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  1. - Top - End - #1
    Ettin in the Playground
     
    Miltonian's Avatar

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    Default Celestia's Finest OOC: How Do You Pronounce 'Croix' Anyway?

    Ah, that new thread smell...

    Take it away, Elbeyon

  2. - Top - End - #2
    Titan in the Playground
     
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    Default 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 Mods
    Show
    Laser 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: Weapons
    Show
    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
    A. Fine quality: Acc increase; 3 (Base) + 2 (Fine)
    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

    Weapon Acc Range RoF Shots Bulk Rcl
    Underbarrel Grenade Launcher, 40mm 4a 75/450 3 5 0b 1
    A. Fine quality: Acc increase; 2 (Base) + 2 (Fine)
    B. Shoulder servomount: Reduce bulk to 0; -5 (Base) * 0 (Serv)

    Weapon Damage Acc Range RoF Shots Bulk Rcl
    Rainbow Laser Rifle 6d(3) burn 14a 2,000/6,000 10 415 (5) 0B 1
    A. Fine quality: Acc increase; 12 (Base) + 2 (Fine)
    B. Gyrostabilized weapon harness: Reduce bulk to 0; -4 (Base) * 0 (Harness)


    Spoiler: Rapid Fire
    Show
    Shots 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.

  3. - Top - End - #3
    Spamalot in the Playground
     
    DigoDragon's Avatar

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    Orlando, FL
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    Default Re: Celestia's Finest OOC: How Do You Pronounce 'Croix' Anyway?

    Quote Originally Posted by D.KnightSpider View Post
    In other words: 'Trust, but verify so that we can trust.'
    Hmm, how to verify without looking like we're snooping around...



    Quote Originally Posted by Elbeyon View Post
    Well, that wasn't random. Rose was acting strange and on drugs. I do have 'paranoia' on Love's sheet.
    Technically Rose is always on drugs. They're just the kind that don't need a prescription.
    Digo Dragon - Artist
    D&D 5e Homebrew: My Little Pony Races
    Avatar by me - Doc Wagon

  4. - Top - End - #4
    Titan in the Playground
     
    Elbeyon's Avatar

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    Default Re: Celestia's Finest OOC: How Do You Pronounce 'Croix' Anyway?

    Spoiler: Power Armor MK 73
    Show
    Spoiler: Commando Battlesuit (TL10)
    Show
    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. 62
    Show
    These 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. 62
    Show
    An 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. 44
    Show
    An “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. 23
    Show
    This 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. 190
    Show
    This 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. 150
    Show
    This 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. 45
    Show
    Any 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. 188
    Show
    These 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. 52
    Show
    This 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. 50
    Show
    Usually 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. 52
    Show
    A 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. 188
    Show
    A 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. 66
    Show
    This 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) Custom
    Show
    The 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. 99
    Show
    This 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. 101
    Show
    This 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. 190
    Show
    This 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. 68
    Show
    This 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. 88
    Show
    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. 69
    Show
    Makes 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. 70
    Show
    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.


    Spoiler: Power Armor MK 73 Summary
    Show
    Ar 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!
    Show
    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. 88
    Show
    Enchantment

    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. 69
    Show
    Enchantment

    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. 70
    Show
    Enchantment

    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 only
    Show
    Always-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. 104
    Show
    Always-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. 125
    Show
    Always-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. 136
    Show
    Always-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. 146
    Show
    Regular

    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. 150
    Show
    Always-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. 65
    Show
    Enchantment

    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 x3
    Show
    Check 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 x3
    Show
    Check 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. 65
    Show
    Check 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. 96
    Show
    Always-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. 104
    Show
    Identifies 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. 92
    Show
    Area

    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. 118
    Show
    Area

    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. 148
    Show
    Regular

    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. 104
    Show
    Information

    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. 108
    Show
    Information

    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. 25
    Show
    Area

    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. 178
    Show
    Information

    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. 182
    Show
    Regular

    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. 86
    Show
    Information; 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: Potion
    Show
    Liquid 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 Stone
    Show
    A 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 Arrow
    Show
    Similar 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 x5
    Show
    Area

    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 x5
    Show
    Area; 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 x2
    Show
    Check 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 x2
    Show
    Check 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 x20
    Show
    Regular

    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; x5
    Show
    Check 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; x5
    Show
    Check Grenade of Grease for details.

    Base cost: 0. (Area 4)
    Time to cast: 0 seconds


    Spoiler: Spell Stone of Borrow Language; Magic p. 48
    Show
    Regular

    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 x5
    Show
    Regular; 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)
    Show
    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)
    Show
    See Hand Grenade of Grease

    Area 7


    Spoiler: Spell Stone of Schematic; Magic p. 179 xLove only
    Show
    Information

    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 only
    Show
    Regular

    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.

  5. - Top - End - #5
    Spamalot in the Playground
     
    DigoDragon's Avatar

    Join Date
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    Default Re: Celestia's Finest OOC: How Do You Pronounce 'Croix' Anyway?

    Quote Originally Posted by Elbeyon View Post
    Ask them and join the security force?
    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.
    Years of surgeries and pain therapy. It's nothing worth a disadvantage though. Some post-surgery antibiotics and some pain relievers when she needs it.


    Edit: We'll need to make sure Rose's gross leg is covered up
    It's not a gross leg. D:

    It's a sexy leg of chrome! She's got a Winter Soldier's arm. Leg. limb?
    Digo Dragon - Artist
    D&D 5e Homebrew: My Little Pony Races
    Avatar by me - Doc Wagon

  6. - Top - End - #6
    Titan in the Playground
     
    Elbeyon's Avatar

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    Default Re: Celestia's Finest OOC: How Do You Pronounce 'Croix' Anyway?

    Quote Originally Posted by DigoDragon View Post
    Hide in plain sight? "Hello, we're starting up a spy ring. Care to join? Open House is tonight."

    Years of surgeries and pain therapy. It's nothing worth a disadvantage though. Some post-surgery antibiotics and some pain relievers when she needs it.

    It's not a gross leg. D: It's a sexy leg of chrome! She's got a Winter Soldier's arm. Leg. limb?
    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.

  7. - Top - End - #7
    Spamalot in the Playground
     
    DigoDragon's Avatar

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    Default Re: Celestia's Finest OOC: How Do You Pronounce 'Croix' Anyway?

    Quote Originally Posted by Elbeyon View Post
    Oh! Yeah, that's a little more difficult. That's why Love packs little BugBots.
    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.
    Her body rejected that leg like you would a transplant kidney. So Rose had to stay on a fully cybernetic leg. It is a... foreleg I guess. Her other legs are cybernetic with organic skin/fur covering them. They're not real flesh, but close enough to fool casual observers. It's kinda like what Longshot has.


    Edit: I don't know if there is anything to RP at the bird? Love is just going to do some packing.
    I got nothing.
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    Quote Originally Posted by DigoDragon View Post
    How has Love not allowed herself to be absorbed into her bot swarm and become the hive like that one villain on The Tick?

    Her body rejected that leg like you would a transplant kidney. So Rose had to stay on a fully cybernetic leg. It is a... foreleg I guess. Her other legs are cybernetic with organic skin/fur covering them. They're not real flesh, but close enough to fool casual observers. It's kinda like what Longshot has.
    Who says she hasn't? The LoveHolos are great! Love is more spread out among the world.

    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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    Quote Originally Posted by Elbeyon View Post
    Who says she hasn't? The LoveHolos are great! Love is more spread out among the world.
    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.
    Well, if the bad lag hasn't been destroyed yet, it might look like that now. >.>
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    Quote Originally Posted by DigoDragon View Post
    I mean, more like this kind of bugbot hive. The kind that strikes fear into your enemies.

    Well, if the bad lag hasn't been destroyed yet, it might look like that now. >.>
    You wouldn't like
    Spoiler: Scary!
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    I've played swarms. Love has no problems with being a pony. She isn't looking to change anything.

    Hopefully. Love went to a doctor and got cloned.

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    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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    Quote Originally Posted by Elbeyon View Post
    You wouldn't like
    Spoiler: Scary!
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    It would make a great weapon, though The Tick is hard to thnk of as scary in any way.


    Hopefully. Love went to a doctor and got cloned.
    It's a scheme to charge you three times per visit now.
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    Quote Originally Posted by Miltonian View Post
    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.
    Fine by me. *thumbsup*

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    Quote Originally Posted by Miltonian View Post
    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.
    I'm fine with that? I can devote to finish all the inventions and submit an inventory list for this mission.

    Quote Originally Posted by DigoDragon View Post
    It would make a great weapon, though The Tick is hard to thnk of as scary in any way.

    It's a scheme to charge you three times per visit now.
    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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    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 Diamond Dog 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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    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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    Quote Originally Posted by Elbeyon View Post
    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.
    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.
    Well you have two siblings that appeared to be low on the CON side of their stats.
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    Very low. So low, in fact, that it'd be a bad idea to sneeze on them.

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    Quote Originally Posted by Miltonian View Post
    Very low. So low, in fact, that it'd be a bad idea to sneeze on them.
    Are we gonna need to put them in temporary bubbles until we get them vaccinated?
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    Maybe. To be on the safe side.

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    Well. You know what time it is.

    Spoiler: *Snap*
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    Quote Originally Posted by DigoDragon View Post
    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.

    Well you have two siblings that appeared to be low on the CON side of their stats.
    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.

    Quote Originally Posted by Miltonian View Post
    Very low. So low, in fact, that it'd be a bad idea to sneeze on them.
    Love will have to sacrificial dodge in the way of any sneezes.

    Quote Originally Posted by DigoDragon View Post
    Are we gonna need to put them in temporary bubbles until we get them vaccinated?
    I'm sure they'll love that idea. At least they'll always have video games.

    Quote Originally Posted by Miltonian View Post
    Maybe. To be on the safe side.
    Love will get them all the vaccinations!

    Quote Originally Posted by DigoDragon View Post
    Well. You know what time it is.

    Spoiler: *Snap*
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    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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    Quote Originally Posted by Elbeyon View Post
    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.
    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!
    It would be a slow process to get their immune systems improved, acclimated to a life of real world germs and sickness. But the bubble idea actually sounds kinda nice and private for a while.

    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.
    My personal headcanon had always been "Stupid sexy Rose" when interacting with Blank, as in, he hates her, but finds the concept of cyborg doctors interesting.
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    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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    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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    Quote Originally Posted by DigoDragon View Post
    Rose: "Mmm, ham swarms... with melted cheese on a warm Prench roll..."

    It would be a slow process to get their immune systems improved, acclimated to a life of real world germs and sickness. But the bubble idea actually sounds kinda nice and private for a while.

    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.

    My personal headcanon had always been "Stupid sexy Rose" when interacting with Blank, as in, he hates her, but finds the concept of cyborg doctors interesting.
    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.

    Quote Originally Posted by D.KnightSpider View Post
    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.
    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.

    Quote Originally Posted by DigoDragon View Post
    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.
    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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    Everyone still with me and ready to continue?

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    Quote Originally Posted by Elbeyon View Post
    Love can just make Rose Ham. It sounds much easier. Ham isn't exactly know for it's material properties.
    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
    It is, especially if you're going to use the definition of being ignorant to the world around you. That takes a lot of work!


    Yeah. I believe the group split up and Rose went up stairs with Midnight so she never met Null.
    I know Rose was told about there being a second clone of Love and might have gotten a name. So Rose pretty much doesn't know anything beyond that of Love's second sibling.


    Quote Originally Posted by Miltonian View Post
    Everyone still with me and ready to continue?
    Yes.
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    Quote Originally Posted by Miltonian View Post
    Everyone still with me and ready to continue?
    Yes! I'm ready to start throwing some dice and getting equipment to DKS.

    Quote Originally Posted by DigoDragon View Post
    I've only used ham as construction material to build Christmas dinners.

    It is, especially if you're going to use the definition of being ignorant to the world around you. That takes a lot of work!

    I know Rose was told about there being a second clone of Love and might have gotten a name. So Rose pretty much doesn't know anything beyond that of Love's second sibling.
    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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    My daughter lives off eating ham.

    The question first is, is Love the kind of sister to keep wallet photos of her siblings?
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