124 lines
6.2 KiB
Plaintext
124 lines
6.2 KiB
Plaintext
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Glitzy-2000: A Magic Alternative to Glitterboys :P
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The Glitzy-2000s are a techno-magic made by a race close to the
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Old Ones in power, and destroyed(?) in the final battle with the Old Ones.
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Their Power armor holds some of their power, like a rune weapon, but the
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pilot must learn to use it, after being mentally, symbiotically joined to
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the armor. The pilot must be inside the armor for at least one hour a day,
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or both suffer 1d6 * 10 MDC/HP. After this joining, the armor may be used by
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someone else only after the death of the pilot. As the pilot gains levels, he
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may select powers from the list. The armor is linked to one particular
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element, Earth at first level; after fifth level, the element can be changed.
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(Sorry, I only have Earth powers now, write me and I may have more)
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The power armor is made out of some silvery metal, much like the guy
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in Terminator 2. Like him, the power armor has the capability to change
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shape, although its natural shape will be a 'silouette' of the Pilot's race,
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featureless.
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SIZE: about 12 by 4 by 4 ft for a human pilot
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WEAPONS: The Glitzy-2000 without it's other powers has no external
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weapons. Only weapons specifically modified for giant, fingerless hands
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may be used.
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ABILITIES (the good stuff) -
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EARTH
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Rock Meld - if the armor is in contact with any single type of stone
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(granite, quartz, metal, etc) equal to itself in size, it can actually soak
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into the rock. This can be kept up infinately, and the armor and user
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cannot be detected by any means, unless a power is used. When a power is
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used, the user is detectable by magic and psionics. The armor cannot be
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harmed, unless whatever it is soaked into is broken up into pieces smaller
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than the armor can hide in, at which point, the armor is forced out, taking
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2d6 * 10 MDC. While inside the rock, the user does have a sence of time and
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can use any abilities normally, and he cannot detect anything outside without
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them. If the user leaves the armor by magic he cannot return without forcing
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the armor out. The only drawback is that the stone absorbs the armor's mass,
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so it is that much bigger, not bad for mountains, bad for buildings. NOTE:
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it can soak into separate grains, such as sand, provided that the total grains
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could support it.
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Regeneration - The armor can regenerate MDC out of any rock (not
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metal). This includes regenerating limbs. although the rock disapears
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Rock size regeneration
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Tiny (10-30lb) 1d6
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Small (30-50lb) 3d6
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Boulder (50-100lb) 6d6
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Planet 1d6*10 (No, this does not cause the earth
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to disappear)
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Move Stone - The armor can make rock flow through it like a conductor
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at a rate of 10 pounds a melee per level. MDC metals flow at a rate of 1 MDC
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a melee. The rock does not disapear, it must go somewhere, although it can
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come out in any shape.
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Fools Gold - Same as spell
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Stone to Flesh - same as spell
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Purification - same as spell
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Climb - same as spell
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Carpet of Adhesion - same as spell
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Repel Animals - same as spell
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Call Lightning - same as spell
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Detect vibration - Duration - until armor moves. By sensing vibrations
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from the earth, the armor gets a radar for all ground objects, distance depends
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on size: Trucks\Power Armor - 1 mile, Car - 0.5 miles, Many smaller objects
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(army, etc) - 0.5 miles, humans - 1000 feet (NOTE: this can be very confusing
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in battle)
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GENERAL ABILITIES
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Shape Shift - time - 30 seconds. This is the root of most other
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abilities. The Armor can change mold itself into any other shape, as
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long a there is a solid space as big as the user. The user feels no
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discomfort during this, and to him, he is in a normal cockpit. The
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armor must have enough mass to complete the area, and cannot change
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color.
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Pseudo-Pod: This is a method of movement where a cord one foot in
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diameter shoots out up to 100 yards, and the rest of the armor flows into
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it. This takes 30 seconds
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ExoSuit: The armor clothes the pilot in 75 MDC shiney silver armor.
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From this the user can comand the main armor, although it cannot aim anything.
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MDC Damage Aura: The Armor has an MDC damage aura that can be turned
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on and off in an action. Fist - 4d6; Harpoon- 3d6*5; Sword: 2d6*10 (NOTE:
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harpoons must be made by Shape Shifting, and thrown harpoons trail out a 1
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MDC thread. Cutting the thread damages the armor by 10 MDC)
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Healing: The armor can heal the pilot same as BioRegeneration.
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Magic Resistance: 5% per time chosen
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Limb Meld: The armor imparts some of its material to replace one of
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the pilot's limbs. This limb is silvery, has normal texture, weight, stats
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and sences. It has the following abilities: Shape Shift(see above);
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Create Sword (replaces fore-arm, 4d6 MDC); Power Thrust (1 meele preparation,
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5 ft. range; 1d6*10 MDC);
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Magnet: Takes 1 melee to form. The armor can create a 1 inch diameter
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magnetic ball, which the pilot can direct to fly (20 mph). All touching metal
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is stuck to the ball with a strength of 35. Within one foot of the ball, the
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magnet has a strength of 25, pulling in MDC metal armor, 5 feet away the
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strength is 15, at 10' the strength is 8. A person whose PS is less than the
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strength of the Magnet take a -3 on Hit, Parry, Dodge, and are drawn to the
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magnet at a rate of 3 feet/ melee. If the character out-strengths the magnet
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by under 3 points, he takes a -1 on all attacks, but does not move. Ranged
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metal attacks (Arrows, Grenades, Missles, Pistols, Rifles, NOT Rail guns or
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automatics - too fast) at the magnet are +3, attacks made within 5' of the
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magnet, are -2, within 10' attacks are -1. The pilot can deactivate the ball
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at will. NOTE: while the magnet is being formed, the entire suit is magnetized.
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Magic Magnet: ALL spells cast or taking effect within 10 ft of the
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magnet go to the magnet, effecting whatever the magnet is touching. No
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dodging, normal save. NOTE: It takes one melee to form the magnet, during
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this melee the entire suit is magnetized.
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Psionics: Any can be chosen, 1 super power every 3 levels.
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Hello There :) Please write and tell me what you though. Depending
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upon the letters I get, I may make more.
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Peter Scheidler (Doc1000 - AOL; DocScheid - TSN)
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