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Noctis Vigil
2012-11-19, 03:29 AM
Chozo Power Suit
This suit of magical armor provides protection from most attacks, and provides strong weaponry as well. Left behind by a now-gone civilization, this powerful gear can make you into the perfect warrior.

Each individual part of the suit will be described piece by piece, so if you don't see your favorite powerup here, I probably just missed it, so poke me and I'll come up with rules for it.

NOTE: I will be posting item creation rules for parts of this. Some of them, however, will be considered artifacts (for example: missile and health recovery items will be standard items, while the missile launcher and suit will treated as artifacts).

The Suit
The main suit is part armor, part body enhancement. The base suit can be broken down into several parts:

Zero Suit
This skin-tight suit covers your whole body except for your head, and offers little in the way of protection. For all intents and purposes, the character is treated as unarmored, but gains a +2 to natural armor while in the Zero Suit.

Power Suit
The power suit is a suit of magically enhanced armor worn over the Zero Suit. This suit incorporates many aspects into itself for defense. The suit is considered armor, and grants +4 to AC with no ACP and a 10% arcane spell failure chance. In addition, this suit grants DR10/-, resistance 10 to all elements, and negates the first 30 feet of falling damage.

The Power Suit has its own health, which is added to your HP total as temporary HP. The suit starts at 99HP, and may be given a higher HP maximum using Energy Tanks (see below). Upon reaching 0HP for the suit, the suit fails and falls off, and must be repaired using magic before it can be equipped again (repairing the suit from a collapsed state will be covered in depth further down). Your suit may be repaired while you wear it with repair spells or cure spells, or you may fix it by collecting Health Recovery Modules (see below).

The Power Suit is airtight, and lets the wearer travel safely underwater or in a vacuum, but does not improve movement under these conditions. The Power Suit weighs a fair amount (100 pounds), but is magically powered with motion, so the wearer does not count this weight (or any additional powerups added to the suit) against their encumbrance.

The Power Suit has both the Visor and the Arm Cannon built into it, both of which are described in more detail below.

Finally, the Power Suit (and all its upgrades) are tied to you, and cannot be equipped by anyone else after they have been equipped once.

Varia Suit
The Varia Suit is an enhanced version of the Power Suit, granting added defensive capabilities, and drastically improving the suit's resistance to fire and cold damage. The bonus to AC offered by the Power Suit is improved to +10, and the DR improves to DR25/-. Fire and cold resistances improves to 50, and all other resistances improve to 20.

Gravity Suit
The peak of the normal suit powerups, the Gravity Suit offers amazing protection against most every form of attack. The AC bonus offered by the Varia suit improves to +16, and the DR improves to DR45/-. Fire and cold resistances improve to 60, and all other resistances improve to 30. Additionally, this suit makes the wearer immune to the damaging effects of lava. Finally, the wearer of the Gravity Suit always moves as if they were under the effects of a Freedom of Movement spell.

Dark Suit
This enhancement to the Power Suit, Varia Suit or Gravity Suit adds resistance 30 to negative energy damage, grants +4 bonus to resist poison, and grants a +4 bonus to saves against negative energy and death effects. Additionally, the wearer of the suit suffers none of the side effects of being on a negative energy plane.

Light Suit
This powerup of the Dark Suit improves the resistance to negative energy damage to 60, and grants immunity to level loss and death effects. In addition, all healing spells or repair spells cast upon the suit or its wearer have double the normal effect (this is strictly spells; it does not effect things like potions, Health Recovery Modules, Missile Modules, Light Modules or Dark Modules). Additionally, the wearer of the suit suffers none of the side effects of being on a positive energy plane.

Hazard Shield
This enhancement of the Power Suit, Varia Suit or Gravity Suit grants the wearer a +4 bonus to resist poison (this stacks with the Dark Suit's bonus), and increases the acid resistance offered by the suit by 30.

The Arm Cannon
This energy cannon is built onto the arm of the Power Suit and all its upgrades, and replaces the right hand of the suit (meaning that so long as the suit is equipped, you are limited to only having your left hand available). This cannon has a base range of medium (100 feet plus 10 feet per level of the character wearing the suit), and cannot fire past this range without upgrades. Each shot fired is a ball of energy roughly 2 inches across that deals 1d4+1 force damage, and requires a ranged touch attack to hit with. You may fire iterative attacks with the Arm Cannon. The Arm Cannon (and all its upgrades) function underwater or in extreme conditions unless stated otherwise.

Some of the powerups for the Arm Cannon must be activated to use, such as the Ice Beam or the Missile Launcher. Activating these powerups is a move action that does not provoke attacks of opportunity. If a powerup must be activated to use, it will be noted in the powerup's description. Switching back to the standard Arm Cannon is also a move action that does not provoke attacks of opportunity. You may only have one weapon active at a time, and you do not need to return to the standard Arm Cannon before switching to another weapon.

Long Shot
This powerup for the Arm Cannon increases the range of the cannon to long (400 feet plus 40 feet per level of the character wearing the suit).

Charge Beam
This powerup for the Arm Cannon lets you charge the cannon for a move action to deal 4d4+4 damage in one shot, or for one full round to deal 7d4+7 damage in one shot. You only get one charged attack per charge. After firing the charged shot, you must charge it again to deal the extra damage on another shot; this is true of all arm cannon powerups unless expressly stated otherwise. A charged shot may be fired as a standard attack, or as the first attack in a full attack. Additionally, this increases base damage of the Arm Cannon to 2d4+2.

This powerup adds special attacks to most other Arm Cannon powerups; each of these will be detailed in that powerup's description.

Ice Beam
This powerup for the Arm Cannon must be activated, and when active changes the base form of the cannon to deal 2d6 cold damage instead of the regular force damage. Additionally, anything brought to 0HP or less by this beam is frozen solid (treat as petrified), and may be shattered with any further attacks.

Obtaining the Charge Beam increases the base damage of this beam to 3d6 cold damage. Charging for a move action increases the damage dealt to 7d6, and charging for a full round increases damage to 10d6 cold damage.

Wave Beam
This powerup for the Arm Cannon must be activated, and when active changes the base form of the cannon to deal 3d6 electricity damage instead of the regular force damage. Additionally, this weapon can fire through clear materials (such as glass or crystal).

Obtaining the Charge Beam increases the base damage of this beam to 5d6 electricity damage. Charging for a move action increases the damage dealt to 10d6, and charging for a full round increases damage to 15d6 electricity damage. Additionally, charged shots from this beam are treated as having the Seeking weapon enhancement property, and get a +4 bonus to hit.

Plasma Beam
This powerup for the Arm Cannon must be activated, and when active changes the base form of the cannon to deal 5d6 fire damage instead of the regular force damage. Additionally, there is a 10% chance this beam will set the target on fire (dealing 1d6 damage a round until the fire is put out).

Obtaining the Charge Beam increases the base damage of this beam to 8d6 fire damage. Charging for a move action increases the damage dealt to 16d6 damage, and charging for a full round increases damage to 20d6 fire damage. Additionally, charged shots have a 75% chance to set a target of fire (dealing 3d6 damage a round until the fire is put out).

Dark Beam
This powerup for the Arm Cannon must be activated, and when active changes the base form of the cannon to 3d6 negative energy damage instead of the regular force damage. This weapon uses ammunition in the form of Dark Modules (see below), at a cost of one dark energy per shot. The Dark Beam begins with the capacity to hold 50 dark energy, and can be expanded with the Beam Ammo Tanks.

Obtaining the Charge Beam increases the base damage of this beam to 5d6 damage. Charging this beam for a move action increases the damage to 7d6 damage, and charging for a full round increases damage to 10d6 negative energy damage. A charge shot of either length costs 5 dark energy to fire. Any foe not resistant to negative energy that is hit by a charged Dark Beam is treated as slowed for one round (move action charge) or 3 rounds (full action charge). If you are out of dark energy, you may charge for a full round to fire off a normal uncharged Dark Beam.

Light Beam
This powerup for the Arm Cannon must be activated, and when active changes the base form of the cannon to 3d6 positive energy damage instead of the regular force damage. This weapon uses ammunition in the form of Light Modules (see below), at a cost of one light energy per shot. The Light Beam begins with the capacity to hold 50 light energy, and can be expanded with the Beam Ammo Tanks.

Obtaining the Charge Beam increases the base damage of this beam to 5d6 damage. Charging this beam for a move action increases the damage to 7d6 damage, and charging for a full round increases damage to 10d6 positive energy damage. A charge shot of either length costs 5 light energy to fire. Any foe not resistant to positive energy that is hit by a charged Light Beam has a 75% chance to be dazzled for 1 round (move action charge) or three rounds (full action charge). If you are out of light energy, you may charge for a full round to fire off a normal uncharged Light Beam.

Annihilator Beam
This powerup requires you to have both the Light Beam and the Dark Beam to use. This powerup for the Arm Cannon must be activated, and when active changes the base form of the cannon to 5d6 sonic damage instead of the regular force damage. This weapon uses ammunition in the form of Light Modules and Dark Modules, at a cost of one dark energy and one light energy per shot.

Obtaining the Charge Beam increases the base damage of this beam to 8d6 damage. Charging this beam for a move action increases the damage to 15d6 damage, and charging for a full round increases damage to 20d6 sonic energy damage. A charge shot of either length costs 5 dark energy and 5 light energy to fire. Any foe not resistant to sonic energy that is hit by a charged Annihilator Beam has a 75% chance to be deafened for 1 round (move action charge) or three rounds (full action charge).

Missile Launcher
This powerup for the Arm Cannon that changes the base form of the cannon to deal 5d6 bludgeoning damage in a 5 foot radius, instead of the regular force damage. Additionally, this weapon is treated as having the seeking weapon property, and grants a +5 bonus to hit. This weapon requires ammunition in the form of Missile Modules (see below), at a cost of one missile per shot. The Missile Launcher begins with the capacity to hold 10 missiles, and may hold more missiles if Missile Tanks (see below) are collected. Lastly, the range on missiles changes to a range increment of 250 feet; this increment is used for all missile varieties unless stated otherwise.

Super Missiles
This is a powerup for the Missile Launcher. You must also have the Charge Beam to use this powerup. Upon charging the Arm Cannon for a full round, you may fire a Super Missile as a standard attack or as the first attack in a full attack, which uses 5 missiles in ammunition and does 25d6 bludgeoning damage in a 10 foot radius.

VARIANT: The Super Missile Launcher may be a separate item in its own right, which uses a different ammunition than the Missile Launcher in the form of Super Missile Modules (see below). The base amount of super missiles you may carry is 5, and this amount is expanded using Super Missile Tanks (see below). If you use this variant, the super missile should be treated as a missile that deals 15d6 damage in a 5 foot radius.

Seeker Launcher
This is a powerup for the missile launcher. You must also have the Charge Beam to use this powerup. You may charge the Missile Launcher for a full round, during which you lock on to up to 5 targets, each of which must be within 30 feet of each other. Upon firing the charged shot as a standard action, you instead spend a number of missiles equal to the number of targets locked on to, and shoot each of the targets with a missile. This does not increase the damage dealt by the missiles, even if you target less than 5 creatures.

Ice Spreader
This is a powerup for the Missile Launcher. You must also have the Charge Beam and the Ice Beam to use this powerup. Upon charging the Ice Beam for a full round, you may fire an Ice Missile as a standard attack or as the first attack in a full attack, which uses 10 missiles in ammunition and discharges the charged shot. This attack does 10d6 bludgeoning and 20d6 ice damage in a 10 foot radius. Anything brought to 0HP or less by this weapon is frozen solid (as if petrified) and then shattered.

Wavebuster
This is a powerup for the Missile Launcher. You must also have the Charge Beam and the Wave Beam to use this powerup. Upon charging the Wave Beam for a full round, you may fire the Wavebuster as a standard attack, which uses 10 missiles in ammunition and discharges your charged shot when first fired, and costs 5 more missiles each consecutive round. This weapon strikes the target for 20d6 electricity damage the first round, and 15d6 electricity damage each consecutive round you maintain firing it. This attack overcomes concealment, partial cover and improved cover, but not total concealment or total cover. This is a continuous attack; maintaining the stream of fire is a standard action that does not provoke attacks of opportunity. If you stop firing for any reason, you will need to charge again before you can fire this again. The range on the Wavebuster is medium (100 feet plus 10 feet per level of the character wearing the suit), and does not have an increment.

Flamethrower
This is a powerup for the Missile Launcher. You must also have the Charge Beam and the Plasma Beam to use this powerup. Upon charging the Plasma Beam for a full round, you may fire the Flamethrower as a standard attack, which uses 10 missiles in ammunition and discharges your charged shot when first fired, and costs 5 more missiles each consecutive round. The line of fire deals 30d6 fire damage on the first round, and 20d6 each round thereafter. This is a continuous attack; maintaining the stream of fire is a standard action that does not provoke attacks of opportunity. If you stop firing for any reason, you will need to charge again before you can fire this again. The Flamethrower creates a line of fire with a range of medium (100 feet plus 10 feet per level of the character wearing the suit), and does not have an increment.

Darkburst
This is a powerup for the Missile Launcher. You must also have the Charge Beam and the Dark Beam to use this powerup. Upon charging the Dark Beam for a full round, you may use the Darkburst as a standard attack or as the first attack in a full attack, which costs 5 missiles and 30 dark energy to fire, as well as discharging your charged shot when fired. The projectile fires in a straight line, and upon hitting its target explodes in a vortex of negative energy, dealing 10d6 bludgeoning and 25d6 negative energy damage in a 10 foot radius. Additionally, anything hit by this that isn't resistant to negative energy is slowed for 5 rounds.

Sunburst
This is a powerup for the Missile Launcher. You must also have the Charge Beam and the Light Beam to use this powerup. Upon charging the Light Beam for a full round, you may use the Sunburst as a standard attack or as the first attack in a full attack, which costs 5 missiles and 30 light energy to fire, as well as discharging your charged shot when fired. The projectile fires in a straight line, and upon hitting its target explodes in a vortex of positive energy, dealing 10d6 bludgeoning and 25d6 positive energy damage in a 10 foot radius. Additionally, anything hit by this that isn't resistant to positive energy is dazzled for 5 rounds.

Sonic Boom
This is a powerup for the Missile Launcher. You must also have the Charge Beam and the Annihilator Beam to use this powerup. Upon charging the Annihilator Beam for a full round, you may use the Sonic Boom as a standard attack or as the first attack in a full attack, with costs 5 missiles, 30 dark energy and 30 light energy to fire, as well as discharging your charged shot when fired. The projectile fires in a straight line, and upon hitting its target explodes in a deadly thunderous concussive sound burst, dealing 15d6 bludgeoning damage and 30d6 sonic damage in a 20 foot radius. Additionally, anything hit by this that isn't resistant to sonic energy is deafened for 5 rounds.

To do:
1.) Light and Dark suits, Hazard Shield Done
2.) Visors (80% Done)
3.) Grapple Beams Done
4.) Morph Ball and enhancements thereof (80% Done)
5.) Tanks/Items/Other Powerups
6.) World Stuff (doors/blast doors, possibly phazon rules, possibly enemies)
7.) Possibly Ships

A Note On Weapons: Unless otherwise stated, the wearer of the Power Suit is immune to any weapon listed here that the wearer fires while in the suit. This includes all arm weapons and bomb weapons.

Noctis Vigil
2012-11-19, 03:30 AM
Visors
The visor is built into the helm of the Power Suit, and can be upgraded with a great many useful abilities, as detailed below. Different visors need to be activated to use. Activating a visor is a move action which does not provoke attacks of opportunity, as is returning to the default Combat Visor.

All visors also have a health meter built into them, displaying how much energy your suit has left. In addition to this, all visors have a warning gauge on them, which is a bar that increases as you get near terrain hazards (such as lava or exposed wires); this warning meter has a maximum range of 50 feet.

Lastly, all visors let you to lock on to a single target, increasing accuracy. Locking onto a target is a swift action that does not provoke attacks of opportunity, and dropping a lock on off of a target is a free action. Any time you are locked on to a target, you get +5 untyped bonus to hit that target (which stacks with the bonus to hit from individual weapons). Breaking line of sight does not necessarily break a lock on; only completely losing sight of the target (such as them becoming invisible while using the Combat Visor, or gaining total concealment behind an obstacle) or the target moving out of range of your arm cannon will break the lock on.

Combat Visor
The default visor which cannot be removed from the suit. Let's you see. That's...pretty much it. Doesn't do anything outside normal visor options.

Scan Visor
Mechanic still under construction...

Thermal Visor
This visor lets the wearer see temperatures, with different objects starting at very cold (-40F or lower) being black, then scaling up through blue, green, yellow, orange, red, then very hot (250F or higher) being white. Creatures or objects that are one color band out of the ambient temperature grant a +2 bonus to hit; if a creature or object is more than one color band out of the ambient temperature this bonus increases to +5 (this stacks with the lock on bonus that visors have, and any individual bonuses granted by specific arm cannon weapons).

X-Ray Visor
This visor lets the user see things not normally visible to the naked eye. It lets the wearer see through things within a 30 foot cone in front of them, and grants them the ability to see invisible objects and creatures.

NOTE: This is not, strictly, "x-ray vision" as the term is widely understood. It is, however, a combination of the power as it exists in Super Metroid and Metroid Prime.

Dark Visor
This visor lets you see things not normally visible to the normal eye. This visor acts as the Combat Visor, save that vision changes to black and white display, and you are considered to have darkvision to a range of 120 feet. Also within this range, you may see ethereal creatures (which display in red).

Echo Visor
This visor works like a sonar, letting you see sounds. This grants blindsight and true seeing within a medium range of the wearer (100 feet plus 10 feet per level). While this visor is active, you lose your normal vision granted by the other visors, effectively relying on your sonar.

Morph Ball
The Morph Ball is a powerful piece of technology that lets you transform into a ball to enter small spaces. The ball is roughly 1'6" across. While in the ball form, your movement speed is increased by 10 feet. While in this form, all normal vision is lost, but you gain blindsight out to 50 feet. Jumping and climbing cannot be done while in this mode. While in this form, you gain a +20 bonus to tumble checks. While in this form, all normal modes of attack are disabled, but you may obtain weapons for this form (see below).

Spring Ball
This simple powerup to the standard Morph Ball lets you jump as normal while in ball form. The Spring Ball may not be used with the Space Jump.

VARIANT: This powerup may be combined with the High Jump (described further down); if it is, call it the High Jump, and say it grants you both.

Bombs
These small energy charges are the basic weapon of the Morph Ball. You may only have up to three of these bombs laid at once; you may lay them in iterative attacks. Each bomb sits for one round before going off, at which time they deal 2d6 bludgeoning damage in a 5 foot radius.

You may use these bombs to "bombjump", in essence timing your bombs such that they go off and propel you upwards while not running out of bombs available to you. To do this, you must succeed at a successful Concentration check to time each jump. The first check has a DC of 15, with each successive jump adding 2 to the DC; with each successful bomb gaining you 5 feet of altitude and up to 5 feet of movement in another direction. "Bombjumping" cannot be done in combat.

Power Bombs
The "ultimate weapon" of sorts for the power suit, these awesome bombs require ammunition in the form of Power Bomb Modules (see below), and this may be expanded with Power Bomb Tanks (see below). Laying a power bomb costs one bomb ammo and counts as one of the three bombs that you may have laid at once. Power Bombs deal an amazing amount of damage in a huge range, a whopping 40d6 bludgeoning damage over a 50 foot radius. Additionally, anything reduced to 0 or fewer HP by a Power Bomb is vaporized, not even leaving a trace of dust behind.

Power Bombs may not be used to "bombjump".

Spider Ball
This powerful enhancement to the Morph Ball must be activated to use, a free action that doesn't provoke attacks of opportunity (deactivating is the same). While active, you gain a climb speed equal to half your normal movement speed, which lets you adhere to the wall (or even the ceiling) without making climb checks. Taking damage or hitting yourself with a bomb while this form is active deactivates the Spider Ball for one round.

Boost Ball
Mechanic still under construction...

Grapple Beam
The Grapple Beam is an attachment that goes on the wrist of the Power Suit's left hand, and is used to pull things, swing from designated Grapple Points (see below), and in special cases drain or fill things with energy. There are three kinds of Grapple Beam, as specified below.

Grapple Lasso
The most basic Grapple Beam, this powerup shoots a whip of energy at the target, and can then be used to pull the target towards yourself. Targets that can be pulled include: items composed entirely of metal, crystal, energy, or a combination thereof, as well as Grapple Points. Latching on with the Grapple Lasso is a ranged touch attack. This beam does not let you pull or lift things you could not normally move with your current Strength score, but does let you grab hold of things that would not normally have a handhold. Maximum range of the lasso is 20 feet with no increment.

Grapple Swing
This upgrade to the Grapple Lasso lets you latch onto a valid fixed grapple target (listed above under Grapple Lasso) and swing from point to point. To use it, target the Grapple Point with your visor and fire the Grapple Beam at it. The beam will retract five feet once it attaches, pulling you up towards the target and making you swing in that direction. A successful swing is a move action, and you may remain swinging safely indefinitely on one Grapple Point before letting go. You may take multiple actions in a row to swing from point to point; keep in mind this will involve targeting and firing at the new Grapple Point in midair, which may incur a situational penalty depending on the GM in question. The Grapple Swing may be used with a range of 40 feet with no increment.

NOTE: Some targets, while valid to lock on to, may not have sufficient hold to carry your weight. GMs should have a maximum weight clearly set for fixed grapple targets, or more importantly possible flying targets.

Grapple Voltage
The last and most powerful of the Grapple Beams, this upgrade of the Grapple Lasso lets you lock on to targets and charge or drain their energy. This beam may be used to target any magical device, electrical device, construct, or golem. Grapple Voltage has the same range as Grapple Lasso.

You may charge items by pushing energy from your suit into them. In the case of items with charges or uses per day, every 20 HP you sacrifice from your suit becomes one charge for the item (although if the item is charged past its maximum charges, it will explode, dealing 1d6 force damage per 2 charges in the item in a 10 foot radius). For electrical devices, it will vary from item to item; the GM should consider the specific item beforehand and come up with a valid amount of energy to charge it, and how much HP will be lost in doing so. Overcharged electrical devices will explode, dealing electricity damage in a 10 foot radius; how much damage should be determined by the GM. For magical arms and armor without charges or uses per day, the item can hold 100 energy before finally overcharging and exploding for 2d6 times the item's enhancement bonus force damage in a 10 foot radius. For golems or constructs, every 2HP you push into them is 1HP recovered, with extra HP becoming temporary HP (although you cannot give them more than an additional 50% HP in temporary HP). Using this for a full round pushes 20HP out of you and into the target.

When draining energy from something, you pull energy out of the target and into the suit (and only into the suit; this powerup can only recover the suit's health, never your base HP). In an item with charges or uses per day, you may drain one charge or use as a full round action from the item and into yourself; doing so recovers 20HP to the suit. For electrical devices, it will vary from item to item; the GM should consider the specific item beforehand and come up with a valid amount of energy to drain it, and how much HP would be recovered in doing so. For golems or constructs, every 2HP you pull into them is 1HP recovered by your suit.

This powerup can never be used to lower your suit's HP below 1, nor may it be used to increase your suit's HP above its current maximum. All attempts to do so simply don't work, and no energy is transferred.

Noctis Vigil
2012-11-19, 03:32 AM
Various Suit Upgrades
These suit upgrades give you unique abilities, and as such don't fall under their own categories.

Space Jump
The Space Jump powers up your suit's boots, letting them project a field of force for a tiny moment in midair, thus granting you a second jump made immediately after your first. This jump must be made just after reaching the peak of your first jump; it cannot be used if you've fallen more than 10 feet after the peak of your jump, or if you didn't jump to get in the air.

VARIANT: Unending Jumps. Essentially, this powerup lets you jump until you roll a 1 on a jump check under these rules. Since this is essentially flight with skill checks, GMs are advised to think carefully before they allow this in a game. If you use this variant, the Screw Attack (see below for more details) does not grant you multiple jumps, and instead just surrounds you in a swirl of energy every time you jump.

High Jump
This powerup for your suit's boots lets you jump very high. Consider your ranks in jump and the base ability modifier added to jump doubled so long as you have this power an your suit equipped.

VARIANT: This powerup can also be combined with the Spring Ball, granting you both at the same time.

Screw Attack
This awesome powerup for your suit makes the suit emit a swirling vortex of power around you every time you jump. Anything that hits you (or that you hit) while this is active takes 10d6 damage. This damage is untyped, and bypasses all forms of DR and armor.

Additionally, this powerup lets you make up to 5 consecutive jumps, following the guidelines for multiple jumps listed above under the Space Jump. These extra jumps are in addition to the extra jump granted by the Space jump.

To Be Continued...

Noctis Vigil
2012-11-19, 03:34 AM
Reserved^3

Noctis Vigil
2012-11-19, 03:35 AM
Reserved 4: the Reservening

OK, that should be enough to cover everything I have planned here. Post away.

darbythegambler
2012-11-19, 04:11 AM
this looks pretty powerful, though it kinda makes sense considering its artifact status and the character this is most often used by. but since I'm not too keen on metroid stuff, is this covering all the upgrades we see the suit get? or is it just picked and chosen? because I see you have the ice tipped missiles, but not the diffusion ones (unless it's just supposed to be the same, otherwise, ignore that remark) and if you want to go the whole 9 yards, don't forget to add an emergency side arm for the zero suit

as for enemies, remember to mention that space pirates are unusually fascinated with tubes :smallbiggrin:

Noctis Vigil
2012-11-19, 04:19 AM
I'm picking and choosing a little bit on the powerups, yes. The weapons and suits are mostly based off the first two Prime games, although the Hazard Shield is from the third Prime game and the Super Missile Launcher variant is from Super Metroid. I will probably be going with the Metroid 2 version of the Spider Ball, which will have bits of the Prime spider ball added on.

So yeah, this is kind of an amalgamation of Metroid games. Luckily for me I've beaten every one of them so I know what I'd doing.

I'm a bit of a Metroid fanboy, yes. :smalltongue:

darbythegambler
2012-11-19, 04:28 AM
personally, the powergamer in me would like to see every power up, not just users pick :smallredface: either way, it's coming out real good, excessive too (in a good way)

Noctis Vigil
2012-11-19, 04:42 AM
Every powerup would mean I'd have to break this down by game, since the powerups (even "the same" powerups) differed quite a lot from game to game. If you have a specific powerup or powerups you really desperately want to see here, tell me and I'll see to it they get added, though I can't promise how well they'll translate into D&D rules.

darbythegambler
2012-11-19, 04:46 AM
I'll wait until you finish what you're working on before making requests, for all I know you'll accidentally include what I wanted anyway :smalltongue:

Noctis Vigil
2012-11-22, 12:58 PM
The beginnings of Visors and most of Morph Ball are up.

Visors are hard, because I basically have to write the mechanic for each and every one of them. The only ones I have done so far are the basic Combat Visor and the Dark Visor. More will be completed as time permits.

I do not know if I will finish this very soon. Finals are rapidly approaching, and my free time is now quite limited. I will try and see to it this gets completed, but there's a good chance that once the Thanksgiving break is over I won't be able to update this until the end of the semester (sometime around December 12-15). We'll see how things go.

Noctis Vigil
2012-11-22, 06:07 PM
Grapple Beams completed and up. Please PEACH on the Grapple Voltage, its mechanic was difficult to create.

LordErebus12
2012-11-22, 10:28 PM
heres something that might work for the visions. i always think this vision mode must be paired with light blindness or at least light sensitivity, as extreme flashes of light should overload the eyes.


Infra-vision (Ex):This ability allows the user to detect sources of heat with her eyes. These sources may range from ambient temperature to the heat of a powerful fire. Any such source of heat possesses an aura with a myriad of colors ranging from red to white, called a heat signature.

Accordingly, the user gains a competence bonus to Spot checks involving such sources corresponding to the severity of the heat signature's color. The most 'severe' color is always closest to the source of the heat signature, and may be surrounded with less severe colors as the heat diminishes the further it gets from the source.

{table=head]{colsp=4}
Table: Infra-vision

Signature Color|
Source Temperature |
Example |
Spot skill bonus

{colsp=1}
Red|{colsp=1}
less than 70F |{colsp=1}
interior of a house during winter |
+2

{colsp=1}
Orange|{colsp=1}
70F to 120F |{colsp=1}
living human body |
+3

{colsp=1}
Yellow|{colsp=1}
120F to 210F |{colsp=1}
a geyser |
+4

{colsp=1}
White|{colsp=1}
210F or over |{colsp=1}
a fire |
+6
[/table]

This ability cannot detect heat sources with a temperature below that of the current ambient temperature.

Noctis Vigil
2012-11-24, 02:28 AM
That's a good start, but I'd like to make it work a bit more like actual heat-vision stuff (which admittedly works differently from the game, but whatever). I need to look up the exact color scheme, but I know it starts at black, goes through the whole rainbow, ends at white, and can detect anything from below freezing to above 200 degrees F. I think the way it will scale with bonuses is for every measure of temperature above or below the ambient temperature the target is, it grants a scaling bonus to Spot. So if the room is 130 degrees and the target is 60, there's gonna be some bonus there.

Thanks for the comments, LordErebus, it gave me good ideas. :smallbiggrin:

darbythegambler
2012-11-24, 02:41 AM
to be accurate to the games, you might want to include a rule for the power bomb that says that it doesn't affect you, because as it's written right now, the poor armor wearer using the power bomb blows themselves up with it

Noctis Vigil
2012-11-24, 04:03 AM
Already done, check to bottom of the first post. :smallbiggrin:

Noctis Vigil
2012-11-26, 03:42 AM
Took some time to update a bunch of stuff: the Power Suit now negates 30 feet of falling damage, the basic rules for changing weapons under the Arm Cannon have been edited to make changing weapons clearer, fixed some RAW issues with the Charge Beam and the Seeker Launcher, added a clause about still being able to fire the Dark and Light Beams with a full charge shot when out of ammo (as is allowed in the original game), clarified some things under each special missile combo (of big note here is that you can move while maintaining the Wavebuster and Flamethrower now), clarified that your own bombs disable your Spider Ball for a round, Grapple Swing clarified slightly, and Grapple Voltage modified to be slightly less broken and now has a range.

While working on the Scan Visor, it occurred to me just how broken that visor actually is. I'm honestly a little uncomfortable creating an artifact that basically lets you auto-succeed on any Knowledge check you make against a foe. The mechanic should be up soon, but man, I don't even know if I'd let my players have it, and that says something about its power in a D&D setting.

Noctis Vigil
2012-11-26, 04:10 AM
And the next three powerups are up: Space Jump, High Jump and Screw Attack.

Threadnaught
2012-12-09, 01:52 PM
While working on the Scan Visor, it occurred to me just how broken that visor actually is. I'm honestly a little uncomfortable creating an artifact that basically lets you auto-succeed on any Knowledge check you make against a foe. The mechanic should be up soon, but man, I don't even know if I'd let my players have it, and that says something about its power in a D&D setting.

How about making it a Full Round Action that relies on a Ranged Touch Attack, for one?
You could break down the information given with each scan and depending on the level or size of a creature or object, scanning could take longer. Requiring more rolls and having more chance of failure.

It's not a complete fix, but it takes time to scan an enemy while they're still attacking you, just like in the game. Your ability to avoid them is also practically non existent, as they, an enemy you know little to nothing about will be attacking you as you are forced to face them in order to learn their abilities. Also, just like the game.


as for enemies, remember to mention that space pirates are unusually fascinated with tubes :smallbiggrin:

Actually, that's because they're supposed to be using Chozo tech and it won't work without the tubes. They could theoretically find a way to get rid of them, but it's amusing when you consider they find it more efficient to mutilate and drive their own forces insane, than it would be to get rid of all those damn Morph Ball tubes.
Seriously, in Metroid Prime, there are Space Pirate notes about attempts to reverse engineer the Morph Ball.

XionUnborn01
2012-12-13, 08:27 PM
You could make the scan visor the equivalent of the spell (i think, maybe it was a feat? but pretty sure it's a spell) that evaluates your target. coupled with a deathwatch effect on them.

Qwertystop
2012-12-13, 09:53 PM
Personally, I would say Dark Visor should just be vision of coterminous planes (Ethereal and Plane of Shadow, if you're on the Prime Material). The darkvision-part should be put into Thermal and Echo, with different restrictions on each.

Noctis Vigil
2012-12-14, 04:50 AM
Actually, for the Dark Visor I looked it up. It specifically lets you see in the dark, and lets you see creatures that are between worlds.

Qwertystop
2012-12-14, 09:00 AM
Actually, for the Dark Visor I looked it up. It specifically lets you see in the dark, and lets you see creatures that are between worlds.

Oh. Huh...

I guess I forgot that bit.


On another note, are you sure about the 99-health bit? I know that's what it is in the games, but the games don't have the same HP system as D&D does. Personally, I'd take a hazard of some sort that appears in both the games and D&D, and see how much damage it does in each to figure out how much health to give the suit.

Threadnaught
2012-12-14, 09:24 AM
On another note, are you sure about the 99-health bit? I know that's what it is in the games, but the games don't have the same HP system as D&D does. Personally, I'd take a hazard of some sort that appears in both the games and D&D, and see how much damage it does in each to figure out how much health to give the suit.

Try jumping into and back out of lava. :smallwink:

Noctis Vigil
2013-04-30, 11:26 PM
I return, after a long long hiatus from writing D&D stuff!

Base Visor and Combat Visor updated, and Thermal Visor, X-Ray Visor and Echo Visor added. Additionally, the Light and Dark Suits now protect you from their corresponding energy planes.

EDIT: Woah, big oversight caught by a buddy. Lock on mechanic fixed under the base Visor description.

Holocron Coder
2013-05-01, 09:31 AM
Huh, someone else is revisiting the Power Suit as artifacts :smallbiggrin: my sig has the old version I worked on several years ago (Battle Armor of Aran).

Fair warning, it's old :smallamused:

Noctis Vigil
2013-05-01, 01:01 PM
Hmm. Your version is interesting. It clearly focuses on being viable in an old-school fantasy setting, whereas mine is just trying to translate the games into D&D as straight as possible and power level be damned. In short, yours is probably more party-friendly. :smalltongue:

Somewhere on this forum is a version of the suit done using Incarnum, but damned if I can find it to link to.

Currently working on: Speed Booster.

Valwyn
2013-05-01, 01:37 PM
No phazon suit/cannon? :smalltongue:

The Scan Visor could be something along the lines of a Legend Lore or a Know Opponent/Know Vulnerabilities as a full round action.

Holocron Coder
2013-05-01, 02:49 PM
Hmm. Your version is interesting. It clearly focuses on being viable in an old-school fantasy setting, whereas mine is just trying to translate the games into D&D as straight as possible and power level be damned. In short, yours is probably more party-friendly. :smalltongue:

Somewhere on this forum is a version of the suit done using Incarnum, but damned if I can find it to link to.

Currently working on: Speed Booster.

Yeah, was trying to shoehorn it in so that the individual "artifacts" could be used individually, but got strong once you started matching them together :smallamused: Best of luck on the set :smallbiggrin:

Noctis Vigil
2013-05-01, 04:16 PM
No phazon suit/cannon? :smalltongue:

The Scan Visor could be something along the lines of a Legend Lore or a Know Opponent/Know Vulnerabilities as a full round action.

I haven't added Phazon yet, because it's a whole mechanic, with items and powers drawn from it, as opposed to just being pieces of a suit. I have plans to attempt it later, though, don't you worry. :smallwink:

As for the scan visor, I intend to basically make it a full-round action to scan something, basically making a Knowledge check against it with a bonus to the check. It will reveal tips on how to destroy certain things, contain map and inventory logs, translation data, et cetera. So basically it grants a bonus to K checks, Arcane Sight and Tongues.


Yeah, was trying to shoehorn it in so that the individual "artifacts" could be used individually, but got strong once you started matching them together :smallamused: Best of luck on the set :smallbiggrin:

You did a good job, though at a glance it doesn't look like you quite finished it? Certainly didn't include all Samus' powers, but then again, she's designed to be a very solo character.

Thanks for reading. :smallbiggrin:

Garryl
2013-05-01, 04:37 PM
Hmm. Your version is interesting. It clearly focuses on being viable in an old-school fantasy setting, whereas mine is just trying to translate the games into D&D as straight as possible and power level be damned. In short, yours is probably more party-friendly. :smalltongue:

Somewhere on this forum is a version of the suit done using Incarnum, but damned if I can find it to link to.

Currently working on: Speed Booster.

I don't think I ever ported it to these forums, but you can find Metroid as Incarnum (http://www.minmaxboards.com/index.php?topic=1423.0) (and it's rewrite, Power of Cybernetics (http://www.minmaxboards.com/index.php?topic=8693.0)) on Minmaxboards (http://www.minmaxboards.com/index.php?board=71.0).

Noctis Vigil
2013-05-02, 01:27 AM
THAT'S the one! I knew it existed online somewhere! Didn't realize that was your brew, Garryl. It's quite well done. I almost ran an Incarnum game with it just to see how long it took my players to realize they were fighting Samus Aran, but I decided against it (I was a very new GM then, and barely had the core stuff down). Thank you for linking!