Crew: One magic user.
M.D.C.tm by location:
The power armor is protected by its blue flame aura as by a force
field. As a result, there is just a total M.D.C. value for the
Flameshield (as per the blue flame spell).
*Flameshield - 200 M.D.C.**
* Destroying the Flameshield will shut down the whole Mystic power armor. To reactivate it, the spell Flameshield must be cast on the armor and 150 extra P.P.E. chanelled in the armor. **The Flameshield has limited resistance to energy attacks: all flame and energy attacks do one-quarter damage to it.
Running: 30mph (44kmph) and running does not tire the pilot. As per the Supernatural speed spell.
Flying: 100mph (160kmph) maximum. This is silent flight. As per the Flamewings spell.
Range: Only limited by the pilot's need for rest.
Height: as the pilot, typically 6 feet (1.8m).
Weight: same as the pilot's plus 20 pounds.
Physical Strength: Equal to a P.S. 30 (as the supernatural strength spell) but can be turned off to use the pilot's strength instead (for particularly strong Larholds).
Environmental features: Can Breathe without air, is immune to heat, cold and similar environmental hazards and automatically lights a 30 feet area with the blue flame aura.
Cargo: None
Power System: Magic. The power armor systems will work as long as the Flameshield is up. A Flameshield spell plus 150 P.P.E. will restore the Flameshield to full M.D.C.
Cost: Only available to Larhold Shamans (i.e. any spell caster of a Larhold clan) and usually exchanged against other objects (or slaves) of a similar value.
Eyes of blue flames: give excellent visual systems including vision of all spectra of light and heat, vision in total darkness up to 400 feet and see invisible.
Sense Blue Flame: has an increased range of 1000 feet (305m), but it can sense intense sources of Blue Flame such as active Mystic armors of the Blue Sun as far as 2000 feet.
Primary purpose: AssaultFlamebolts: when activated, a bolt of blue flame which twists and turns to hit its target is fired from the right hand.
Secondary Purpose: Defense
Damage: 5D6 M.D. per blast, triple that against vampires!
Rate of fire: Equal to the combined number of hand to hand attacks of the pilot. Can only be dodged with a 16 or higher.
Effective Range: 600ft (183m)
Payload: Effectively unlimited.
Primary purpose: AssaultWhip of Agony: This spell causes a crackling whip of blue flame to snake out of the right hand. This is the most feared weapon of the armor because it is also a tool of torture. As a weapon, the whip is +2 to strike in addition to any hand to hand or W.P. bonuses.
Secondary Purpose: Defense
Damage: 1D4x10 M.D. per blast, double that against creatures vulnerable to fire. Can only bedodged with a 16 or higher.
Rate of fire: two bolts per melee.
Effective Range: 500ft (150m)
Payload: Effectively unlimited.
Primary purpose: Anti-personnelFear Aura: The demon mask (for Larhold Shamans) gives an HF of 7 against Larhold and people who know and fear Larhold Shamans. This effect is enhanced by a feature similar to the Charismatic aura spell.
Secondary Purpose: Torture
Damage: 1D6x10 M.D. per lash, or 1 S.D.C. (or M.D. if a M.D.C. creature) plus unimaginable agony (completely incapacitated for 1 melee) but the whip must touch skin.
Rate of fire: Equal to the combined number of hand to hand attacks of the pilot.
Effective Range: 200ft (61m)
Payload: Effectively unlimited.
Primary Purpose: Anti-personnelEnergy Rifles, bows, grenades and other normal weapons can also be used by the pilot. However, this will prevent the use of all the weaponry attached to the hand(s) used to hold it. In general the Shamans carry a long range non-energy weapon (favorite is the I-11 Long Gun) or a Larhold composite bow but revert to the Power Armor weaponry when they come to close range.
Secondary Purpose: Psychological warfare.
Effect: save versus magic to see if affected at all. If affected the Power armor has an Horror Factor of 13, the pilot's M.A. is increased by 6 for the purpose of intimidation, and lowered by 6 to inspire trust.
Range: 60 feet (18.2m)
Duration: this feature is always on, but victims must only save versus Horror Factor the first melee of each encounter.
I.S.P. cost: 6
Hand to Hand Combat: Rather than use a weapon, the pilot can engage in M.D. hand to hand combat. Use the bonuses listed under the Robot and Power Armor Combat skills, with the following modifiers to damage:
Punch - 2d6 M.D.+strength bonus (normally 2D6+15), coming from the blue flame around the fists (similar to the spell Fists of blue flame)Bonuses: +2 to parry and +6 to dodge from supernatural speed on top of the bonuses from race and skill.
Kick - by supernatural strength (normally 3D6 M.D.)
Body Block/Tackle - same as a kick