Remedy Blue (Hysteria Reincarnation) Level 10
Quote:
Remedy prefers to use gadgets rather than her magic when push comes to shove. Most of her abilities relate to items she carries on her person. The uses referred to how many she has prepared on her at a time. In her downtime she will build back up her inventory of items. Abilities are structured with a heading (such as Blue Blaze) in bold, then the individual abilities underneath. All the headings have three abilities underneath, except for the first ability that sits alone.
Noted
Quote:
Trader – Remedy is a master trader and saleswoman. She earns an additional 10% gp from any completed threads.
PL 2
Quote:
Blue Blaze:
Remedy’s body naturally produces a blue flame. The leather suit she wears has been designed to collect the flame as it overflows from her body. Without the suit she would occasionally drip fire. The fire itself doesn’t do traditional ‘fire’ damage. Instead it does holy damage, making more effective against ‘unholy’ opponents (undead for example) than those susceptible to fire. There are three ways that Remedy can use her fire.
Suit Injector System - Remedy releases a stream of fire, two metres long and half a metre wide (at the end) from release pipes at either of her wrists. She can use this attack four times before depleting her reserves. The fire is strong enough to do second degree burns to flesh caught within the attack area.
Blaze Grenade - Remedy has managed to condense a large amount of her flame into small glass grenades. Each one had a timer on the top that can be set for one, three or five seconds. Upon the timer detonating the glass, or the grenade breaking if sufficient force is applied, it erupts and releases the flame for two metres around it. Remedy carries four grenades with her. Like the previous ability, the fire is strong enough to do second degree burns to flesh caught within the attack area.
Angelic Release – Remedy’s magic has grown significantly over time. While she doesn’t like to use this ability, she can forcefully push magic out of her body in as large a large forceful wave. The blast of fire covers an area in twenty metres in every direction around her, doing third degree burns and incinerating low tiered wood. As a downside, his will destroy most of Remedy’s items and leave her suit very damaged. This is a last resort and can only be used once.
PL 7. Firemancy with considerable limitations.
Quote:
Bombs:
Remedy keeps a collection of small, self-made bombs on her. These can be thrown or lobbed at a target, or loaded in a small spring-loaded sling on her wrist and shot upwards of 20 metres. All the bombs are made in a similar fashion, small round balls the size of a marble and detonate on impact. The bombs are kept in a hard dispenser on her side that protects them from accidental knocks that could detonate them.
Noted. Since these are an item being used as a rechargeable ability, I will ask for a limit to the total number of bombs she can safely carry at a time.
Quote:
Smoke bombs - These small black balls release a cloud of thick black smoke that can fill a 20 by 20 metre area. The smoke itself is harmless and purely to obscure vison. The smoke lasts for three posts in an area with minor ventilation. Stronger air movement can cut this time drastically. Remedy carries three smoke bombs with her.
PL 4
Quote:
Chili Powder Smoke Bomb - After some experimenting Remedy has been able to include chili powder in a modified version of her smoke bombs without compromising the reaction too much. The chilli bombs fill an area two by two metres and anyone unlucky enough to get caught in the smoke without goggles and a face mask will suffer itching and burning eyes/throat. The effect lasts one full post after removing oneself from the smoke. The smoke lasts for two posts and Remedy keeps three bombs on her person.
PL 4
Quote:
Incendiary Bomb – This bomb detonates in two stages. First it vaporises a small amount of liquid fuel, filling the air around it with flammable gas. Less than a second later the bomb sparks and the gas ignites. A metre around the bomb is filled with flame than can do first degree burns. This bomb is fantastic at setting clothes and wood on fire. Remedy carries three incendiary bombs.
PL 4
Quote:
The Zap Mechanic
The original Zap item was designed by Sylus as a gauntlet. Remedy has spent a lot of time working on producing a range of additional items that can improve her combat effectiveness. While the Zap items are all different, they all use electricity for their effects.
Noted
Quote:
Zap Glove Mk IV – The Zap Glove is a left-handed glove with copper wiring embedded in the leather across the top of the fist and onto the palm. Under the forearm is a quartz-powered battery that holds the charge. While this makes it safe to use, it doesn’t have the same kick as more advanced Zap weapons. A strike from the glove numbs and greatly reduces mobility of the affected area for a short period (two posts) of time. The glove can hold only enough charge for four uses. If Remy spends enough time (one post) winding the cogs next to the battery she can restore a charge.
PL 5
Quote:
Zap Pistol Mk II – This is a rather un-assuming piece of technology. The pistol sits in a holder on Remedy’s hip and contains a small chamber of sealed glass to hold the charge. Rather than the mechanics being contained in the pistol, the holster holds the charge. While the pistol is holstered it draws the charge and needs to be holstered after each use. The pistol can release a flowing stream of electricity over three metres that lasts three seconds. The electricity does severe burns to anything caught within the stream, able to cripple in a single attack, metal armour also offers little protection. The pistol can be used four times, but must be holstered between each one. Like the Zap Glove, Remedy can spend a full post winding the cogs on the holster to restore a charge.
PL 8
Quote:
Zap Trap Mk I – This small metal device is about ten by ten centimetres wide and two high. In the centre is concentrated quartz powder with an inert charge. When the device is deployed a small beaker of acid is released and the charge in the quartz becomes activated. When something with a bioelectrical charge (ie, living creatures) move within a metre of the trap it explodes, releasing a powerful charge into the air for two metres around it. The charge can do some serious superficial burns, but more importantly it stuns the creature, causing its muscles to become rubbery and difficult to move. The effect lasts for two posts. Remedy carries four Zap Traps.
PL 6
Quote:
Servo Suit
An obvious downside for having so many items to carry is the strain on Remedy. While she is fit, she lacks the endurance, strength or speed of many of the heroes on across Althanas. Indeed, she would be considered only slightly above average on her own. To counteract this, she has outfitted her suit with some improvements. It should be noted that without her suit she is only considered average and the frame does not add an additional protection from attacks.
The suit is made of leather and steel, which is fine.
Quote:
Servo Strength – By attaching a metal frame to her suit, Remedy was able to build in counter-balances that mimic pure strength. She is able to life five times the weight she would normally be able to, allowing her to carry her gear without much effort. As a downside, if the frame is damaged she can lose strength in that area. A knock to the knee could destroy the leg counterweight system.
PL 5
Quote:
Servo Mobility – The suit provides excellent balance while in use. This allows Remedy to move as if she was much lighter than she is and gives the impression of increased reflexes. She can dodge, shift and react as if she was four times as quick as a normal person. Unfortunately, this doesn’t convert to running speed.
PL 3 due to limitation
Quote:
Grappling Hook 200 - A small wrist device located on Remedy’s right arm and into her suit. The device fires a small iron bolt attached to thin high strength rope up to 100 metres away. By pressing down on a switch on her wrist the rope is reeled in and the lesser of whatever the bolt has lodged in and Remedy is pulled towards the other quite quickly (a sprint-ish speed). Unfortunately, the metal hooks can’t be easily pulled from the target, so there is a clip that needs to be removed to free the rope. Remedy keeps three bolts handy which effectively gives her three uses. As a note, the bolt is quite small and relatively weak. It is far less effective than a crossbow if used to try and injure someone directly.
Not counting this as an ability
Quote:
Automatons and deployables
Creating automatons and other deployable devices is the desire of every tinker, and Remedy is no different. She has created a few working automatons that she can use in a fight. In order to control the automatons Remedy has a small headset with specially treated glass that covers one of her eyes. The headset allows her to target anything within fifty metres for offensive or defensive attacks and recall any active automatons.
PL 3. The headset seems akin to minor telepathy.
Quote:
Thopter Mk II – The thopter is a small, disc-like flying automaton that sits comfortably in the palm of your hand. When activated three propellers blades extend from the main body and allow it to fly. The blades work both to allow it to fly and attack. It skims the target, slicing at it with the long steel strength blades. The thoper only needs a fraction of the propellers to keep it flying, meaning it can sacrifice much of itself in the attack and still continue. Remedy has five thopters attached to a small pack that sits in the small of her back. The thopters can attack for a full two posts before needing to return. If able to attack again (ie, not destroyed), they need three posts before they are recharged enough to do so.
PL 7, they could do an awful lot of damage quickly.
Quote:
Shield Bot Model-Electric – This model is made from a modified thopter. Rather than propellers, it uses an electromagnetic field to float. Its only purpose is to deploy, at which time it splits into four parts are creates a strong magnetic field a metre wide and two metres tall. The field reflects metal sent towards it for a post before it burns through its energy reserves and collapses. Remedy has access to three of these thopters stored with her others. Once they are deployed they are destroyed.
PL 4. Comparable to minor metalmancy
Quote:
Shield Bot Model-Steel – This model is a small tri-pedal device the size of a plate. When activated it deploys a steel strength metal shield, a metre tall and a metre long. The particular curve of the shield means that if four are deployed at once it is possible to create a complete circle with each one making 90 degrees of the full 360. Remedy carries four shields with her at a time. Once the shield is deployed it deactivates, meaning it can last for as long as it remains intact, but can’t be moved or collected.
PL 5. Seems a bit stronger than Twincast's mystic protection
APL of 4.78 with only 14 abilities. Approved.