Post by curious on Apr 5, 2021 21:15:11 GMT -5
Contact Info: curiously capeless
MSN: as if you don't know!
E-mail: Ditto! pft!
Name: Felix
Age: Unknown: Approximately 25'ish
Species: Human Equivalent
Distinguishing Features: Left eye is green, right eye is blue. Blue eye glows in the dark. Green eye doesn't.
Known Relatives: None
Group Affiliations: None
Height: 5'6"
Weight: 120lbs
Build: Muscular/Toned
Eye Color: See Above
Hair: Dark, well kept
Languages: Standard (English), Neumodian,
Fighting: Incredible
Agility: Remarkable
Strength: Excellent
Endurance: Remarkable (Monstrous ability to hold breath)
Reason: Remarkable (Incredible with regards to mixing magic with tech aka techno-wizardry)
Intuition: Excellent
Psyche: Good
Resources:
Space ship: (Small-to-Medium) powered by Techno-Wizardry.
Two swords (Remarkable strength) two daggers (Excellent strength)
Known powers and strengths:
Talents/Abilities:
Piloting (space craft)
Weapon Skills:
Swords, paired
Daggers, paired
Sword/dagger paired combo
Sword (single)
Dagger (single)
Swords: Weaponsmaster
Unarmed
Computer Science: Computer Engineering (repair only)
Astrology: Astrogation
Stellar Cartography
Astrophysics
Astronautics (alien tech, repair only.. unfamiliar with Earth tech)
Engineering: Astronautic Engineering (primarily the repair of )
Cybernetics: (repair/maintenance only)
Repair/Tinkering
Weapons Tinkering (conversion to techno-wizard device only)
Mystic and Mental Skills:
Mystic Background (typically only as applied to their interaction with machines. others could possibly be learned, but with difficulty)
Powers:
Telemechanics: Monstrous. Able to interact on a psionic level
with any non-sentient/self aware machine to discern problems
and fix them telekinetically. Still requires his own knowledge
to understand the information gained and his own ability to repair it.
Subset: it can activate itself *only* on him at GOOD ability if
he is unconscious due to the damage or inability of a life-sustaining
cybernetic part to function. If able to fix it, it will, but will take 10 times as long as normal.
Telekinesis: Remarkable; limited
Through his Telemechanics he can lift objects usually reserved
for cranes and such. This is not a combat ability but rather one
used in the altering/fixing/repairing of machinery or techno-wizardry.
(for example, while linked with a large vehicle to facilitate repairs
he may be able to lift an engine into place to effect said repair.
He could not however lift said engine and fling it at someone).
Range extremely short.
Cybernetics/Bionics:
Right eye (blue): Technowizard device: Equivalent to
nightvision scope. Monocular vision only. Blind
in that eye during the day. (it turns off) Also, see below
(working on a fully functional multi-optic techno-wizard bionic eye but
currently lacks the diamonds necessary to effect such
a small device)
Cyberjack:
Cyberjack in the base of the skull and left forearm.
Can plug into machinery designed for it and control or
interact with said device. if appropriate, information
can be viewed on the cybernetic eye. (displayed as a HUD).
Typically pilots the Ship this way, but must be in one of the three
forward chairs of the command deck to do so..
(object to be "jacked into" must have a cyber jack)
Left Lung: Completely replaced. Stores and filters oxygen to
be released as needed. Allows him to go up to 3 hours without
fresh air. Must "breathe normally" for three hours to replenish,
if depleted completely. (prorate for smaller uses)
Cranial Implant: he has a neural implant that both boosts
his memory and cognitive skills. it runs off the neuro-electrical impulses of the body and requires no outside power source. It was
not effected by the EMP Pulse.
Magic:
Has some limited capacity for magic, mostly
where machines are involved. With several hours
work he can take a standard operational technological
device and rework the power source to be magical.
Ability to do so, and time required, depends on
the current physical state of the object (good repair, trash, etc)
the ability to find the parts needed (typically good quality gems
and copper, silver, or gold wire) and his overall knowledge of the
inner workings of the object.
If an object doesn't work due to lack of power he can get it to work again. For each system that doesn't work due to some other issue (like The Flash disabling it), he requires another crystal. If more than 1/4
weight is replaced in this fashion the object either won't work, or some systems have to be permanently disabled unless actual replacements can be found.
The base must be some technological item.
(for example: if someone had a laser cannon he could theoretically
exchange the e-clip powering it for a crystalline power source.
he could not, however, make a magic wand that has the same effect
as said laser rifle)
Merge Crystals:
The ability to, through extended ritual, merge two (or more) crystalline objects of the same general sort into one to create a larger crystalline object. (two small diamonds into a larger one,
three quartz into a larger one etc.) The mass of the product is equal to the mass of the constituent parts. They are joined to make a larger piece: matter is neither created nor destroyed in the process.
While the purity and structural integrity of the outcome is limited by the worse of the component parts it is possible to get a much worse product through mishap, accident, or possibly even sabotage.
(i.e. you can't use it to get a grade A crystal from 3 crappy ones
but you can turn 3 crappy ones into 1 terrible one)
Equipment:
Ship:
Hull: Monstrous durability
Four ship-to-ship turbo cannons (Monstrous damage to ships or stationary targets, *extremely* difficult to hit a small (15 feet tall or smaller moving) target. imagine a modern day battleship trying to
hit a moving person.. good luck!)
Two proton torpedo launchers (three torpedoes left total. currently unmodified- are just so much space trash)
(limited flight capability at start character start. atmospheric only with no capability to exit Earth's atmosphere- at least until the primary drive systems are repaired)
Two swords (Remarkable strength) two daggers (Excellent strength)
Various magical paraphernalia
Force Field Belt: Incredible protection, 180 minutes a day, each
activation counts as 10 minutes minimum. Must actually
manipulate the device to activate/deactivate.
Uses the same charge concept as the suit (see below) except rechargeable.
(Good protection against physical magical effects, otherwise no protection.) (so it would protect against for example: a magical bolt. but not possession, mind control, illusions, etc..)
Isolation Suit:
The ship comes standard with 12 isolation suits. Of those three
remain but only one is fully intact.
An isolation suit is compatible for use with the Force Field Belt-
though it is an optional component.
The suit has:
Rocket Flight.
A mechanical backpack attaches to the unit and allows for atmospheric flight. This component is currently disabled until and unless
sufficiently sized crystals are found to power it. (with the accompanied time taken to alter the Backpack.)
Atmospheric Isolation: With the helmet in the closed and locked position the suit allows for 12 hours of oxygen for the typical humanoid occupant. This feature currently works.
HUD and Radar: With the helmet on (but not necessarily closed and locked) the visor displays and tracks up to 24 simultaneous targets
and identifies them based on racial stereotypes or group affiliation.
This ability is currently disabled and will likely remain so unless
a way around the fried electronics is found.
Ballistic Protection: The suit provides Remarkable protection against
physical projectiles and objects. (bullets, knives, etc.)
Energy Protection: The suit provides Incredible protection against
20 blasts of Incredible power. Blasts lower than Incredible use
charges at a reduced rate while blasts greater than Incredible use "charges" at an increased rate.(Amazing blasts use up 2, Monstrous 4, and Amazing bypass the suit entirely and/or destroy it. 2 remarkable blasts use 1 charge, 4 excellent, 8 good, 16 typical, while poor or feeble energy attacks are simply negated). (note: the suit doesn't actually have charges. it has a static level of protection that is degraded permanently during combat. damage to the suit should be tracked and accumulated until the suit is destroyed.)
One of the suits has a full 20 charges, one has 10 and one has 5.
Currently, he is using the fully equipped suit.
Magic/Psionic protections:
None, unless they mimic a physical attack or energy attack- then see above
Suit and Belt Interaction: Damage interacts with the Force Field first and the suit Second. (meaning you have to get through it to get to the Belt)
Weaknesses:
He has an extreme phobia/fear about captivity/slavery especially
in regards to himself. Willing to go to nearly any extreme to avoid
it- including harming/fleeing from others etc..
One eye and one lung are techno-wizard devices.
In areas where magic does not function he would
be blind and suffer from extreme fatigue due to any
prolonged physical exertion.
History (after The Breaking):
A decade ago had seen him on board a small space frigate.
It was compact but durable, designed for quick get-in-and-get-out
combats. It could take a few hits but wasn't really setup for
a prolonged battle.
His team mates.. Well, ok, his owners had left him on the ship while
they went hunting. He was bound to the ship by the collar he had on.
The circuitry controlling it was on the back of his neck- conveniently
located around abit of plastique explosive. Just enough to remove his
most important bit: his head.
He hadn't been especially trained for combat. Not back then.
No, he'd been chosen for his gift of telemechanics. He'd also
been chosen because he was smart. Not just smart, but freaking brilliant. With electronics. And he was chosen because his masters
thought they saw the spark of magic in him.
In the five years prior to the breaking- that had been his life.
He kept up their ship. He learned what very little magic they would show him, and he piloted the ship. it'd been a smaller ship back then.
nearly a shuttle in size. They had grown.. the group had grown.. the ship had grown.
He had used it and tweaked it and modified it into their very own little home.
he had been sitting inside it that fateful day 10 years ago.. ahh
his happiest memory.. sitting in the cockpit, twirling a
sonic screwdriver around and round in his hand while waiting for them to signal the pickup. They'd been out hunting for.. well.. truly.. he didn't know. he was a slave.. drive here, park there, go there, land here, fix this, don't do that, blah blah blah. All he knew was.. he was watching the stars from a nearby moon that lacked atmosphere when an enormous green wave blew by.
He wasn't sure how long he was out for. an hour.. a day.. a week..
beside him on the floor was.. a small round sphere.. an eye.
his eye.. the sonic screwdriver.. and.. oddly enough.. his collar.
he found out one thing then that he didn't know before. His telemechanics could work even when he was unconscious. In fact,
they kept him alive. Most of his replaced bells and whistles didn't
work. (and he was blind in one eye) but that ole power had dutifully
worked to get at least the core of him up and going again. Luckily
his masters hadn't gone for the Bionic Man or anything.. just a
few gizmo's to make him handier at his job.. like that eye. He'd miss that eye.
The ship was his most immediate problem. An inspection of it found that, much like his internal toys, every system was space junk.
he had to take a blow torch just to get into the cargo bay- not
to mention the engine room.. so much trash.
His first order of business was to get the oxygen processor working.
It took him two days of trying every last little bit of technical know-how he possessed- including using his telemechanics (and smacking it with a hammer a few times) to give up. he had to think outside the box. And he did.
The ship was his now. that meant his former-masters things were now his. Including their magic. The next day was spent with the emergency oxygen tanks in tow. Even with his bionically enhanced lungs he didn't
have alot of time left. Still though- the magic books were helpful.
it took twelve hours and a dismantling of the oxygen generator to change out the old power source for a copper wire covered gem, and all the energy he could possibly muster up to try and make the gadget work.
For the second time in a week he woke up collapsed on the floor, unsure
of what had happened. He was amazed this time though: he didn't figure
on waking up at all. he had surely failed at the oxygen generator. he thought he'd just.. suffocate, and end up just more junk on the ole junker.
A soft rhythmic thumping beside him however, told him otherwise.
it had indeed taken every ounce of energy out of him.. But it had worked.
He could breathe.
He would live!.
at least.. until the food stores went out.
That was ten years ago.
He wasn't a slave anymore. He was abit of a thief. Abit of
a ship captain. Abit of an explorer. Abit of a loner.
He'd learned alot in the intervening years. He'd grown stronger,
harder, even more intelligent in some ways. His powers had expanded.
broadened.. He still had that old Mantis. It had two large spinning quartz crystals instead of twin fusion cores.. the old atomic energy replaced by magic.
He'd tried to shrink the techno-wizardry but while the large gems apparently could stand some impurities, he hadn't yet found enough good quality small ones to power hand held weapons. That left him, at least so far, at the mercy of his melee weapons. And his training.
he hadn't spent the past 10 years sitting on a rusty old ship afterall.
No, he'd used his new found Techno-wizardry knowledge to buy him what
he'd lacked overall. Knowledge. Training. and the materials to
more or less get his ship fully functional again- albeit magically
rather than as they were before.
And it was on this ship that he found Earth. The moon colony long since destroyed and gone.. the satellites around the planet no longer
functioning.. just a dusty ball with a few specs of water.
Techno-Wizardry:
I got the basic idea from this from the Rifts RPG and have largely ripped it off completely- though with some alterations.
The basis is that an item that runs off of electricity can have that energy source replaced by a gem. Now in Rifts it also requires the person to have some Magical know how in order to load said weapons with "energy".
The way I envision it however, the modification actually alters the item so that its directly powered by magic, internally.
The quality of gem (flawed, flawless etc.) as well as the type (quartz, ruby, diamond, etc.) and the type of metal required as the coil (copper, iron, steel, silver, gold, platinum or whatever) are dictated by how much power is needed as well as how long the supply is to last.
For example: ReEngineering (hereinafter RE) a flashlight would probably require a few small quartz crystals and some copper or iron wire. The Techno-Wizard would spend a few hours carving the runes on the crystals and forming the base of the batteries for it. he would then charge them and slide them into the flashlight.
In this case, he would probably make one to replace each of the "batteries" in the item.
How long it lasted would depend on the quality of materials used.
For something like a flashlight, I would guess that quartz/iron might yield 10-15 continuous hours of use whereas using something like a diamond or ruby (or other such) and a high quality metal (silver or gold or something) would yield much much longer use times.
(largely up to the GM but if someone used 20,000 dollars of materials to replace 10 dollar batteries I figure it would last nigh on unlimited in game play)
On the flip side, replacing the batteries of an electric car would be a much greater endeavor requiring not only a large place to work but multiple high quality gem stones and some good metals.
You could use crap for both but.. then you end up with crap. (might work but not for long.. potentially minutes, or whatever).
ICE's are probably the hardest to replace because the actual source of energy is combustion rather than electricity. (ICE being Internal Combustion Engine). The typical car would actually require an entire new engine to be built. Basically- it would have to be refab'd into an electric car and then that turned into a techno-wizard device.
While not impossible, it would likely be outside the immediate ability of Felix to do. (since he mainly works on a Fusion core conversion core- where he's from there are few-to-no ICE engines due to their insufficiency in powering spacecraft).
His ship currently has a dual-core high quality Quartz-equivalent setup with tightly wound copper coiling. His ship is crashing on earth because of the general inability of Quartz-like materials to sustain the kind of power required for a space craft. It worked for awhile but he got into a lil scuff "off screen" prior to the start of the game and its blown one of his crystals and left the other not working terribly well.
He comes "off the shelf" knowing how to convert base electrical devices into techno-wizard devices. Learning how to do ICE- if it can be done at all- will take him a good deal of time.
Nuclear reactors however (as well as hydroelectric dams and such) could rather easily be converted. Easy but extremely expensive gem/metal wise and very time intensive.
The need for LARGE gems is also why I gave him the ability to, through ritual, merge gems of similar type. With out that, it would be largely impossible to do any sort of techno-wizardry outside keeping a flash light lit. (something Rifts avoids by binding elementals to keep things running, or to just skip magic altogether and use miniatured nuclear reactors)
While it should be possible to do the Flashlight idea Felix has yet to figure out how. he managed to patch together the cores for the ship but doing large has proved far easier than miniaturizing at least for the moment. (the process will become possible once better grade gems and metals become available. The twin cores work mainly because of their size and due to the sheer amount of copper wiring he used in the process. With better quality gems and metal both he could not only make the engines vastly more powerful but also lighter and more efficient. of course- such things are also vastly more expensive, more difficult to come across, and more difficult to work with).
This is where I sort of see it going, subject to the approval of you all.
This post is to list (so I don't forget, primarily) and explain (for others to see and rule/judge on as necessary) the things that he finds/uses throughout- especially the beginning of the RP.
Some are clarifications or ideas on things from his sheet, others are just tiny items that make sense that he'd have that I didn't' think of to list.
Most if not all of the "things listed but not on the sheet" are tiny quality of life things with a relatively short shelf-life. (such as the water filter bottles only able to purify a set amount of water before just being regular ole water bottles).
1) Listed on the sheet are two daggers and two swords.
The hilts of each are slightly heavier than expected for weapons of their type. Closer examination and handling would reveal that the hilt of each actually unscrews and comes out completely. They are hollow and out of each one slides a clip-sized object that is solid. (i.e. looks like a clip but has no way to insert bullets).
They are e-clips that once powered the weapons. In theory said batteries could be refabbed with technowizardry once he figures out how to miniaturize it and acquires the materials to do so. This of course, will require a character sheet upgrade to be both posted and approved. (as energized, the blades are significantly more powerful than they are now).
a) daggers: The hilt of each dagger bulges slightly, reminiscent of a compass except that the "liquid" inside it is blank. They were once electronic readouts that no longer work. (and will never work since they were fried in The Bang).
b) swords: The swords are crafted of high quality durasteel honed to a razor edge originally intended to operate in conjunction with the field generated by the e-clip. The swords have one edge on the outside of a slight curve. A sword tapers to a tip. At the approximate halfway point on the blade it can fold over on itself for easier storage. While it can be used to block while folded its use as a weapon is otherwise extremely limited.
the catch to extend or fold the blade is located along the pommel where the hilt and the blade meet and is mechanical in nature.
(clicking it releases the lock, a flick of the wrist either folds or unfolds the blade into place).
This does create a weak point in the flat of the blade but a slight inset and socket grip keeps the weapon in fairly good order when used as intended. i.e. to slash and pierce. Trying to beat someone with the flat of the blade is not recommended.
2) Food and Water
a) water; Felix is currently in possession of 4 water bottles. each one can purify 1 gallon of water before the filter must be replaced. he has no replacement filters. There are 10 more water bottles back on the ship, but.. the ship isn't exactly around the corner for him to fetch more.
b) food: he has three MRE type meals left (as of 3/15/12) and a small bottle of vitamin/nutrient pills that can be added to boiling water or other water-based foods. (soups, stews, etc). While not terribly effective at combating the feeling of being hungry each pill provides the nutrition needed for a person for a day. He has 6 of these pills. There are several dozen more MRE type meal packets at the ship, but no more of the pills.
Needless to say: he does not know how to make more filters, MRE's, or pills. Once gone/used up, they are gone/used up.
MSN: as if you don't know!
E-mail: Ditto! pft!
Name: Felix
Age: Unknown: Approximately 25'ish
Species: Human Equivalent
Distinguishing Features: Left eye is green, right eye is blue. Blue eye glows in the dark. Green eye doesn't.
Known Relatives: None
Group Affiliations: None
Height: 5'6"
Weight: 120lbs
Build: Muscular/Toned
Eye Color: See Above
Hair: Dark, well kept
Languages: Standard (English), Neumodian,
Fighting: Incredible
Agility: Remarkable
Strength: Excellent
Endurance: Remarkable (Monstrous ability to hold breath)
Reason: Remarkable (Incredible with regards to mixing magic with tech aka techno-wizardry)
Intuition: Excellent
Psyche: Good
Resources:
Space ship: (Small-to-Medium) powered by Techno-Wizardry.
Two swords (Remarkable strength) two daggers (Excellent strength)
Known powers and strengths:
Talents/Abilities:
Piloting (space craft)
Weapon Skills:
Swords, paired
Daggers, paired
Sword/dagger paired combo
Sword (single)
Dagger (single)
Swords: Weaponsmaster
Unarmed
Computer Science: Computer Engineering (repair only)
Astrology: Astrogation
Stellar Cartography
Astrophysics
Astronautics (alien tech, repair only.. unfamiliar with Earth tech)
Engineering: Astronautic Engineering (primarily the repair of )
Cybernetics: (repair/maintenance only)
Repair/Tinkering
Weapons Tinkering (conversion to techno-wizard device only)
Mystic and Mental Skills:
Mystic Background (typically only as applied to their interaction with machines. others could possibly be learned, but with difficulty)
Powers:
Telemechanics: Monstrous. Able to interact on a psionic level
with any non-sentient/self aware machine to discern problems
and fix them telekinetically. Still requires his own knowledge
to understand the information gained and his own ability to repair it.
Subset: it can activate itself *only* on him at GOOD ability if
he is unconscious due to the damage or inability of a life-sustaining
cybernetic part to function. If able to fix it, it will, but will take 10 times as long as normal.
Telekinesis: Remarkable; limited
Through his Telemechanics he can lift objects usually reserved
for cranes and such. This is not a combat ability but rather one
used in the altering/fixing/repairing of machinery or techno-wizardry.
(for example, while linked with a large vehicle to facilitate repairs
he may be able to lift an engine into place to effect said repair.
He could not however lift said engine and fling it at someone).
Range extremely short.
Cybernetics/Bionics:
Right eye (blue): Technowizard device: Equivalent to
nightvision scope. Monocular vision only. Blind
in that eye during the day. (it turns off) Also, see below
(working on a fully functional multi-optic techno-wizard bionic eye but
currently lacks the diamonds necessary to effect such
a small device)
Cyberjack:
Cyberjack in the base of the skull and left forearm.
Can plug into machinery designed for it and control or
interact with said device. if appropriate, information
can be viewed on the cybernetic eye. (displayed as a HUD).
Typically pilots the Ship this way, but must be in one of the three
forward chairs of the command deck to do so..
(object to be "jacked into" must have a cyber jack)
Left Lung: Completely replaced. Stores and filters oxygen to
be released as needed. Allows him to go up to 3 hours without
fresh air. Must "breathe normally" for three hours to replenish,
if depleted completely. (prorate for smaller uses)
Cranial Implant: he has a neural implant that both boosts
his memory and cognitive skills. it runs off the neuro-electrical impulses of the body and requires no outside power source. It was
not effected by the EMP Pulse.
Magic:
Has some limited capacity for magic, mostly
where machines are involved. With several hours
work he can take a standard operational technological
device and rework the power source to be magical.
Ability to do so, and time required, depends on
the current physical state of the object (good repair, trash, etc)
the ability to find the parts needed (typically good quality gems
and copper, silver, or gold wire) and his overall knowledge of the
inner workings of the object.
If an object doesn't work due to lack of power he can get it to work again. For each system that doesn't work due to some other issue (like The Flash disabling it), he requires another crystal. If more than 1/4
weight is replaced in this fashion the object either won't work, or some systems have to be permanently disabled unless actual replacements can be found.
The base must be some technological item.
(for example: if someone had a laser cannon he could theoretically
exchange the e-clip powering it for a crystalline power source.
he could not, however, make a magic wand that has the same effect
as said laser rifle)
Merge Crystals:
The ability to, through extended ritual, merge two (or more) crystalline objects of the same general sort into one to create a larger crystalline object. (two small diamonds into a larger one,
three quartz into a larger one etc.) The mass of the product is equal to the mass of the constituent parts. They are joined to make a larger piece: matter is neither created nor destroyed in the process.
While the purity and structural integrity of the outcome is limited by the worse of the component parts it is possible to get a much worse product through mishap, accident, or possibly even sabotage.
(i.e. you can't use it to get a grade A crystal from 3 crappy ones
but you can turn 3 crappy ones into 1 terrible one)
Equipment:
Ship:
Hull: Monstrous durability
Four ship-to-ship turbo cannons (Monstrous damage to ships or stationary targets, *extremely* difficult to hit a small (15 feet tall or smaller moving) target. imagine a modern day battleship trying to
hit a moving person.. good luck!)
Two proton torpedo launchers (three torpedoes left total. currently unmodified- are just so much space trash)
(limited flight capability at start character start. atmospheric only with no capability to exit Earth's atmosphere- at least until the primary drive systems are repaired)
Two swords (Remarkable strength) two daggers (Excellent strength)
Various magical paraphernalia
Force Field Belt: Incredible protection, 180 minutes a day, each
activation counts as 10 minutes minimum. Must actually
manipulate the device to activate/deactivate.
Uses the same charge concept as the suit (see below) except rechargeable.
(Good protection against physical magical effects, otherwise no protection.) (so it would protect against for example: a magical bolt. but not possession, mind control, illusions, etc..)
Isolation Suit:
The ship comes standard with 12 isolation suits. Of those three
remain but only one is fully intact.
An isolation suit is compatible for use with the Force Field Belt-
though it is an optional component.
The suit has:
Rocket Flight.
A mechanical backpack attaches to the unit and allows for atmospheric flight. This component is currently disabled until and unless
sufficiently sized crystals are found to power it. (with the accompanied time taken to alter the Backpack.)
Atmospheric Isolation: With the helmet in the closed and locked position the suit allows for 12 hours of oxygen for the typical humanoid occupant. This feature currently works.
HUD and Radar: With the helmet on (but not necessarily closed and locked) the visor displays and tracks up to 24 simultaneous targets
and identifies them based on racial stereotypes or group affiliation.
This ability is currently disabled and will likely remain so unless
a way around the fried electronics is found.
Ballistic Protection: The suit provides Remarkable protection against
physical projectiles and objects. (bullets, knives, etc.)
Energy Protection: The suit provides Incredible protection against
20 blasts of Incredible power. Blasts lower than Incredible use
charges at a reduced rate while blasts greater than Incredible use "charges" at an increased rate.(Amazing blasts use up 2, Monstrous 4, and Amazing bypass the suit entirely and/or destroy it. 2 remarkable blasts use 1 charge, 4 excellent, 8 good, 16 typical, while poor or feeble energy attacks are simply negated). (note: the suit doesn't actually have charges. it has a static level of protection that is degraded permanently during combat. damage to the suit should be tracked and accumulated until the suit is destroyed.)
One of the suits has a full 20 charges, one has 10 and one has 5.
Currently, he is using the fully equipped suit.
Magic/Psionic protections:
None, unless they mimic a physical attack or energy attack- then see above
Suit and Belt Interaction: Damage interacts with the Force Field first and the suit Second. (meaning you have to get through it to get to the Belt)
Weaknesses:
He has an extreme phobia/fear about captivity/slavery especially
in regards to himself. Willing to go to nearly any extreme to avoid
it- including harming/fleeing from others etc..
One eye and one lung are techno-wizard devices.
In areas where magic does not function he would
be blind and suffer from extreme fatigue due to any
prolonged physical exertion.
History (after The Breaking):
A decade ago had seen him on board a small space frigate.
It was compact but durable, designed for quick get-in-and-get-out
combats. It could take a few hits but wasn't really setup for
a prolonged battle.
His team mates.. Well, ok, his owners had left him on the ship while
they went hunting. He was bound to the ship by the collar he had on.
The circuitry controlling it was on the back of his neck- conveniently
located around abit of plastique explosive. Just enough to remove his
most important bit: his head.
He hadn't been especially trained for combat. Not back then.
No, he'd been chosen for his gift of telemechanics. He'd also
been chosen because he was smart. Not just smart, but freaking brilliant. With electronics. And he was chosen because his masters
thought they saw the spark of magic in him.
In the five years prior to the breaking- that had been his life.
He kept up their ship. He learned what very little magic they would show him, and he piloted the ship. it'd been a smaller ship back then.
nearly a shuttle in size. They had grown.. the group had grown.. the ship had grown.
He had used it and tweaked it and modified it into their very own little home.
he had been sitting inside it that fateful day 10 years ago.. ahh
his happiest memory.. sitting in the cockpit, twirling a
sonic screwdriver around and round in his hand while waiting for them to signal the pickup. They'd been out hunting for.. well.. truly.. he didn't know. he was a slave.. drive here, park there, go there, land here, fix this, don't do that, blah blah blah. All he knew was.. he was watching the stars from a nearby moon that lacked atmosphere when an enormous green wave blew by.
He wasn't sure how long he was out for. an hour.. a day.. a week..
beside him on the floor was.. a small round sphere.. an eye.
his eye.. the sonic screwdriver.. and.. oddly enough.. his collar.
he found out one thing then that he didn't know before. His telemechanics could work even when he was unconscious. In fact,
they kept him alive. Most of his replaced bells and whistles didn't
work. (and he was blind in one eye) but that ole power had dutifully
worked to get at least the core of him up and going again. Luckily
his masters hadn't gone for the Bionic Man or anything.. just a
few gizmo's to make him handier at his job.. like that eye. He'd miss that eye.
The ship was his most immediate problem. An inspection of it found that, much like his internal toys, every system was space junk.
he had to take a blow torch just to get into the cargo bay- not
to mention the engine room.. so much trash.
His first order of business was to get the oxygen processor working.
It took him two days of trying every last little bit of technical know-how he possessed- including using his telemechanics (and smacking it with a hammer a few times) to give up. he had to think outside the box. And he did.
The ship was his now. that meant his former-masters things were now his. Including their magic. The next day was spent with the emergency oxygen tanks in tow. Even with his bionically enhanced lungs he didn't
have alot of time left. Still though- the magic books were helpful.
it took twelve hours and a dismantling of the oxygen generator to change out the old power source for a copper wire covered gem, and all the energy he could possibly muster up to try and make the gadget work.
For the second time in a week he woke up collapsed on the floor, unsure
of what had happened. He was amazed this time though: he didn't figure
on waking up at all. he had surely failed at the oxygen generator. he thought he'd just.. suffocate, and end up just more junk on the ole junker.
A soft rhythmic thumping beside him however, told him otherwise.
it had indeed taken every ounce of energy out of him.. But it had worked.
He could breathe.
He would live!.
at least.. until the food stores went out.
That was ten years ago.
He wasn't a slave anymore. He was abit of a thief. Abit of
a ship captain. Abit of an explorer. Abit of a loner.
He'd learned alot in the intervening years. He'd grown stronger,
harder, even more intelligent in some ways. His powers had expanded.
broadened.. He still had that old Mantis. It had two large spinning quartz crystals instead of twin fusion cores.. the old atomic energy replaced by magic.
He'd tried to shrink the techno-wizardry but while the large gems apparently could stand some impurities, he hadn't yet found enough good quality small ones to power hand held weapons. That left him, at least so far, at the mercy of his melee weapons. And his training.
he hadn't spent the past 10 years sitting on a rusty old ship afterall.
No, he'd used his new found Techno-wizardry knowledge to buy him what
he'd lacked overall. Knowledge. Training. and the materials to
more or less get his ship fully functional again- albeit magically
rather than as they were before.
And it was on this ship that he found Earth. The moon colony long since destroyed and gone.. the satellites around the planet no longer
functioning.. just a dusty ball with a few specs of water.
Techno-Wizardry:
I got the basic idea from this from the Rifts RPG and have largely ripped it off completely- though with some alterations.
The basis is that an item that runs off of electricity can have that energy source replaced by a gem. Now in Rifts it also requires the person to have some Magical know how in order to load said weapons with "energy".
The way I envision it however, the modification actually alters the item so that its directly powered by magic, internally.
The quality of gem (flawed, flawless etc.) as well as the type (quartz, ruby, diamond, etc.) and the type of metal required as the coil (copper, iron, steel, silver, gold, platinum or whatever) are dictated by how much power is needed as well as how long the supply is to last.
For example: ReEngineering (hereinafter RE) a flashlight would probably require a few small quartz crystals and some copper or iron wire. The Techno-Wizard would spend a few hours carving the runes on the crystals and forming the base of the batteries for it. he would then charge them and slide them into the flashlight.
In this case, he would probably make one to replace each of the "batteries" in the item.
How long it lasted would depend on the quality of materials used.
For something like a flashlight, I would guess that quartz/iron might yield 10-15 continuous hours of use whereas using something like a diamond or ruby (or other such) and a high quality metal (silver or gold or something) would yield much much longer use times.
(largely up to the GM but if someone used 20,000 dollars of materials to replace 10 dollar batteries I figure it would last nigh on unlimited in game play)
On the flip side, replacing the batteries of an electric car would be a much greater endeavor requiring not only a large place to work but multiple high quality gem stones and some good metals.
You could use crap for both but.. then you end up with crap. (might work but not for long.. potentially minutes, or whatever).
ICE's are probably the hardest to replace because the actual source of energy is combustion rather than electricity. (ICE being Internal Combustion Engine). The typical car would actually require an entire new engine to be built. Basically- it would have to be refab'd into an electric car and then that turned into a techno-wizard device.
While not impossible, it would likely be outside the immediate ability of Felix to do. (since he mainly works on a Fusion core conversion core- where he's from there are few-to-no ICE engines due to their insufficiency in powering spacecraft).
His ship currently has a dual-core high quality Quartz-equivalent setup with tightly wound copper coiling. His ship is crashing on earth because of the general inability of Quartz-like materials to sustain the kind of power required for a space craft. It worked for awhile but he got into a lil scuff "off screen" prior to the start of the game and its blown one of his crystals and left the other not working terribly well.
He comes "off the shelf" knowing how to convert base electrical devices into techno-wizard devices. Learning how to do ICE- if it can be done at all- will take him a good deal of time.
Nuclear reactors however (as well as hydroelectric dams and such) could rather easily be converted. Easy but extremely expensive gem/metal wise and very time intensive.
The need for LARGE gems is also why I gave him the ability to, through ritual, merge gems of similar type. With out that, it would be largely impossible to do any sort of techno-wizardry outside keeping a flash light lit. (something Rifts avoids by binding elementals to keep things running, or to just skip magic altogether and use miniatured nuclear reactors)
While it should be possible to do the Flashlight idea Felix has yet to figure out how. he managed to patch together the cores for the ship but doing large has proved far easier than miniaturizing at least for the moment. (the process will become possible once better grade gems and metals become available. The twin cores work mainly because of their size and due to the sheer amount of copper wiring he used in the process. With better quality gems and metal both he could not only make the engines vastly more powerful but also lighter and more efficient. of course- such things are also vastly more expensive, more difficult to come across, and more difficult to work with).
This is where I sort of see it going, subject to the approval of you all.
This post is to list (so I don't forget, primarily) and explain (for others to see and rule/judge on as necessary) the things that he finds/uses throughout- especially the beginning of the RP.
Some are clarifications or ideas on things from his sheet, others are just tiny items that make sense that he'd have that I didn't' think of to list.
Most if not all of the "things listed but not on the sheet" are tiny quality of life things with a relatively short shelf-life. (such as the water filter bottles only able to purify a set amount of water before just being regular ole water bottles).
1) Listed on the sheet are two daggers and two swords.
The hilts of each are slightly heavier than expected for weapons of their type. Closer examination and handling would reveal that the hilt of each actually unscrews and comes out completely. They are hollow and out of each one slides a clip-sized object that is solid. (i.e. looks like a clip but has no way to insert bullets).
They are e-clips that once powered the weapons. In theory said batteries could be refabbed with technowizardry once he figures out how to miniaturize it and acquires the materials to do so. This of course, will require a character sheet upgrade to be both posted and approved. (as energized, the blades are significantly more powerful than they are now).
a) daggers: The hilt of each dagger bulges slightly, reminiscent of a compass except that the "liquid" inside it is blank. They were once electronic readouts that no longer work. (and will never work since they were fried in The Bang).
b) swords: The swords are crafted of high quality durasteel honed to a razor edge originally intended to operate in conjunction with the field generated by the e-clip. The swords have one edge on the outside of a slight curve. A sword tapers to a tip. At the approximate halfway point on the blade it can fold over on itself for easier storage. While it can be used to block while folded its use as a weapon is otherwise extremely limited.
the catch to extend or fold the blade is located along the pommel where the hilt and the blade meet and is mechanical in nature.
(clicking it releases the lock, a flick of the wrist either folds or unfolds the blade into place).
This does create a weak point in the flat of the blade but a slight inset and socket grip keeps the weapon in fairly good order when used as intended. i.e. to slash and pierce. Trying to beat someone with the flat of the blade is not recommended.
2) Food and Water
a) water; Felix is currently in possession of 4 water bottles. each one can purify 1 gallon of water before the filter must be replaced. he has no replacement filters. There are 10 more water bottles back on the ship, but.. the ship isn't exactly around the corner for him to fetch more.
b) food: he has three MRE type meals left (as of 3/15/12) and a small bottle of vitamin/nutrient pills that can be added to boiling water or other water-based foods. (soups, stews, etc). While not terribly effective at combating the feeling of being hungry each pill provides the nutrition needed for a person for a day. He has 6 of these pills. There are several dozen more MRE type meal packets at the ship, but no more of the pills.
Needless to say: he does not know how to make more filters, MRE's, or pills. Once gone/used up, they are gone/used up.