features. The suit’s surface has infrared cloaking (p. 99), radar stealth (p. 100), and a tactical ESM (p. 62).
The suit’s muscles are normally programmed to match the user’s normal strength and running or jumping ability, but the user can set it to amplify ST and mobility instead. If the user lacks Battlesuit skill, he may choose to deactivate the suit’s strength-augmentation feature (removing the ST enhancement and Super Jump). If so, no DX penalties are applied for lack of skill. Even without strength augmentation, suit weight does not count toward encumbrance.
The helmet comes with a filter mask (p. 177), an inertial compass (p. 74), hearing protection (p. 171), a small radio (p. 44), a small laser comm (p. 44), and a hyperspectral visor (p. 61). The helmet has olfactory and audio sensors so the user can hear and smell outside the suit.
With the helmet locked down the suit is sealed, providing climate control (absolute zero to 500°F), pressure support (20 atm.), radiation protection (PF 10), and vacuum support. It has a large air tank (p. 176) with 36 hours of air at TL10. In a contaminated but breathable atmosphere, it can operate using the filter mask.
Accessories
Spoiler: Binoculars (Hyperspectral) Ultra p. 62These optical sensors electronically fuse passive radar, infrared, visual, and ultraviolet imagery into a single false-
color television image. The integrated picture often reveals details that are invisible to those who see in only one of these frequencies.
If there is any light at all, hyperspectral imaging grants near-perfect night vision with no vision or combat penalties. In total darkness, it functions exactly like infrared sensors (above). It also gives +3 to all Vision rolls, all Tracking rolls, and all rolls to spot hidden clues or objects with Forensics, Observation, or Search skill. These capabilities are not cumulative with other passive visual sensors or similar advantages.
Hyperspectral imaging sensors all incorporate the above capabilities plus one or more levels of telescopic optics. If the hyperspectral imaging is turned off, the sensors function as daylight television systems.
Hyperspectral Binoculars: 32x magnification Telescopic 5
Spoiler: Chemsniffer Ultra p. 62An artificial nose that registers the presence of almost any odor by comparing it to a database. The user must set the chemsniffer for a particular odor or scent. When so programmed, it allows the use of Electronics Operation (Sensors) skill for tasks that would require Smell rolls. It can recognize people, places, and things by scent (provided they’ve been scanned before, or are common items). It can’t detect anything in a sealed environment, underwater, or in vacuum.
The sensor has a computerized database of olfactory “signatures” that can quickly be compared to new sensory impressions. The sensor can record a new signature by analyzing a scent (see below). Its bonus is not cumulative with the Discriminatory Smell or Acute Taste and Smell advantages. A chemsniffer gives +5 on any Electronics Operation (Sensors) roll to detect targets, +5 to Tracking skill, and +9 to analyze or recognize targets by scent.
Personal Chemsniffer (TL10): This takes 10 seconds to analyze a new smell. Incorporates a built-in tiny computer.
Spoiler: Communicator (IR) (Small) Ultra p. 44An “IR comm” is an infrared directional communicator similar to a TV remote. Its beam scatters somewhat and can bounce off solid objects. Make an Electronics Operation (Communications) roll to take advantage of this (e.g., trying to communicate round a corner by bouncing a signal off a wall). Roll vs. Electronics Operation (EW) to eavesdrop on another IR communicator’s beam if you within a few degrees of the beam path. The data transfer rate is 10 GB/minute.
The beam is invisible, but infrared or hyperspectral vision can see it at up to double its range if it is aimed directly at the observer, or in dust or fog.
Small (TL10): 1000-yard range.
Spoiler: Computer (Personal) (Genius) (Quantum) Ultra p. 23This is used as a notebook or wearable computer, or the brain of a small robot. It has Complexity 8 (C13 on Encryption) and stores 10 PB
Spoiler: Desert Environment System Ultra p. 190This recycling system can be added to any sealed suit, giving it the same water recycling capabilities as a desert environment suit (p. 177).
Desert Environment Suit
It also recycles 90% of the wearer’s body fluids, collecting pure water in a reservoir from which the wearer may drink; the user can survive on one-tenth as much water as normal. If the suit is out of power, it can’t recycle.
Spoiler: Gyrostabilized Weapon Harness Ultra p. 150This articulated weapon harness (below) cancels the penalty for a Move and Attack (see p. B365).
Articulated Weapon Harness
This is used to steady very heavy weapons. It straps on and has a chest plate in front, with a supporting arm and three hydraulic joints positioned to allow universal motion and easy suspension. It has the same effect as a bipod (ST requirement of the weapon is reduced by 2/3 and the weapon counts as braced), but can be used while standing up or moving. The user must still operate the weapon normally, using his own hands to aim and fire it.
The harness must be built for a specific weapon, and is generally limited to weapons with Bulk -4 or more.
Spoiler: Laser-Retinal Imaging Ultra p. 45Any laser communicator with this hardware upgrade may beam graphics or text files directly into the retina of a single eye. It’s tricky to aim; treat as a ranged-weapon attack aimed at the eye (-9 to hit), but assume the laser has Acc 12, or Acc 18 if mounted on a tripod or vehicle. Roll Electronics Operation (Communications) to hit. If the subject is standing still or walking slowly, the laser can continue to track once a hit is achieved (i.e., no further rolls are required).
The subject doesn’t need a communicator to receive a signal, making this a good way to send covert messages over a few miles. However, he can interrupt a retina message by closing his eyes or turning his head. Glare-resistant optics will also filter out a message.
Another disadvantage is that the laser can only send images. It can flicker several hundred images per second, but most subjects would only see a blur at that speed – the
subject’s comprehension limits the data-transfer rate. Sending text limits the transmission to the subject’s reading speed (which the sender must estimate!). Since the transmission is one-way, the sender may have no idea whether the subject read the information.
Spoiler: Magnetized Plates UltraTech p. 188These can be put on the soles of any boots. They let the wearer walk along metallic bulkheads and ship hulls in microgravity or zero-G. Move is normal with Vacc Suit skill and halved without.
Spoiler: Mini Holoprojector (Compact) Ultra p. 52This pocket-sized holoprojector has a range of seven yards, filling an area up to 54 cubic feet (1 x 1 x 2 yards). The projection area can be moved at seven yards/second, but doing so without disrupting the illusion requires an Electronics Operation (Media) skill roll. Mini holoprojectors are often built into other devices, such as a computer, a helmet, a “magic wand,” or an implant.
Spoiler: Neural Induction Helmet (Hack Block) Ultra p. 50Usually referred to as a “neural interface,” this sophisticated device allows the user’s brain to communicate with computers and control complex equipment. It can do anything that a neural input device can do, and much more. The interaction is two-way: data displays, physical feedback, and other sensory information can be transmitted directly into the user’s brain. There is no need for a user to touch controls or see physical data displays. He can have the equivalent of a HUD (p. 24) overlaid on his visual field, so he can “live” in augmented reality (pp. 56-57). A direct neural interface is required for certain technologies, such dream teachers (p. 59), sensies (pp. 157-158), and total virtual reality (p. 54).
When using a neural interface, the user is opening up his nervous system and brain to intrusion – or even being hacked. Like any networked computer, the user’s safety depends on his encryption systems, the products he uses, and those associates or superiors to whom he grants access.Brain hack access denial: Immunity vs brain hacks (Resistance (Rare) (Immunity) (5 Points)
Spoiler: Portacam Ultra p. 52A professional-quality movie camera for news gathering, intelligence work, or video production. It provides 16x parabolic audio magnification (Telescopic 4), 64x optical magnification {Telescopic 6}, and Night Vision 9. It gives a +2 (quality) bonus to Photography skill, and can be mounted on a tripod (p. 151) for extra stabilization.
Spoiler: Provisions Dispenser Ultra p. 188A sealed helmet or suit that covers the head can be equipped with a concentrated food and water supply in a handy helmet-mounted dispenser. The provisions can be consumed “hands-free” without taking off the helmet.
Spoiler: Radar (Terahertz) (Small) Ultra p. 66This uses the “t-ray” wavelengths that lie between infrared radiation and the millimeter-waves used by imaging radar. A terahertz radar can penetrate clothing, brush, or thin walls (up to a few inches thick) to see inside objects. It can also be used to spot small objects and determine their shape, and eliminates penalties to spot objects behind light cover. It gets +4 to locate concealed weapons, and while it still requires an Electronics Operation (Sensors) roll to distinguish fine relief, this roll is also at +4. Only special-purpose sensors can detect its radar emissions. It doesn’t work underwater.
Small Terahertz Radar (TL10): 400-yard range.
Spoiler: Shock Armor (2D) CustomThe armor delivers shocks to attackers. The wearer's melee attacks do an extra 2d burning or STUN damage. Any metallic weapon that hits the subject triggers a 1d-1 backlash of burning damage along the weapon. This attack automatically hits the hand that is holding the weapon, regardless
of the weapon’s length, as long as its entire length is conducting. Should the subject grapple or be grappled, the foe takes 2d burning damage.
Spoiler: Stealth (Dynamic Chameleon Surface) (Thermo-Optic) UltraTech p. 99This may be added to an outfit covering the entire body, or to a vehicle surface. It gives +4 to Stealth skill against ordinary and infrared vision, +2 against hyperspectral or ultraviolet vision, and +1 against extended high- or low-band hyperspectral vision. Negates the common modifier: -5 to move silently if you are moving faster than Move 1.
Spoiler: Stealth (Scent Masking) Ultra p. 101This works like a sealed chemical protection suit in reverse – instead of preventing chemicals from entering the clothing, it prevents chemicals from leaving. It provides +4 to Tracking when trying to cover your scent trail.
Spoiler: Trauma Maintenance Ultra p. 190This medical system is available for any battlesuit or flexible powered suit with biomedical sensors (p. 187). It includes an auto-injector and 10 doses of drugs. The user can manually trigger it, or it can be preset to inject a specific drug if vital signs warrant it; e.g., a painkiller if injured or a stimulant if fatigued. The injector might also be remotely controlled by a superior officer, or loaded with non-medical drugs; e.g., to trigger berserker rage. It has its own power supply to make it independent of suit power loss.
Spoiler: Wristwatch Rad Counter Ultra p. 68This measures and displays the amount of radiation that the user is exposed to, and can be programmed to set off an alarm if dosage exceeds a designated level. The same unit can present information on an HUD, or be built into a helmet visor.
Magic
Spoiler: Hide Object Magic p. 88The subject (which must be nonliving) disappears into an other-dimensional space from which it can be recalled at will. Failure to maintain the spell causes the object to reappear in mid-air next to the caster. If the subject is being held by a living being,
the holder can resist the spell with his IQ.
Seeker won’t find objects hidden by this method; Trace loses touch for the duration of the Hide Object, regaining it when the object reappears in this world. Teleport Shield will oppose this spell (the original margin of success of the Hide Object spell would need to be 5 or better for the object to reappear within an area affected by a base casting of Teleport Shield, for example). The object reappears in the caster’s grasp, worn, or in his immediate vicinity (caster’s choice).
Duration: Permanent.
Cost: 0.
Time to cast: 1 seconds.
Spoiler: Lighten Magic p. 69Makes armor or shields 50% lighter and easier to carry. The subject becomes lighter only when it is actually being worn. Armor in a backpack would still have its full weight.
Spoiler: Limit Magic p. 70The enchanted item works only for the user, or class of users, specified by the caster when the Limit is cast. This class of users may be as simple or complex as the caster wishes. A Limit spell may affect all the spells on the item, or just some of them.
Spoiler: Power Armor MK 73 SummaryAr Tank: 36 Hours of Oxygen
Biomedical Sensors: -2 Diagnosis at Range
Climate Control: Near absolute zero to 500°F is comfortable. Can withstand ~5000°F for ~ 2 minutes
Communicator (Laser): Talk with a laser in a 100-mile straight line
Communicator (Radio): Talk with a radio in a 20-mile range.
DR (50/40): Reduce damage by 50 points on the skull and torso
Filter Mask: Breath polluted oxygen indefinitely
GPS: Find location on map with satellite
Hearing Protection: +5 against hearing attacks
Inertial Compass: Auto-map and +3 Navigation
Power Cell (AFE) x3: Lighter battery; 3 Days worth of battery
Program, Little Twilight: Friendly AI
Pressure Support (20 atm.): 200 meter underwater depth or on a gas giant is comfortable. Down to 2000 meters with the bends.
Radiation Protection (PF 10): Divide radiation damage by 10
SCAN: Scan things for useful information
Stealth (Infrared Cloaking): -6 to heat only vision
Stealth (Radar): -6 to most forums of radar
Strength (+15 Lifting): +15 strength for all purposes aside from damage and hp
Strength (+15 Striking) +15 strength for striking
Super Jump 2: Jumps at x4
Tactical ESM Detector: +1 Dodge vs Lock-on Radar, Detects Radar/Laser Comm, can work autonomously at 14 skill
Vacuum Support: Protected against vacuums
Visor (Anti-Glare): +5 vs vision attacks
Visor (Datachip): Extra memory card
Visor (Digital Camera): A weak 3D camera
Visor (HUD): +1 to skill rolls when reacting quickly to information is important, Interface with technology
Visor (Hyperspectral): +3 on all vision rolls
Visor (Magnification): Telescopic Vision 1 (negate up to -1 vision penalty), can lock-on for Telescopic Vision 2
Waste Relief System: Yep
Accessories (E)
Binoculars (Hyperspectral): Hyper Telescopic Vision 5, Lock-on for Telescopic Vision 6
Chemsniffer : +4 to detect/track by smell, +8 to analyze smells, 10 seconds to memorize a new smell
Communicator (IR) (Small): 1000-yard range directional laser that can bounce off surfaces, visible with hyper vision
Computer (Personal) (Genius) (Quantum) (C8 or C13): Super Computer, +C5 vs and against encryption/encryption busters
Desert Environment System: A person uses 1/10th as much water
Gyrostabilized Weapon Harness (14lbs): Reduce a weapon up to 14 pounds to 0 bulk, counts as mounted, lowers strength requirement of weapon
Laser-Retinal Imaging: Laser comm can display images in people's eye
Magnetized Plates: Walk on magnetic metal in zero-g
Mini Holoprojector (Compact): Display a 2x1x1 yard hologram within 7 yards, quality lowers when the device is moved quickly
Neural Induction Helmet (Hack Block): Gives a person an internal Hud, interact with any electronics super quickly, immune to brain-hacks
Portacam: +2 Photography w/ high quality 3D camera, Telescopic Hearing 5
Provisions Dispenser: Can feed a person with food in the suit (.5 lbs food per day)
Radar (Terahertz) (Small) x3: Full surround 400-yard radar, Can slightly see through objects
Shock Armor (2D): Adds 2D burn or Stun damage to melee attacks, does 2D Burn or Stun against grapples, does lower damage to people using metal weapons
Stealth (Dynamic Chameleon Surface) (Thermo-Optic): Ignore movement penalties, always +4 stealth vs < infrared vision, +2 vs hyper, +1 vs extended hyper
Stealth (Scent Masking): +4 vs Tracked by smell
Trauma Maintenance: Automatic or manual potion injector
Wristwatch Rad Counter: Gives detailed local reading of radiation
Magic
Hide Object: Can teleport armor 'away' or onto the wear in 1 second
Lighten: The MK 73 weighs 115.5 pounds / 2 = 57.57 pounds, the suit lifts itself for 0 encumbrance weight
Limit: The item only works for the EDF
Spoiler: Magic Items!I think I've got the rough draft for magic items. There is an issue I'd like to talk about with them. In gurps, unicorns or anyone with Magery can recognize magic items on sight. There is an enchantment to hide magic items from that/spells, but it is expensive. Not putting all our magic onto a few items is really costing us there. Each hidden item takes 4.7% of our total points. I've got ~ 7 items hidden so 32% of our total. I'd like to think about which items can be grouped together for turning them on/off. We probably don't want for example Magic Resist grouped with anything because we'll want to turn that off anytime we receive a healing spell.
Assume each person (Star included!) gets one unless noted otherwise.
Area spells cost: Base Cost x Radius (.5 yards radius (1 hex) for base 1, +1 yard to the radius after that.) For example A1 is 1 hex. A2 is 1 hex plus the surrounding 6.
Armor Enchantments
Spoiler: Hide Object; Magic p. 88Enchantment
The subject (which must be nonliving) disappears into an other-dimensional space from which it can be recalled at will. Failure to maintain the spell causes the object to reappear in mid-air next to the caster. If the subject is being held by a living being,
the holder can resist the spell with his IQ.
Seeker won’t find objects hidden by this method; Trace loses touch for the duration of the Hide Object, regaining it when the object reappears in this world. Teleport Shield will oppose this spell (the original margin of success of the Hide Object spell would need to be 5 or better for the object to reappear within an area affected by a base casting of Teleport Shield, for example). The object reappears in the caster’s grasp, worn, or in his immediate vicinity (caster’s choice).
Duration: Permanent.
Cost: 0.
Time to cast: 1 seconds.
Spoiler: Lighten; Magic p. 69Enchantment
Makes armor or shields lighter and easier to carry. The subject becomes lighter only when it is actually being worn. Armor in a backpack would still have its full weight.
Energy cost to cast: 100 to cut the item’s weight by 25%.cut its weight in half.
Spoiler: Limit; Magic p. 70Enchantment
The enchanted item works only for the user, or class of users, specified by the caster when the Limit is cast. This class of users may be as simple or complex as the caster wishes. A Limit spell may affect all the spells on the item, or just some of them.
Tokens
Spoiler: Locksmith (AP2) (50%) (Conceal); Magic p. 145; Longshot and Love onlyAlways-on
Allows fine manipulation of small parts – e.g., the inside of a lock. Adds 5 to the subject’s Lockpicking skill by letting him move tumblers, etc., without touching them, if he has normal tools available. Lets a wizard with no tools at all attempt to open a lock at his normal Lockpicking skill. Gives a similar bonus for Mechanic and other skills where a “third hand” is useful.
Consider using the bonus to counter a -5 (50%) Haste/rush skill (Basic p. 346) to Lockpick twice as fast.
Duration: Permanent.
Cost: 0.
Item
A golden key, or a golden amulet in the shape of a key. Its intrinsic value must be at least $300.
No jewelry here. A very small key to fit on a bracelet?
Spoiler: Mage Sight (AP3) (Conceal); Magic p. 104Always-on
Detect all magical items in your field of vision. Each such item will have a glow or “aura,” similar to the aura of a living being. This glow is visible through clothes, armor, or up to 1/2” of solid material.
The aura of a permanently enchanted item will be stronger than that of something under a temporary spell. Enchanted (or magical) beings also glow, though mages themselves do not unless they actually have spells on them at the moment. The aura may also give a clue to an item’s nature. On a good roll, for instance, fire spells will have a distinctive red glow, and evil items will somehow seem to have a “black glow” in their auras. A critical success with this spell lets the caster fully identify every magic item he sees. Note that this ability is essentially a more reliable version of the magical sense that comes with Magery 0 (p. B66).
Duration: Permanent.
Cost: 0.
Item
Staff, wand, or jewelry.
Spoiler: Magic Resistance 4 (AP2) (Conceal); Magic p. 125Always-on
For each point of energy put into the spell (up to 5), the subject’s magic resistance goes up by 2 if he is willing, or by 1 if he tried to resist. This MR works like normal Magic Resistance (p. B67) when spells are cast on the subject. The subject can still cast spells, but at a penalty equal to the MR. Spells already affecting the sub- ject (or already cast by him) continue unchanged. He can use potions and magical items normally.
Magic Resistance
You are less likely to be affected by magic. Subtract your Magic Resistance from the skill of anyone casting a spell on you, and add it to your roll to resist any spell that offers a resistance roll. For instance, if you have Magic Resistance 3, wizards have -3 to cast spells on you and you get +3 to resist. In addition, you may roll against HT + Magic Resistance to resist the effects of magical elixirs. You cannot “turn off” this advantage to let friendly wizards cast spells on you (e.g., to heal you) or to benefit from helpful elixirs!
Magic Resistance only interferes with spells cast directly on you. It provides no benefit against Missile spells (which are cast on the wizard’s hand and hurled at you), attacks by magic weapons, or information-gathering spells that aren’t cast directly on you. It also has no effect on supernatural powers other than magic; e.g., divine miracles, psionics, or the innate powers of spirits.
Magic Resistance, and its precise level, can be recognized by any mage who looks at your aura, or by anyone who casts a spell on you.
You cannot combine Magic Resistance with Magery. If you have even one level of Magic Resistance, you can’t cast spells at all (although you can still use magic weapons).
Special Enhancements
Improved: You Magic Resistance does not interfere with your own ability to cast spells. This allows you to possess both Magery and Magic Resistance. +150%.
Duration: Permanent.
Cost: 0.
Spoiler: Rear Vision (AP3) (Conceal); Magic p. 136Always-on
The subject can see all around himself, as if he had the 360˚ Vision advantage (p. B34).
360° Vision
You have a 360° field of vision. You have no penalty to defend against attacks from the sides or rear. You can attack foes to your sides or rear without making a Wild Swing, but you are at -2 to hit due to the clumsy angle of attack (note that some Karate techniques do not suffer this penalty). Finally, you are at +5 to detect Shadowing attempts, and are never surprised by a danger that comes from behind, unless it also is concealed from sight.
Extra eyes are merely a special effect of this trait – you can have any number of eyes, but the point cost remains the same.
Duration: Permanent
Cost: 0.
Item
Weapon, clothing, or jewelry.
Spoiler: Slow Fall (P1) (Conceal); Magic p. 146Regular
Slows the velocity of a falling subject to 1 yard per second. No damage will be suffered upon landing on a normal surface (spikes, etc. would still do half damage). This spell can be cast before the subject becomes airborne. If the subject is already falling, he/it will fall another 10 feet (assuming standard gravity of 1G) in the second normally required to cast this spell.
Duration: 1 minute.
Cost: 1 per 50 pounds of weight. Half that to maintain. Power 1 Enchantment reduces FP cost by 1 to cast and maintain.
Item
Clothing or jewelry.
Spoiler: Swim (AP6) (Conceal); Magic p. 150Always-on
Move through water at normal Move (reduced normally for encumbrance). The subject is in full control of his own movement, and can act and fight without the normal penalties for underwater combat. This spell does not provide for the subject’s breathing needs! However, the subject automatically makes all Swimming rolls, regardless of fatigue or encumbrance, unless he is actually dragged totally under the water. This is also a Water spell.
This will not allow us to for example fire weapons underwater more so than normal (2 yards for our lasers)
Duration: Permanent.
Cost: 0.
Item
Staff, wand, jewelry, or cape. The item must bear a picture of a sleek fish. Only affects the wearer.
Not Tokens
Spoiler: Bag of Hideaway (200lbs) (Conceal); Magic p. 65Enchantment
When cast on an object, Hideaway makes it larger inside than it is outside. Can be used on a pocket, pouch, drawer, pitcher – anything that can normally hold other things. The caster may add any amount of pound-capacity he can afford, while increasing the size of the “inside” by 2 cubic feet for each pound; the extra space may be hidden by a false bottom, etc. Depending on the energy used to cast the spell, objects within the Hideaway may or may not count as encumbrance. The contents vanish forever if the object is destroyed. The time required to find an object in a Hideaway depends on how deep it is!
A large enough Hideaway could hold a person. There is no problem with air unless the Hideaway is sealed off.
Never get in the bag! If the bag is destroyed anything inside is destroyed!
The bag can hold 200lbs without adding to encumbrance. I was thinking the container would be a normal saddlebag?
Spoiler: Magazine (Assault Carbine) (7mmCL) (Variable) of (Hideaway; 4x100); Magic p. 65 x3Check Hideaway bag for details.
A very large magazine built inside of a normal sized magazine.
4 Magazines in one each with a 100 bullet capacity.
Spoiler: Magazine (Close Assault Weapon, 18.5mmPC) (Hideaway; 4x100) (Variable); Magic p. 65 x3Check Hideaway bag for details.
A very large magazine built inside of a normal sized magazine.
4 Magazines in one each with a 50 bullet capacity.
Spoiler: Underbarrel Grenade Launcher, 40mmPLB of (Hideaway; 12x5); Magic p. 65Check Hideaway bag for details.
A very large magazine built inside of a normal sized magazine.
12 Magazines in one each with a normal (5) capacity.
Spoiler: Suspended Animation (AP0); Magic p. 96Always-on
Holds the subject in apparent sleep, indefinitely. The effects of severe bleeding, disease, age, etc. are all halt- ed while the spell is in effect. The subject requires neither food nor air, but can still be harmed by fire, weapons, and other natural hazards.
Duration: Remains in effect until broken (the Awaken spell works well).
Cost: 0.
Item
(a) Jewelry, arrow, or clothing. Always on; the item puts its wearer in suspended animation instantly. The spell lifts immediately when the item is removed.(b) Crypt, coffin, etc. Always on; puts the occupant in suspended animation.
Tokens? These items are not always-on.
Spoiler: Analyze Magic (S3) (E8) (450s); Magic p. 104Identifies exactly what spells are on the subject. If the subject has more than one spell on it, Analyze Magic identifies the one that took the least energy, and tells the caster “there are more spells.” It can then be cast again to determine the next spell, and so on. Name and Password enchantments (p. 68) count as separate spells that resist at +5; any individual wizard may only attempt to Analyze a Name or Password once. Like Identify Spell, above, it will give limited results when the caster is faced with an unknown spell.
Cost: 8.
Time to cast: 450 seconds
Prerequisite: Identify Spell.
Item
Staff, wand, or jewelry.
Spoiler: Awaken (A2) (P1) (E1) (1s); Magic p. 92Area
Renders the subject(s) awake and alert. It instantly counters the effects of stunning. If the subject is very fatigued (less than 1/3 basic FP), this spell ren- ders him alert for an hour but costs him 1 FP at the end of that time. It has no effect on those with 0 or fewer FP. Sleeping or unconscious subjects get a HT roll to awaken, at a bonus equal to the caster’s margin of success. A subject rolls at -3 if unconscious due to injury, at -6 if drugged.
We'll need this to wake up anyone affected by Potions of Suspended Animation
Base cost: 1. Power Enchantment 1 reduces cost by 1. Min Cost 1
Item
Wand or staff. The item must touch the subject.
Spoiler: Clean (A2) (P1) (E1) (1s); Magic p. 118Area
Cleans the subject area or being (i.e., removes dirt and stains, and polishes surfaces which can hold a polish). Does not remove lingering odors (use Purify Air for that).
Combo this and purify air to remove scent.
Duration: Permanent.
Base cost: 2.Power Enchantment 1 reduces cost by 1. Min Cost 1
Item
Staff, wand, or cleaning instrument (broom, feather duster, etc.). The item must touch the affected area.
Spoiler: Hawk Flight (P3) (S2) (E5/2E) (1s); Magic p. 148Regular
A very fast Flight spell. The subject has a Move of 40 (80 mph) without encumbrance; encumbrance reduces Move normally. The subject can move and fight normally, and has a combat advantage if above his foes (p. B402).
Duration: 1 minute.
Cost: 5 to cast. 2 to maintain. The default is Cost 8. 4 to maintain. DKS, let me know if you want this item to be more expensive so it's less spammed.
Prerequisite: Flight.
Item
Staff, wand, or jewelry.
Spoiler: Identify Spell (P1) (E1) (1s); Magic p. 104Information
Identifies what spell or spells have just been cast (within the last five seconds), or are being cast at the moment, on or by the subject. It does not identify the spells on a permanently enchanted item. One casting identifies all spells cast on or by the subject. However, if any of these spells are totally unknown to the caster – not just spells he doesn’t know, but spells he has never heard of – the GM should provide only a vague description; e.g., “Some kind of physical protection.” Wizards have heard of every spell in this book (unless the GM rules that some are secret) but not new spells created by the GM or players.
Cost: 2.
Item
Staff, wand, or jewelry.
Spoiler: Know True Shape (P2) (E1) (1s); Magic p. 108Information
Tells if the subject is under any kind of Shapeshifting spell or similar magical effect, including Alter Visage, Alter Body, and illusions. The caster must be able to see the subject. The spell also gives a general idea of the subject’s true shape; on a critical success, it identifies the subject’s true nature (including a common name or description) and the magic used to disguise it. It does not reveal the nature of Hallucinations.
Cost: 2.
Item
Wand, staff, or jewelry (a favorite is a medallion or coin with an “Aperture of True Vision” in it).
Spoiler: Purify Air (A2) (P1) (E1) (1s); Magic p. 25Area
Removes all impurities from the air in its area of effect. It is often used to neutralize the effects of poisonous gas or vapors. Note that a room full of smoke may safely be purified one section at a time – but truly deadly vapors must all be removed at once, or some may escape.
This spell can also turn old “stale” air into fresh breathable air. The air in a one-yard radius, if not renewed from the outside, lasts 45 minutes for one person at rest, or less for multiple persons or someone violently exercising (GM’s discretion).
Combo with Clean to remove scent
Duration: Works instantly. Purification is permanent.
Base cost:1. Cannot be maintained; must be recast. Power 1 reduces cost by 1. Mine Cost 1
Item
Staff, wand, or jewelry.
Spoiler: Reveal Function (E8) (600s); Magic p. 178Information
Reveals the functions of the subject machine. If the subject has more than one function, the spell reveals them in order of complexity (simplest first), and tells the caster “there are more functions.” Later castings will reveal the remaining functions, one per casting. The spell can also be used to reveal how to activate known functions (i.e., which button to press); the caster gets one try, at -5! If successful, the caster can then use the machine with the appropriate skill (or IQ-6) at a penalty of only -1 for unfamiliarity.
Cost: 8.
Time to cast: 600 seconds.
Item
Staff, wand, or jewelry.
Spoiler: Steal Power (S3) (E0) (1s); Magic p. 182Regular
The caster steals power from a stored power source (such as a battery) to restore his FP.
Cost: The caster regains energy at a percentage efficiency equal to his skill with the spell; a caster with skill 15, draining a battery completely, would himself gain 15% of the power potential contained in the battery (or less, if less would completely restore the caster’s FP). The rest of the power in the battery is wasted.
The batteries we normally use for this give 6 energy.
Cost 0. Time to Cast is default 1 second.
Item
Wand, staff, or jewelry. The mage and the item must both touch the source.
Spoiler: Trace teleport (P2) (E1) (1s); Magic p. 86Information; Resisted by subject spell
When cast soon after someone or something teleports, timeports or plane-shifts in or out, this spell gives the caster a vision of the destination of the teleported subject. The caster also gets a good idea of the magnitude of the skill penalty involved to cast the spell. On a critical success, the actual destination will be known, but any success gives the caster enough of a sense of the destination to follow, if he does so within a minute of casting Trace Teleport.
This is also a Movement spell.
Modifiers: The spell operates at a cumulative -1 for each minute that elapses between the teleport and the casting. There is a further -5 penalty if the caster didn’t witness the teleport.
Cost: 1.
Item
Any.
Consumables
There are 3ish forms of consumbles. Spell Arrow (for bullets/grenades). Potions (for drinking/injections). Spell Stone (to mimic casting the spell).
Spoiler: PotionLiquid form, taken by drinking. One dose of potion affects one man-sized creature instantly. Potions lose their power in a day if left open or mixed with other things.
Spoiler: Spell StoneA spell stone stores a spell until someone (even a nonmage) uses it. The stone’s user concentrates for a second while crushing the spell stone in his hand, thus casting the spell. At the beginning of his next turn, roll against the spell stone’s Power. If the roll is successful, the spell is cast. If it is failed, the stone is simply wasted. If the stone is crushed without the requi- site second of concentration, it is likewise wasted.
The spell’s energy is included in the enchantment; none is required of the user, who also may not opt to supply any power to maintain the spell. Likewise, he may not cancel the spell once cast, although the creator of the stone may specify a shorter duration than ordinary and may also invest extra energy into the enchantment so that the spell will maintain itself. A person may use only one spell stone per second.
A spell stone must be made from a jewel worth $10xP^2 + $40xP, where P is the maximum energy of the spell that may be contained.
Any spell except a Blocking or Enchantment spell may be stored in a spell stone. Limiting Enchantments may be put on the stone. If the spell stored in the stone requires that the caster know another spell (Counter- spell, for instance), that other spell must be specified at creation time. It is thus possible to create a spell stone that will counter one specific spell, but it is impossible to create a generic Counterspell spell stone.
It is also possible to create spell stones which, when crushed, do not cast the spell for the user, but on him!
Analyze Magic reveals which spell a spell stone contains, whether the spell will be cast for or on the caster, how much energy was invested, etc. (one question per casting).
Spoiler: Spell ArrowSimilar to a Spell Stone, a spell arrow stores a spell until it is fired. The archer need not be a mage. The arrow’s user must concentrate for the appropriate time to cast to “arm” the spell. This cannot be simultaneous with aiming the bow, and isn’t reduced by high skill (but see Speed Skill Arrow, below). An unused spell arrow disarms after 1 minute. The spell activates when the arrow hits a solid object; roll against the effective skill of the arrow’s enchanter. If the roll is successful, the spell is cast. If it is a normal failure, the spell is simply wasted. Critical failures go to the Critical Spell Failure Table(p.7). If the arrow is fired without the required concentration, the spell is wasted, but the arrow still does normal damage.
The spell’s energy is included in the enchantment. The archer need not (and cannot) provide any to cast the spell or maintain it. Similarly, the archer may not cancel the spell once cast, though the enchanter may specify a shorter duration than normal, and may also invest extra energy so the spell will maintain itself.
The head of a spell arrow must contain a jewel worth $10xP^2 + $40xP, where P is the maximum energy of the contained spell. The gem is destroyed when the spell activates. (The rest of the arrow may be recoverable, but is now nonmagical.)
Any spell that can be enchanted into a magic item can be placed in a spell arrow, except for Blocking spells, Enchantment spells, Melee spells, or spells whose magic item description specifies “must touch.” Note that some permissible spells are pointless (e.g., Beast-Soother), since the archer must hit the target with an arrow anyway. Enchantments may be placed on the arrow itself normally, including limiting enchantments.
The only decision the archer can make is what he’s aiming at. If the spell requires a subject, whatever the arrow hits is the subject. (If it is not a legal subject – e.g., a wooden wall for Strike Blind – the spell is wasted.) What constitutes a “solid object” may require the GM’s judgment (for example, drops of rain are not enough to trigger the spell). If it is an Area spell, the point of impact is the center of the area. If it is a Missile spell, the effect is as if the missile hit the target, in addition to the arrow (the missile does not launch itself from the point of impact). If the spell creates an object, the object appears as close as possible to the point of impact. If the spell would normally affect both a subject and the caster (e.g., (Animal) Control) the archer is treated as the caster. If the spell requires a human target, the spell still works even if the arrow hits clothing instead of skin. The enchanter specifies everything else: duration, area, precise effect, etc.
Analyze Magic can reveal what spell a spell arrow contains, how much energy was invested, and so on (one question per casting). Arrows intended for the consumer market are usually color-coded.
Note that the need for a jewel still applies to bullets!
Spoiler: Spell Arrow (64mm Hand Grenade) (Grease) (A7); Magic p. 144 x5Area
Makes a surface extremely slippery. Anyone stepping onto the surface must roll against DX-2 for every yard he moves within the affected area. If he fails the roll, he falls down. Another DX-2 roll is necessary to stand up (but not to sit or kneel). All close combat, melee attacks, and active defenses are at -3; other physical skills, including missile and thrown weapon attacks, are at -2 for bad footing. This spell can also be cast on vertical surfaces to make climbing impossible. The GM will have to use his judgment with surfaces of intermediate tilt.
Unlike Ice Slick, whose effects are nearly identical, Grease cannot be seen by normal means. Also, crampon boots are ineffectual against a Greased surface. Grease and Glue resist each other.
Duration: 10 minutes.
Area 7
Time to cast: 0 seconds
Item
64mm grenade
Technically the grenade doesn't have to be 64mm. I just put it at that because 64mm grenades cover A7 (Area 7). Thoughts?
Spoiler: Spell Arrow (64mm Hand Grenade) (Dispel) (A7) (S5); Magic p. 128 x5Area; Resisted by subject spells
Negates other spells within the area if successful. It has no effect on enchantments, but dispels any tempo- rary, lasting, or permanent spell (p. 10), unless the spell specifies otherwise. Each spell resists separately. Dispel Magic is not selective! The cast- er need not know the spell(s) being dispelled. To nullify a specific spell without affecting others, use Counterspell, above. Duration: Dispelled magic is permanently gone.
Area 7
Time to cast: 0 seconds
Spoiler: Potion of Hawk Flight; Magic p. 148 x2Check Token of Hawk Flight for details.
Time to cast: Drink/inject a potion
Duration: 60 seconds.
Spoiler: Potion of Slow Fall (500lbs); Magic p. 128 x2Check Token of Slow Fall for details.
Works on target <500 pounds.
Time to cast: Drink/inject a potion
Duration: 60 seconds.
Spoiler: Potion of Stop Bleeding; Magic p. 93 x20Regular
The subject stops bleeding immediately, as if bandaged by someone with the First Aid skill (p. B195). This restores 1 HP, and prevents further HP loss from bleeding if the optional bleeding rules (p. B420) are in effect. The subject of this spell may not subsequently benefit from further bandaging of the same wounds. This spell may also be used to stabilize a mortal wound (p. B423), at a substantially higher cost.
I know we have bandage spray. These are incredibly cheap items though.
Duration: Permanent, although later injuries will bleed normally.
Only stops bleeding
Spoiler: Spell Arrow (Dispel) (A4) (S4); Magic p. 128; x5Check Grenade of Dispel for details.
Base cost: 0. (Area 4)
Time to cast: 0 seconds
Spoiler: Spell Arrow (40mm GL) (Grease) (A4); Magic p. 144; x5Check Grenade of Grease for details.
Base cost: 0. (Area 4)
Time to cast: 0 seconds
Spoiler: Spell Stone of Borrow Language; Magic p. 48Regular
Caster gains a language at the subject’s comprehension level or Accented whichever is less. The subject must know the language in question.
Duration: 1 minute.
Spoiler: Spell Stone of Suspend Animation; Magic p. 96 x5Regular; Resisted by HT
Holds the subject in apparent sleep, indefinitely. The effects of severe bleeding, disease, age, etc. are all halt- ed while the spell is in effect. The subject requires neither food nor air, but can still be harmed by fire, weapons, and other natural hazards. Duration: Remains in effect until broken (the Awaken spell works well).
Maybe as a potion for injection?
Spoiler: Spell Stone of Dispel (A7); Magic p. 128; x5 only (for people that can't use GL)See Hand Grenade of Dispel
Area 7
Spoiler: Spell Stone of Grease (A7); Magic p. 144; x5 only (for people that can't use GL)See Hand Grenade of Grease
Area 7
Spoiler: Spell Stone of Schematic; Magic p. 179 xLove onlyInformation
Creates detailed technical “blueprints” of the machine subject in the caster’s mind. The caster can browse through the mental schematic at his leisure or the same rate that he could examine actual hardcopy plans for the machine. However, this spell grants no appropriate skills; to interpret, for instance, a schematic of a starship’s fusion power plant, the caster would need some skill in Engineering (Fusion). To make any use of a schematic of a weapon, either Armoury or some sort of weapons Engineering would be required. The duration is the length of time that the image stays with any useful clarity in the caster’s mind. The caster must touch the subject during the casting.
The schematic can either represent the current state of the object (showing any internal damage, alterations, and wear), or the ideal state of the object, at the caster’s discretion. Both can be useful. The latter use even gives plans for an object based only on a tiny fraction of it (at least 5% of the machine’s total mass needs to be present). This could be used to form a complete picture from a fragmented Precursor device, for instance . . . In either case, the cost to cast the spell is based on the mass of the intact machine.
The schematic image, even when maintained by the mage, does not count as a spell “on” for penalty purposes.
Duration: 1 minute.
Spoiler: Spell Stone of Rebuild; Magic p. 179 xLove onlyRegular
This spell is an improved version of Repair. It totally rebuilds any object, from even a fragment. The caster must first successfully cast Schematic on the subject, and, while the schematic is still in mind, begin casting Rebuild. Schematic is unnecessary for simpler objects. With enough power, you could rebuild a starship from a scrap of bulkhead!
The object re-forms at a rate of 500 pounds of missing mass per second, beginning after the casting is completed. Thus, it would take a 30-ton tank two minutes to completely rebuild itself. Exotic materials may inflict a skill penalty or slow the rebuilding process.
On objects simpler than machines, ignore the TL modifiers. Magic items cannot be rebuilt.
Duration: Permanent.Last edited by Elbeyon; 2019-08-24 at 12:56 AM.
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2019-06-03, 08:15 PM (ISO 8601)
- Join Date
- May 2008
- Location
- Orlando, FL
- Gender
Re: Celestia's Finest OOC: How Do You Pronounce 'Croix' Anyway?
Hide in plain sight? "Hello, we're starting up a spy ring. Care to join? Open House is tonight."
She is? I didn't know Rose took any medicines.
Edit: We'll need to make sure Rose's gross leg is covered up
It's a sexy leg of chrome! She's got a Winter Soldier's arm. Leg. limb?
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2019-06-03, 08:26 PM (ISO 8601)
- Join Date
- Aug 2012
Re: Celestia's Finest OOC: How Do You Pronounce 'Croix' Anyway?
Oh! Yeah, that's a little more difficult. That's why Love packs little BugBots.
That doesn't sound too bad. Good to know though. I don't think Love needs any drugs to regulate herself.
Oh! I thought it was all fleshy like someone peeled the skin off her leg. It's stylized chrome! That's different. The Winter Solider's arm does look pretty awesome. Foreleg? Leg? Limb sounds too clinical.
Edit: I don't know if there is anything to RP at the bird? Love is just going to do some packing.Last edited by Elbeyon; 2019-06-03 at 08:27 PM.
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2019-06-03, 09:54 PM (ISO 8601)
- Join Date
- May 2008
- Location
- Orlando, FL
- Gender
Re: Celestia's Finest OOC: How Do You Pronounce 'Croix' Anyway?
How has Love not allowed herself to be absorbed into her bot swarm and become the hive like that one villain on The Tick?
Oh! I thought it was all fleshy like someone peeled the skin off her leg. It's stylized chrome! That's different. The Winter Solider's arm does look pretty awesome. Foreleg? Leg? Limb sounds too clinical.
Edit: I don't know if there is anything to RP at the bird? Love is just going to do some packing.
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2019-06-03, 10:12 PM (ISO 8601)
- Join Date
- Aug 2012
Re: Celestia's Finest OOC: How Do You Pronounce 'Croix' Anyway?
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2019-06-03, 10:38 PM (ISO 8601)
- Join Date
- May 2008
- Location
- Orlando, FL
- Gender
Re: Celestia's Finest OOC: How Do You Pronounce 'Croix' Anyway?
I mean, more like this kind of bugbot hive. The kind that strikes fear into your enemies.
Yeah. I remember the other legs. I just thought her rejected leg was modeled to look like bloody flesh for some reason.
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2019-06-03, 10:52 PM (ISO 8601)
- Join Date
- Aug 2012
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2019-06-03, 11:26 PM (ISO 8601)
- Join Date
- Jan 2016
- Location
- Brinstar Depths
- Gender
Re: Celestia's Finest OOC: How Do You Pronounce 'Croix' Anyway?
I think that, if you are alright with it, we can just have Elbeyon give us a list of what she gathers from the Bird and move on.
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2019-06-04, 05:59 AM (ISO 8601)
- Join Date
- May 2008
- Location
- Orlando, FL
- Gender
Re: Celestia's Finest OOC: How Do You Pronounce 'Croix' Anyway?
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2019-06-04, 06:20 AM (ISO 8601)
- Join Date
- Mar 2012
- Location
- Behind the Computer
- Gender
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2019-06-04, 09:56 AM (ISO 8601)
- Join Date
- Aug 2012
Re: Celestia's Finest OOC: How Do You Pronounce 'Croix' Anyway?
I'm fine with that? I can devote to finish all the inventions and submit an inventory list for this mission.
Yeah, that's one of the reasons Love destroyed all her Swarms and MicroBots. I really like Swarms too so that was a hard choice! They were so awesome.
Clever doctors! It's working. Love's medical expenses have about tripped.Last edited by Elbeyon; 2019-06-04 at 09:56 AM.
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2019-06-04, 11:25 AM (ISO 8601)
- Join Date
- Mar 2012
- Location
- Behind the Computer
- Gender
Re: Celestia's Finest OOC: How Do You Pronounce 'Croix' Anyway?
Re: Modular Magic Jewelry - It sounds good to me and it would open up flexibility to adjust our load out as we see fit. As fun as
DiamondDog Tags would be, I still think that bracelets would be more reliable option as they're sturdier and they'd be harder to pilfer.
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2019-06-04, 12:58 PM (ISO 8601)
- Join Date
- Jan 2016
- Location
- Brinstar Depths
- Gender
Re: Celestia's Finest OOC: How Do You Pronounce 'Croix' Anyway?
Alright, Elbeyon and I will confer on the magic Love is going to use and then we'll move forward this evening.
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2019-06-04, 07:11 PM (ISO 8601)
- Join Date
- May 2008
- Location
- Orlando, FL
- Gender
Re: Celestia's Finest OOC: How Do You Pronounce 'Croix' Anyway?
Aww, Love destroyed those? Well so much for that idea. Maybe we can build a bugbot Voltron thing... several bots combine into one big bot for great justice.
Clever doctors! It's working. Love's medical expenses have about tripped.
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2019-06-04, 09:50 PM (ISO 8601)
- Join Date
- Jan 2016
- Location
- Brinstar Depths
- Gender
Re: Celestia's Finest OOC: How Do You Pronounce 'Croix' Anyway?
Very low. So low, in fact, that it'd be a bad idea to sneeze on them.
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2019-06-04, 09:59 PM (ISO 8601)
- Join Date
- May 2008
- Location
- Orlando, FL
- Gender
Re: Celestia's Finest OOC: How Do You Pronounce 'Croix' Anyway?
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2019-06-04, 10:02 PM (ISO 8601)
- Join Date
- Jan 2016
- Location
- Brinstar Depths
- Gender
Re: Celestia's Finest OOC: How Do You Pronounce 'Croix' Anyway?
Maybe. To be on the safe side.
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2019-06-04, 10:36 PM (ISO 8601)
- Join Date
- May 2008
- Location
- Orlando, FL
- Gender
Re: Celestia's Finest OOC: How Do You Pronounce 'Croix' Anyway?
Well. You know what time it is.
Spoiler: *Snap*
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2019-06-04, 11:48 PM (ISO 8601)
- Join Date
- Aug 2012
Re: Celestia's Finest OOC: How Do You Pronounce 'Croix' Anyway?
Yep. The Swarms weren't nano tech, but they were very small robots. Love was going to go ham on the swarms. Maybe? I don't see that happening.
Yeah. Love will take care of them. I'm sure Null's medical bill is already absurd.
Love will have to sacrificial dodge in the way of any sneezes.
I'm sure they'll love that idea.At least they'll always have video games.
Love will get them all the vaccinations!
May they have an easy time adjusting to nurses.
Edit: It's going to take me a while to finish the equipment.Last edited by Elbeyon; 2019-06-05 at 01:11 AM.
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2019-06-05, 05:43 AM (ISO 8601)
- Join Date
- May 2008
- Location
- Orlando, FL
- Gender
Re: Celestia's Finest OOC: How Do You Pronounce 'Croix' Anyway?
Rose: "Mmm, ham swarms... with melted cheese on a warm Prench roll..."
I'm sure they'll love that idea.At least they'll always have video games.
Love will get them all the vaccinations!
Make sure to take them on walks! Hmm, Rose did decently well interacting with Blank. Might have to free up some time if Love needs it.
May they have an easy time adjusting to nurses.
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2019-06-05, 09:45 AM (ISO 8601)
- Join Date
- Mar 2012
- Location
- Behind the Computer
- Gender
Re: Celestia's Finest OOC: How Do You Pronounce 'Croix' Anyway?
Hey, it's not their fault that they were cloned into the world by a psychotic doctor who held no regard for their personal health. They got dealt a bad hand... That now must be kept in weighted storage tents lest they blow away in the wind.
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2019-06-05, 11:45 AM (ISO 8601)
- Join Date
- May 2008
- Location
- Orlando, FL
- Gender
Re: Celestia's Finest OOC: How Do You Pronounce 'Croix' Anyway?
I'm tired and will just assume that was in reference to "Stupid Sexy Rose" because it's funny and the easiest answer to use. :p
Actually, now that I think about it, I don't believe Rose was properly introduced to Null.
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2019-06-05, 12:19 PM (ISO 8601)
- Join Date
- Aug 2012
Re: Celestia's Finest OOC: How Do You Pronounce 'Croix' Anyway?
Love can just make Rose Ham. It sounds much easier. Ham isn't exactly know for it's material properties.
I wouldn't have any experience living in a bubble. It sounds challenging. Blank might like it though. I'm not sure about Null. I figure as long as Null has a computer she is going to be somewhat happy.
Love will give them walks! Yeah, Rose did well with Blank. I think it was one of her better moments last mission.
Interesting thought.
It's not their fault at all. It's not like they'll be there forever! And, plus cleaning magic might make things a lot easier.
Funny is good.
Yeah. I believe the group split up and Rose went up stairs with Midnight so she never met Null.
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2019-06-05, 05:31 PM (ISO 8601)
- Join Date
- Jan 2016
- Location
- Brinstar Depths
- Gender
Re: Celestia's Finest OOC: How Do You Pronounce 'Croix' Anyway?
Everyone still with me and ready to continue?
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2019-06-05, 05:39 PM (ISO 8601)
- Join Date
- May 2008
- Location
- Orlando, FL
- Gender
Re: Celestia's Finest OOC: How Do You Pronounce 'Croix' Anyway?
I've only used ham as construction material to build Christmas dinners.
I wouldn't have any experience living in a bubble. It sounds challenging
Yeah. I believe the group split up and Rose went up stairs with Midnight so she never met Null.
Yes.
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2019-06-05, 06:39 PM (ISO 8601)
- Join Date
- Aug 2012
Re: Celestia's Finest OOC: How Do You Pronounce 'Croix' Anyway?
Yes! I'm ready to start throwing some dice and getting equipment to DKS.
A fine use! My family isn't that big into ham. I enjoy it, but I don't eat it that often.
Love is going to blow Blank and Null's mind with the world! They don't even know how big the place is compared to their tube or virtual world.
Rose is Love's friend. Feel to assume Love talked about Love being a parent to Rose. Because, Love would have brought it up at least a little.
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2019-06-05, 07:07 PM (ISO 8601)
- Join Date
- May 2008
- Location
- Orlando, FL
- Gender
Re: Celestia's Finest OOC: How Do You Pronounce 'Croix' Anyway?
My daughter lives off eating ham.
The question first is, is Love the kind of sister to keep wallet photos of her siblings?