Modern weaponry are close to WW2 tech, as a lot of things. I actually don't understand how could be there any difference between that and what we use now.
Modern weaponry are close to WW2 tech, as a lot of things. I actually don't understand how could be there any difference between that and what we use now.
I honestly can't say anything about this, except for what @SplicedHunter allows.
It's just the way Dresden Magic works, but it could be fun to work around with.
Equipment:
Power Armour, Frag Grenades, Krak Grenades, Power Sword, Plasma Pistol, Sigil of Corruption, Mark of Mutation, Mark of Tzeentch.
Powers and Abilities:
Standard Space Marine abilities from codex Examples 2 hearts, 3 lungs, spit acid(surprisingly) ext.
Might mutate if Choas gods will it or put to much Warp inside of him(this has a massive chance of killing him outright if not turn him in to a choas spawn).
Scorceror of Tzeentch powers Tzeentch
Bolt of Change: The sorcerer hurls a bolt of roiling energy, formed of raw immaterium, which causes rapid mutation, melting flesh and vaporizing metal.
Boon of Mutation: The Psyker lays his hands upon a warrior marked for glory, channeling the power of Chaos into him until his flesh mutates, enhanced by the Warp.
Breath of Chaos: The Psyker inhales, sucking in the negative energies of the battlefield and then releasing them in a great mutating cloud that leaves its victims bodies running like wax.
Flickering Fire of Tzeentch: The wielder makes his foes spontaneously combust.
Infernal Gateway: The caster opens up a portal to the Warp, sucking its enemies into oblivion.
Twisting Path: The sorcerer reaches into his enemy's mind, causing an unsettling waking dream in which they ally themselves with the Dark Powers. During this time their foe is temporarily stunned, the sorcerer is able to retrieve information from their mind, implant post-hypnotic suggestions and alter memories.
Tzeentch's Firestorm: The Psyker conjures a storm of pink and blue fire that mutates his foes into foul Chaos Spawns.
Plus Choas Undivided powers Chaos Undivided
Doombolt: Bolts made of raw chaos energy are launched by the sorcerer against his enemies. Made from dark energy of the coalesced spite and loathing of the sorceror.
Gift of Chaos: A whirling flash of Chaos energy is unleashed by the sorcerer, enveloping his target and rapidly mutating them. Those who survive the distortion of flesh and bone become a Chaos Spawn.
Mass Mutation: This spell may be cast on any other Chaos Space Marines. A conduit is opened to the warp and daemons temporarily possess the bodies of the Chaos marines, mutating them and giving them increased strength and resilience.
Warptime: The sorcerer alters the flow of time around himself, allowing for attacks with supernatural precision.
Wind of Chaos: The sorcerer calls forth the corruption from within his soul, unleashing waves of energy that are subtly different for each sorcerer: a sheet of iridescent warp fire for the followers of Tzeentch, a golden cloud of rapturous agony or a rain of hypnotic light for the worshipers of Slaanesh, a stream of bilious filth for those devoted to Nurgle.
Feel free to make some of these powers hard to do because they are and can backfire massively.
Only if the machine spirt/demon/warp/God allows it
Edit: plus if the suit does shut down I'm trapped in a suit that is over1 ton in weight and the joints are locked as far as I know, plus side is I might still be able to use magic.
Well, who knows?
We saw her stealing stuff from a police department once. We don't know where or when (be it one timeline or many of them combined) did she obtained her armament.
Though she doesn't summon weapons for sure. She just have a near-limitless pocket dimension to store stuff inside. Which included an entire arsenal of destructive weapons.
Well, who knows?
We saw her stealing stuff from a police department once. We don't know where or when (be it one timeline or many of them combined) did she obtained her armament.
Though she doesn't summon weapons for sure. She just have a near-limitless pocket dimension to store stuff inside. Which included an entire arsenal of destructive weapons.
This is Homura after Rebellion, wherein she is already a reality warper. I made her viable for the game by limiting that, giving her a modified version of her original powers.
Harry Dresden of The Dresden Files shorts out any advanced technology (almost anything past the '50s) because he's a wizard. (Magic makes microscopic improbabilities more probable — and electronics are particularly vulnerable to small current surges.) This occurs to all wizards, but he interacts with Muggles more often than most. This forces him to drive an old-school VW Bug, use an old-style stove and icebox in his home, and go completely without central heating, air conditioning, or hot water. It also proves problematic in his more mundane Private Detective activities because he has to be extremely careful around anything completely modern, like a computer or USB hard-drive, since all information stored therein is often completely wiped. His friends won't let him with 20 feet of a computer (for good reason!), and he avoids hospitals as much as possible for fear of accidentally shorting out someone's life support, one of the reasons he calls upon Butters for Open Heart Dentistry.
I might be able to summon demons but they useless need sacrifices so GM am I allowed to summon demons from the warp or is that a big no due to pocket dimension rules.
Survival calls for the most epic, most zany, most rediculous alliance between a lich, a gynoid, a robot, a sheep, a sword, a Chaos Marine, and a wizard.
@SplicedHunter
Any rooms for another player?
Also does keeping my mech in subspace prior to summoning it counts as pocket dimension ban or it's still borderline allowed?
Height: 8.2 m
Mass: Unquantifiable
Construction: Zfyfuld Crystals
Powerplant: Quantum Wave Motion Engine, Infinity Cylinder, Kabbalah System, T-Link System
Defense: Telekinetic Field, Illusionary Doppledangers
Weapons:
- Photon Vulcan: rapid-firing and low-powered energy weapon mounted in the head.
- Zfylud Orihalconium (Z. O.) Sword: Saber-like melee weapon charged with psychic energy.
- T-Link Feather: Projectiles made of raw psychic energy
- Gun Familiar: Pair of small flying drones equipped with Photon Cannons.
- Axion Cannon: Powerful projector shooting something similar yet different from a black hole.
- Infinity Cylinder: Magitech device shooting a complex spell pattern which if catches the target gradually erases it from the timeline.
This is Astranagant V2, a variant of the original model but smaller and accordingly weaker. Ingram is not sure how this machine came to be but supposedly it's related to the same accident which sent him into this world.
Features:
- Inexhaustible source of energy
- Flight/levitation
- Zfyfuld crystals are nanomachine-like sentient material which can regenerate, change its form, assimilate and adapt.
- Psychic powers combined with subtle elements of magic united by technology
- Boosts Ingam's Psychodiver abilities massively
- Telekinesis, illusions, dimensional manipulation, telepathy, precognition, gravity manipulation and a few more
- Time Manipulation (likely limited/banned by the GM)
- Can hide within a sub-dimension and re-emerge next to Ingram at his command
- Can manifest partially for Ingram's support
Powers and Abilities:
Ingram is a high-ranking military ace well-versed in combat. In addition he's a Psychodiver, an esper who can channel his power in mechs but to a limited extend he can also manifest them without it. He has telepathy, precognition and telekinesis albeit the latter isn't particularly strong without his mech. He's also revealed to be the Time Diver, the man whose destiny is to maintain the balance in the world.
Equipment:
Power Armour, Frag Grenades, Krak Grenades, Power Sword, Plasma Pistol, Sigil of Corruption, Mark of Mutation, Mark of Tzeentch.
Powers and Abilities:
Standard Space Marine abilities from codex Examples 2 hearts, 3 lungs, spit acid(surprisingly) ext.
Might mutate if Choas gods will it or put to much Warp inside of him(this has a massive chance of killing him outright if not turn him in to a choas spawn).
Scorceror of Tzeentch powers Tzeentch
Bolt of Change: The sorcerer hurls a bolt of roiling energy, formed of raw immaterium, which causes rapid mutation, melting flesh and vaporizing metal.
Boon of Mutation: The Psyker lays his hands upon a warrior marked for glory, channeling the power of Chaos into him until his flesh mutates, enhanced by the Warp.
Breath of Chaos: The Psyker inhales, sucking in the negative energies of the battlefield and then releasing them in a great mutating cloud that leaves its victims bodies running like wax.
Flickering Fire of Tzeentch: The wielder makes his foes spontaneously combust.
Infernal Gateway: The caster opens up a portal to the Warp, sucking its enemies into oblivion.
Twisting Path: The sorcerer reaches into his enemy's mind, causing an unsettling waking dream in which they ally themselves with the Dark Powers. During this time their foe is temporarily stunned, the sorcerer is able to retrieve information from their mind, implant post-hypnotic suggestions and alter memories.
Tzeentch's Firestorm: The Psyker conjures a storm of pink and blue fire that mutates his foes into foul Chaos Spawns.
Plus Choas Undivided powers Chaos Undivided
Doombolt: Bolts made of raw chaos energy are launched by the sorcerer against his enemies. Made from dark energy of the coalesced spite and loathing of the sorceror.
Gift of Chaos: A whirling flash of Chaos energy is unleashed by the sorcerer, enveloping his target and rapidly mutating them. Those who survive the distortion of flesh and bone become a Chaos Spawn.
Mass Mutation: This spell may be cast on any other Chaos Space Marines. A conduit is opened to the warp and daemons temporarily possess the bodies of the Chaos marines, mutating them and giving them increased strength and resilience.
Warptime: The sorcerer alters the flow of time around himself, allowing for attacks with supernatural precision.
Wind of Chaos: The sorcerer calls forth the corruption from within his soul, unleashing waves of energy that are subtly different for each sorcerer: a sheet of iridescent warp fire for the followers of Tzeentch, a golden cloud of rapturous agony or a rain of hypnotic light for the worshipers of Slaanesh, a stream of bilious filth for those devoted to Nurgle.
Feel free to make some of these powers hard to do because they are and can backfire massively.
Appearance: Six and a half feet tall, lanky build, short dark hair, dark eyes. Usually seen wearing a long duster.
Universe of Origin: The Dresden Files
Equipment:
Harry has had many different items and equipment on his person, but let's keep it to what he's most well known for.
Blasting Rod: A rod used to focus his spells.
Enchanted Duster: Enchanted to protect himself from physical to elemental types of damage.
Energy Storing Rings: Able to store kinetic energy within them, fully charged should be enough to hit like a truck... once. After that, it's recharging time.
Shield Bracelet: Bracelet made to channel his Force Field spell. Not very effective against flamethrower wielding vampires.
A standard revolver or shotgun. Old style, limited ammunition.
Powers and Abilities:
Side effect Tech-bane status: Electrical equipment and technology after WW2 century tends to stop working so well in his vicinity.
A large repertoire of miscellaneous, broken Latin, Italian and Spanish spells.
Seriously, ranges from tracking down a missing person with a single hair, to blasting trolls with great balls of fire.
True Sight: It is the ability to see representations of magic on the physical world. Can't forget what has been seen. Works through illusions!
Soulfire: Uses his own soul to enhance spells. Known as Fire of Creation and the antithesis to Destruction.