And C: Humans are boring, because honestly, when was the last time you saw a human, who doesn't' have a mech suit or something, did something really cool?
Does anybody else have any sheets for me to go over? Maxx is on vacation so if you have any pressing questions you need answered promptly, shoot me a PM.
@Shadow Kitten I just looked in the character storage and saw someone called Trin. Forgive me if I'm wrong here, but I don't recall seeing her sheet before.
It's the first sheet she posted. He was originally called Kurt or alternately Kitrix. Shadow Kitten wanted him to rob Agatha's ship first, and I told her that he would be caught, killed and thrown in a vat of acid if he wasn't careful, and then proceeded to call him Kurt Curdle for the rest of the day because it was funny. She then changed his name to Trin in an effort to avoid any clever morbid rhymes.
Trendy Trin. That sounds like it could be a new Jackson Pollock painting doesn't it?
Important heads-up, I'm making a new section of the sheet. This is the "gadgets" section, and will contain all non-offensive tools which a character can deploy. Please take some time to add this section to your sheet. There is a limit of three gadgets per character.
Important heads-up, I'm making a new section of the sheet. This is the "gadgets" section, and will contain all non-offensive tools which a character can deploy. Please take some time to add this section to your sheet. There is a limit of three gadgets per character.
... How the #$%^ would I quantify what constitutes as a 'gadget' to a collective AI of several tens of thousands of sub-minds, each of which carries a spark of Mad Science?
EDIT to be more clear, my character is an AI like the Geth from Mass Effect. There is no real functional difference between 'it's body' and 'it's ship'. Said ship can charitably be described as a bit of a kit-bash and the AI itself is of a Mad Scientist bent.
Alright, but can you only carry three gadgets at a time, or only own three? The latter seems like the more realistic option.
You can only use three for the duration of the RP unless you ask *really* nicely to have me let you switch one out.
<Snipped quote by Maxx>
... How the #$%^ would I quantify what constitutes as a 'gadget' to a collective AI of several tens of thousands of sub-minds, each of which carries a spark of Mad Science?
EDIT to be more clear, my character is an AI like the Geth from Mass Effect. There is no real functional difference between 'it's body' and 'it's ship'. Said ship can charitably be described as a bit of a kit-bash and the AI itself is of a Mad Scientist bent.
This sounds OP, but yet again I haven't seen a sheet yet. Gadgets are akin to the armor upgrades in Halo, like the Active Camouflage or the hologram copy.
EDIT: Ok, something like the Geth would probably work. Gadgets in that situation would probably be the individual skills of the different Geth, like how Hoppers are really agile and Armatures have heavier armors.
Well, in my ship sheet I said that it had a gadget armory, but I wasn't going to have more than 6 gadgets like the halo AP's. I would have things like a grappling hook launcher, breathers, a pack of disposable/rechargeable thrusters, and the spaceage equivalent of a Swiss ninja army knife. (not really even a knife, just a crap ton of utility tools)
It is supposed to be a sort of rocket launcher I think, but take off the handle and shrink it down to a palm size device and there is what the multitool looks like.
And yeah, three, more combat/defence oriented, gadgets. But I am guessing you wouldn't want the impenetrable shield ability...
This sounds OP, but yet again I haven't seen a sheet yet. Gadgets are akin to the armor upgrades in Halo, like the Active Camouflage or the hologram copy.
Again, it's a machine mind. While I intended to keep it's body fairly low tech in most regards (think Transformers meeting Mad Max) there is the inescapable problem that just the basic stuff an AI this advanced needs to stay alive has some fairly awesome alternative applications. For example snacking on asteroids for resources like a meatsack needs food. That same basic ability to sustain itself means it has industrial capacity.
I was going to limit myself to 21st century technology. The more advanced a design becomes, the longer it takes to build so for example a microsat for a GPS system can be farted out in under an hour, a full blown Predator Drone takes two weeks (and then that sucker still needs to be brought to the planet's surface and it still needs to be armed), a world war 2 era bomber with remote controls one week and so on.
Weaponry: -Fourteen auto-targeting heavy bolt cannons (automatic railguns) per-side, -twenty antimatter missiles (approximate blast force of a seven-megaton nuclear warhead) -one frontal superheavy bolt cannon. The Superheavy bolt cannon is a powerful naval weapon which fires a slug of conductive neodymium and silicon at terminal velocity. This, combined with a powerful electric jolt, causes major damage if it scores a direct hit. It takes a very long time to charge, however.
Defenses: -Mass Inversion Shields. Essentially, the Odyssey is surrounded in a powerful energy shield which reverses the momentum of any projectile with mass. This does not work against laser weapons, however. Like all shields, they can only reflect a certain amount of projectiles before needing to be recharged, and they eat up a lot of power. -Energite Shielding. Energite shields are energy shields which absorb a percentage of damage from light-based weapons and transform it into energy to fuel the ship. These shields have a maximum capacity like mass inversion, and they take up a lot of energy to use. -Heat-Emitting-Missile-Deflection-System (HEMDS): This last resort shield fires dozens of fireworks-like explosives which release smaller explosives when they fire, creating a net of tiny explosions. This net releases a lot of heat and interferes with radio signals, allowing it to fool some missiles into exploding early. The weapon is somewhat dangerous to use, however, as it also interferes with the Odyssey’s own comms, so it is only used as a last resort.
Other Vessels: -Two landing ships designed to shuttle crewmembers planetside. They are equipped with a heavy bolt cannon for defense as well as four air-to-ground missiles with .5 megaton payloads. -Three S-Class Lumien Fighter Vessels. These extremely fast fighter jets are designed for accurate strikes on enemy ships and land bases. They are equipped with radar jammers, allowing them to get past radar detection. In combat, they utilize an auto-targeting heavy bolt cannon, six miniature antimatter missiles with a payload of one megaton each, and a frontal laser cannon.
Captain: Myre Forchem of Desbin
Name: Axron Luxda of Holos Age: 34 Gender: Male Species: Lumien Faction: The Lumien Consulate Role: Captain’s Assistant (1st Mate)
::Appearance:: Height: 5’1” Weight: 150 lbs Physical Characteristics: Axron is a Lumien, an apelike sentient creature hailing from the planet Desbin. He is of average height and weight for a Lumien, and is well-built, with strong-looking muscles and a wide chest. He has long arms and large, six-fingered hands, with long legs ending in five-toed feet that have two opposable toes, one on each side of the foot. Axron’s skin is a dark blue color, the color of most Lumiens from Holos, and his hair in base form is cyan in color, with darker and lighter hues patterned around his body. As Lumien hair contains color-changing chromatophores, his hair color can change, and usually seems to be rippling slightly between shades. His hair is thick and coarse, not quite at porcupine level, but not far away from it either. Axron’s eyes are violet in color, and resemble the eyes of an octopus. His head is large with a tall forehead, and is generally shaped like that of a gorilla. The hair on his head is naturally styled to slope up and back behind his head, making his head appear taller and wider. Axron’s head is somewhat squared, and he has a large scar on his right cheek. He has a large nose and wide-set eyes that always look a little angry.
Clothing: When on the ship, Axron wears a standard-issue Lumien Navy uniform. It consists of a skintight suit which hugs closely to his body, a pair of silver boots, two silver armor plates on his shoulders, and a short cyan-colored cape on his back. The left shoulder plate contains the Lumien Flag, an equilateral triangle with stripes of brown, cyan, and gold. The right shoulder plate contains Axron’s rank, Captain’s Assistant (1st Mate in human terms). This rank appears as three interlocking gold-colored circles. On Axron’s right arm is his retractable forearm blade. When down on planetside or when in space, Axron wears a suit of Lumien Power Armor. This armor is blue, cyan, and brown in color, and has the flag and rank on the same shoulders as his uniform does.
::Personality::
Personality: Axron is a stoic, generally stone-faced guy. He is calm and collected, rarely getting rattled in any situation. He is generally thought of by his crewmates as a stick in the mud. He’s almost always serious, keeping a straight face in most jokes, and doesn’t seem to have very much fun. He’s incredibly loyal, however, and is willing to do whatever it takes for his people. Axron may not be outwardly energetic, but he is very kind, and can be trusted to do the right thing in most situations. Axron is quite intelligent, but his demeanor generally makes people think that he is somewhat dumb. Due to his personality, Axron can commonly seem brash and angry, though he is generally amiable. because of this, people often think that he doesn’t like them. Most people see Axron as grumpy, but he rarely is.
Quote: “Excuse me, but I’m trying to do my job.” Backstory: It’s fairly boring. Skills: Axron is a computer programmer, first and foremost. He is an expert in quantum computing, and helped to build the quantum computer that runs the Odyssey. His skills in programming also give him skills in hacking, though he’s no master hacker. Axron is also a soldier, and so he is well-trained in combat and weaponry. He has the highest marksmanship rank possible with both his bolt rifle and his pistol, though their range prevents him from really being a sniper.
::Abilities:: Biological Adaptations: Lumiens are well-known for their durability and camouflage. Lumien skin is resistant to knives, and their bodies contain salt glands which allow them to regulate their own hydration and temperature much better than a human. Lumiens are also surprisingly resistant to nuclear radiation, as their DNA is stronger than that of a human. This doesn’t mean that they can survive a nuclear blast or anything, but they are practically immune to cancer and low-level radiation (like what you’d find walking through Chernobyl). Lumien hair also contains chromatophores, color-changing pigment cells which allow Lumiens to change colors to match their surroundings. This gives them a form of active camouflage, allowing them to blend in with their surroundings. Lumiens also can see ultraviolet light, as they live on a planet revolving around a blue star. Weaknesses: Well firstly, Lumien active camouflage only shields them if they don’t move. The chromatophores take a few seconds to blend in, and if the creature that they’re disguising moves, they need to reset. Lumien skin also does not get disguised, so areas like the face and chest are left vulnerable. Also, while Lumiens can see ultraviolet light, they are unable to see the color red. Things which are red do not appear to Lumiens. Weapons: -Retractable forearm blades: These 18-inch carbon fiber blades are set on a track designed to respond to ligament contractions in the forearm. When Axron makes a fist in a certain way, the blades fire out and become powerful cutting weapons. When Axron is using his Power Armor, he can run a 700 milliamp current through the blades, superheating them and frying anything they stab into. -Type-22AC Bolt Rifle: This powerful automatic rifle operates like a mini-railgun, firing neodymium rounds at 1,341 meters per second using magnetized rails. It has a 30-round clip and can be fired in automatic, semi-automatic, and four-round burst modes. The weapon has an adjustable, laser-guided trajectory system which will adjust trajectory for “human error”, making it much more accurate than your normal rifle. -HWC-XP4 handgun: A semi-automatic bolt pistol which, like the Type-22, fires neodymium rounds. Armor:Lumien Power Armor. Lumien armor is among the most adaptable in the galaxy, and is nicknamed “the swiss army knife of armor”. The armor consists of an inner layer of graphene-infused fabric mixed with a thick, heat and cold-resistant self-healing polymer and an outer layer of carbon steel and starlite plastic armor (a plastic that can withstand the force of a nuclear blast). A layer of quartz inside of the armor’s plates give it a resistance to laser attacks. The suit’s dual-layer design allows it to monitor and control the temperature inside of the inner layer, allowing it to keep its occupant at a perfect 70º Fahrenheit in temperatures ranging from -200º Fahrenheit to nearly 1000º Fahrenheit. The armor is covered in servomotors which allow the suit to lift nearly three tons. In addition to being bulletproof up to railgun rounds, the suit contains a rechargeable energy shield (like Mjolnir armor) which can take a beating equal to what the suit would normally be able to take. The suit also contains an onboard computer and comms system, which can be accessed via vocal commands as well as a forearm-mounted touch screen. The armor is powered by a supercharged battery which has an twelve-hour charge. If the suit is low on energy, it can produce solar panels from an inside compartment and charge itself. compartments on the suit’s hips and thighs, act as weapon storage, and are activated using nerve impulse sensors to literally magnetically shoot weapons into the user’s hand.
What makes Power Armor unique, however, is its customizability. Every part of the armor is interchangeable and can be altered to accommodate any mission. Attachments such as jetpacks, extendable shields, propellers, stealth fields, and a variety of onboard weapons can be added to the suit to make the armor adapt to any situation. Axron’s is customized to carry a mass inversion shield, a clear, extendable shield the size of a riot shield which deflects any projectile that has mass, as well as a unidirectional EMP blast, which can be used to short-circuit electronics. Armor Weakness: Firstly, EMP grenades are a Lumien’s worst nightmare. One blast from an EMP will disable Power Armor energy shields, and two will disable the servomotors. The servos are the weak points on the armor. Because the armor is so heavy, it relies entirely on the servomotors to give the user movement. If a servo is damaged, the user will be unable to move whatever joint that servo services. Also, the customizable aspect of the suit makes it so that only certain parts can be kept on at one time. Wearing the inversion shield, for example, removes Axron’s left forearm blade, and the EMP cannon requires a massive energy drain to utilize in battle. Also, the battery needs to be kept charged. Twelve hours may seem like a long time (and a battery extender can be added), but in intense combat, the battery drains much more quickly. Gadgets: -Mass Inversion Shield: a clear, extendable shield which deflects any projectile that has mass. -EMP Cannon: a wrist-mounted device which fires a unidirectional EMP blast, able to disable electronics from a distance of up to 100 yards. -Battery Pack: a hip-mounted battery-shaped object which holds a charge large enough to add four hours of non-combat time to a set of Lumien Power Armor. Axron carries three of these.
Other: (Anything not already in the sheet)
Name: Myre Forchem of Desbin Age: 49 (In Lumien years, this is around thirty) Gender: Male Species: Lumien Faction: The Lumien Consulate Role: Captain
::Appearance:: Height: 5’5” Weight: 170 lbs Physical Characteristics: Myre is a Lumien, an apelike sentient creature hailing from the planet Desbin. He is slightly taller than the average Lumien, and is very muscular due to his military training. He has long arms and large, six-fingered hands, with long legs ending in five-toed feet that have two opposable toes, one on each side of the foot. Myre’s skin is silver, like most Lumiens, and his hair in base form is a cornflower blue color, with darker and lighter hues patterned around his body. As Lumien hair contains color-changing chromatophores, his hair color can change, and usually seems to be rippling slightly between shades. His hair is thick and coarse, not quite at porcupine level, but not far away from it either. Myre’s eyes are gold in color, and resemble the eyes of an octopus. His head is large with a tall forehead, and is generally shaped like that of a gorilla. The hair on his head is naturally styled to slope up and back behind his head, making his head appear taller and wider. Myre has a long and gaunt-looking face, with a small nose and a wide mouth. His eyes sparkle with intelligence, and his mouth commonly turns up at one end, like he’s in on a secret that you don’t know. Clothing: When on his ship, Myre wears a standard Lumien Navy uniform, which consists of a skintight silver spandex suit, matching boots, two plates of white armor on his shoulders, and a short cyan cape trimmed with gold on his back. The left shoulder plate shows the Lumien flag, and the right one shows his rank, captain. The captain rank is four interlocked golden rings. When on planetside, Myre wears Lumien Power Armor. The armor is blue, cyan, and gold in color, and has the flag and rank symbol on the same shoulders as the dress uniform.
::Personality::
Personality: James Bond mixed with a little Tony Stark, Myre is cool, confident, and incredibly cocky. He is a fairly easygoing guy, fairly extroverted and enjoyable to be around. He has an excellent sense of humor and tends to make a lot of jokes, though most of his humor is somewhat dry and deadpan. He is incredibly sarcastic as well, the kind of action hero who banters with his enemies as they’re strapping him to a death machine. Myre is also known to be incredibly confident to the point of arrogance, which is both a strength and a weakness.
What makes Myre different, though, is that he genuinely is in the soldier business because he wants to do what is right, not for the glory or the money. This puts Myre into many difficult situations where he has to decide what good really is. He works for a corrupt government, but he stands for an end to corruption. He fights evil enemies, but the real evil is inside of his own people. Myre is often caught in between what is good for his people and what is good for society. This causes him to often become indecisive when making decisions, and spends many sleepless nights wondering if he’s doing the right thing. Myre’s not all perfect, though. He has a very short temper and little patience, causing him to often act out of instinct than out of rationality. He will throw away a well-made plan on nothing but a hunch, and always gets his way. Myre’s indecisiveness also causes him to often not act quickly enough, putting himself and his allies in danger. Quote: "Do we really want the power to destroy entire star systems effortlessly?" “Oh, I am just dying with excitement to hear your evil monologue.” Skills: Myre is known to be one of the most-effective fighting machines in the Lumien Consulate. He is a master of hand-to-hand combat, melee combat, and is a master marksman with over a dozen weapons. He is tremendously strong and is very mentally-tough. Myre is also fairly intelligent, and has a lot of intuition. Backstory: Myre Forchem was born in Desbin, the son of an accountant and a robotics engineer. He was fairly wealthy growing up, and didn’t have any siblings, so he often commanded his parents’ attention. Though his parents pushed him to become an engineer or a doctor, Myre had his eyes set on one thing for his entire life; Myre wanted to be a soldier. The life of battling enemies of the Consulate and saving the innocent appealed greatly to him, and after the Battle of Desbin (a big fight in the middle of Desbin City between the Lumiens and their enemies the Seytanbalik) he was only reinforced in his desire. He studied hard in school so that he could go to the military academy on Holos, and he got fairly good grades.
When Myre turned thirteen, however, disaster struck. He and his family were on a cruise through the Blurro (the name of the Desbinian star) asteroid belt when a group of Seytanbalik pirates attacked their cruise vessel and raided it. Myre’s parents were killed, and he was kidnapped and taken back to the Seytanbalik homeworld of Erazi, where he was kept as a prisoner and a slave. The soldier fire strong within him, Myre vowed to escape the prison, and every day for a year he worked his body to the maximum potential to prepare. Before he could break out himself, however, the Lumien Army invaded the planet and captured it, freeing the prisoners in the process. He came home a lonely and angry orphan, and as soon as he could applied for the military academy on Holos. He made it in with ease.
It took years for Myre’s traumatic wounds to heal, but for a while it made him a great soldier. He passed combat training with ease and was famous for hitting extraordinarily hard. Once, when battling another trainee in training suits (stripped-down battle armor that isn’t as strong), he punched them so hard that he broke ribs. Through the suit. He graduated in the standard three Desbinian years, and joined Task Force 23, a unit of the Lumien Military Special Forces which specialized in anti-piracy. Myre performed exceptionally well, though his lone wolf attitude got him and others injured on several occasions. It was fighting the Enigma that Myre got taught a painful lesson.
The Wolf of Sardonne is a famous quadrillionaire who runs a crime syndicate based off of Sardonne, a city built into an asteroid made entirely out of diamond. On one occasion, Myre and Task Force 21 were sent to take out one of the Wolf’s drug convoys. Upon arriving on the ship, they were ambushed. Myre was able to escape, but four other members of his unit were killed by Enigma assassins. Once he escaped, Myre faced The Wolf himself, who easily disabled his suit and left him to drift off into space.
Myre faced The Wolf again a few months later, and the same thing happened. Though Myre was strong, The Wolf was cunning and swift enough to dodge his hard-hitting attacks. This taught Myre that it’s just as important to fight with accuracy and intelligence than it is to fight with brute strength. Though it took him a while, he finally was able to gain more control over himself, though he never got a chance to take on The Wolf again. He was promoted to Task Force 66, a unit made of the fifty best soldiers in the Lumien Army. As part of The Force, Myre fought on several worlds, taking out the worst that society had to offer. He fought all of the big baddies: the Seytanbalik, the Red Legion, the Chimerian Insurgency. In the course of his ten years in The Force, he fought eight different enemies of the Consulate.
After a while, though, beating people to a pulp got kind of boring for Myre. So, he left the Force and took a job working for the Desbinian Office of Criminal Investigation, a special-ops police department of sorts which is like the NSA mixed with the FBI. Now instead of fighting enemies outside of the Consulate, he fought the ones inside. On one of his first missions as part of the DOCI, Myre hunted down a crime syndicate who was planning on exposing to the galaxy the Lumien Navy’s plans to destroy worlds which had sentient terrestrial life on them, a violation of Galactic Federal Union policy. Working alongside his partner Exo, Myre was able to not only expose the syndicate, but prevent the navy from obliterating seven planets that contained sentient life. He was deemed a hero by the people of the Consulate, but the corrupt government didn’t appreciate having their plans foiled. Still, though, Myre was more useful to them dead than alive, and so they sent him on more missions, taking out terrorists, gangs, and the drug trade. He took on the likes of Agatha, corrupt leader of Azulu, Zalphar, the owner of a crime syndicate which specialized in stealing from the government, and even got another chance to take on the Wolf of Sardonne’s trade of illicit materials.
Now, Myre is taking on a brand new mission; he is being sent to find the Duoc Pristaliz, the most powerful weapon in the universe, and bringing it back home. This is mostly just to get rid of him. Myre might be a good guy, but he’s bad for a corrupt government, and the new Consul decided that it was better to get him as far away as possible and hope he gets blown up.
::Abilities:: Biological Adaptations: Lumiens are well-known for their durability and camouflage. Lumien skin is resistant to knives, and their bodies contain salt glands which allow them to regulate their own hydration and temperature much better than a human. Lumiens are also surprisingly resistant to nuclear radiation, as their DNA is stronger than that of a human. This doesn’t mean that they can survive a nuclear blast or anything, but they are practically immune to cancer and low-level radiation (like what you’d find walking through Chernobyl). Lumien hair also contains chromatophores, color-changing pigment cells which allow Lumiens to change colors to match their surroundings. This gives them a form of active camouflage, allowing them to blend in with their surroundings. Lumiens also can see ultraviolet light, as they live on a planet revolving around a blue star. Weaknesses: Well firstly, Lumien active camouflage only shields them if they don’t move. The chromatophores take a few seconds to blend in, and if the creature that they’re disguising moves, they need to reset. Lumien skin also does not get disguised, so areas like the face and chest are left vulnerable. Also, while Lumiens can see ultraviolet light, they are unable to see the color red. Things which are red do not appear to Lumiens, or appear as a different color. Weapons: -Retractable forearm blades: These 18-inch carbon fiber blades are set on a track designed to respond to ligament contractions in the forearm. When Myre makes a fist in a certain way, the blades fire out and become powerful cutting weapons. When Myre is using his Power Armor, he can run a 700 milliamp current through the blades, superheating them and frying anything metal that they stab into.
-Type 37 Canister Launcher: This compact grenade launcher fires can-shaped explosive projectiles with a highly-adhesive end that chemically binds to the first thing it comes into contact with. The launcher can fire a wide range of different canisters, ranging from nonlethal rounds like smoke bombs and stun grenades to fragmentation grenades and firebombs. While the gun is extremely versatile, its ammo is somewhat cumbersome, so Myre cannot carry very many rounds for the gun. -HWC-BBG16 Handgun: The Big Bad Gun. Debatably the most powerful handgun in the galaxy, this behemoth semi-automatic bolt pistol makes a lot of sniper rifles look like water guns, though its range is limited. The blowback from the gun is so ridiculously strong that it can only be fired by a shooter wearing a strength-increasing armor (like Lumien Power Armor).
Armor:Lumien Power Armor. Lumien armor is among the most adaptable in the galaxy, and is nicknamed “the swiss army knife of armor”. The armor consists of an inner layer of graphene-infused fabric mixed with a thick, heat and cold-resistant self-healing polymer and an outer layer of carbon steel and starlite plastic armor (a plastic that can withstand the force of a nuclear blast). A layer of quartz inside of the armor’s plates give it a resistance to laser attacks. The suit’s dual-layer design allows it to monitor and control the temperature inside of the inner layer, allowing it to keep its occupant at a perfect 70º Fahrenheit in temperatures ranging from -200º Fahrenheit to nearly 1000º Fahrenheit. The armor is covered in servomotors which allow the suit to lift nearly three tons. In addition to being bulletproof up to railgun rounds, the suit contains a rechargeable energy shield (like Mjolnir armor) which can take a beating equal to what the suit would normally be able to take. The suit also contains an onboard computer and comms system, which can be accessed via vocal commands as well as a forearm-mounted touch screen. The armor is powered by a supercharged battery which has an twelve-hour charge. If the suit is low on energy, it can produce solar panels from an inside compartment and charge itself. Compartments on the suit’s hips and thighs, act as weapon storage, and are activated using nerve impulse sensors to literally magnetically shoot weapons into the user’s hand.
What makes Power Armor unique, however, is its customizability. Every part of the armor is interchangeable and can be altered to accommodate any mission. Attachments such as jetpacks, extendable shields, propellers, stealth fields, and a variety of onboard weapons can be added to the suit to make the armor adapt to any situation. Myre’s is designed to carry a cloaking field, allowing him to temporarily turn invisible to visible light and thermal spectrums, as well as Helios Rocket Boots, which allow him to jump about fifty feet vertically and are shock-resistant. Because Myre is the captain, he has Imperial-Strength armor, meaning that he has an extra-strong energy shield, a second layer of graphene in the inner layer of his suit, and a fifteen-hour charge as opposed to a twelve-hour. Armor Weakness: Firstly, EMP grenades are a Lumien’s worst nightmare. One blast from an EMP will disable Power Armor energy shields, and two will disable the servo motors. The servos are the weak points on the armor. Because the armor is so heavy, it relies entirely on the servomotors to give the user movement. If a servo is damaged, the user will be unable to move whatever joint that servo services. Also, the customizable aspect of the suit makes it so that only certain parts can be kept on at one time. The stealth field, for example, is a major drain on Myre’s battery, and the shock from the Helios boots temporarily weaken Myre’s shield. Also, the battery needs to be kept charged. Fifteen hours may seem like a long time, but in intense combat, the battery drains much more quickly. Gadgets: -Stealth Field: an attachment to the Lumien power armor which projects a light-bending stealth field around the wearer, making them invisible to visible light, infrared, and ultraviolet detection. It requires a lot of battery life to use, however, and if used for too long will take enough energy from Myre’s suit to render him immobile. -Helios Boots: These rocket boots increase Myre’s jump height to fifty feet and contain shock-absorbers that allow him to land with ease. The shock of landing drains Myre’s shields temporarily, however. -Nanobot Med Kit: a med kit at Myre’s belt that contains nanobot injections. These injections give Myre temporary regeneration, allowing him to heal from most nonlethal wounds. He has a limited amount of injections, however.
Even if lumians can't see red light, they would still be able to see the other minority colors that bounce off red objects, and they would also see a sort of shadowy thing, or something that is unidentifiable, but they know there's something there, kinda like exploiting their blind spots, where their brains would recognize it, and try to ignore it.
Added 3 equipped gadgets to Claymoor's sheet, added invis for armor (only invis if viewers are more than 4 feet away), rounded off X-LiV number, added pictures for weapons.
One other thing, mass inversion shields are in a rather gray area, dark grey, being generous, but is there a way to get mass inside the shield, outside of teleportation?
You never did have skills as a character sheet segment, should we add those to our sheets?
This looks pretty cool. I'll read further into it when I get home.
Also, I would like to note that a nuke in space wouldn't be terribly effective. Most of the damage caused by a nuke is due to extreme concussive force, extreme heat, and radiation. There's no air in space, therefore no concussion farther than a couple of kilometers or so, heat would dissipate too quickly to cause any damage, and it's safe to assume that most ships are radiation shielded. A direct hit could probably fuck some shit up, but the damage caused by a nuke detonating any farther than a kilometer or so would be nill.
Now, if you nuke a ship while it's on a planet or something, it would be a different story.
This looks pretty cool. I'll read further into it when I get home.
Also, I would like to note that a nuke in space wouldn't be terribly effective. Most of the damage caused by a nuke is due to extreme concussive force, extreme heat, and radiation. There's no air in space, therefore no concussion farther than a couple of kilometers or so, heat would dissipate too quickly to cause any damage, and it's safe to assume that most ships are radiation shielded. A direct hit could probably fuck some shit up, but the damage caused by a nuke detonating any farther than a kilometer or so would be nill.
Now, if you nuke a ship while it's on a planet or something, it would be a different story.
I'm glad that you're interested! Please take your time in reading and making your sheet.
As far as the nuclear weapon goes, I am aware that a nuke in itself wouldn't be nearly as effective in space as it is on land. When I said "nothing stronger than a nuke", I meant in megaton force. The strongest-ever made nuclear weapon had a possible megaton force of about 100 megatons (the Tsar Bomba, though it wasn't completed before the Soviets tested it). So nothing stronger than that. Perhaps I should edit that in the rules, however.
@President Taco I did not realize that I didn't add the "skills" section in before. Yes, edit it in. I will update the OP. My apologies. As far as the mass inversion shield goes, no, it's not possible to teleport something past the mass inversion shield. It hugs within inches of the hull. The only way to do that would be to teleport a weapon literally inside of the ship, and honestly that isn't going to happen in the rp because (a) that would cripple any ship and (b) that's basically an unavoidable killing blow, thus breaking the autohit rule.
@Maxx Alright. But making the shield co with the contours of your ship would be significantly more difficult than to, say, make it an oblong bubble. Also, the shield would be very detrimental if you were to teleport a small (but ass kicking) bomb inside the shields, as they would reverse any momentum (towards the ship), be it from Alpha particles, or shrapnel, causing the explosion to effectively be 2x more effective, and if you were to release a corrosive gas inside the shield, it would be rather devastating.
Adding skills, and a cooling laser to my ship (Cooling laser cools my ship only, not yours. Not by a longshot).
@TheMadAsshatter Atomic bombs in space would not be used for creating a large explosion, so much as creating extremely high levels of radiation in a relatively large area, along with a very powerful EMP.
A hydrogen bomb would be somewhat more effective at killing you without a direct hit, because it would put off high levels of gamma rays, and as we all know, gamma rays are no fun.
Guys go ahead and start without me by the way, this CS is proving to be a little bit more troublesome than I thought and I have to go without my computer for three days starting tomorrow.
I will still participate, but cannot simply jump in instantly.