Mystic Armor of the Blue Sun

Created by X.M.
The armor of the sun of the Incas is a truely impressive power armor: a flying suit engulfed in searing flames stored in a simple medallion. The House of Engineers has successfully managed to design a technological equivalent almost as impressive as the original (for all this see WB9: South America II). However, the house of Magic is very interested by this feat of magic and has also tried to duplicate it using Techno-Wizardry. This has proved extremely difficult since there is no magic spells able to duplicate the Fiery aura of the Sun power armor.
Calmesh an ambitious Amaki, after some unsuccessful attempts and a foray in Elemental magic (Warlockry), learnt about Blue Flame Spells and saw the possibility to use them to create an armor of the Blue Sun. The main issue of course was to learn the necessary spells from the Larhold.
The infiltration of a minor clan of Larhold was far from easy! He only survived the first encounter because of his unique (among the Larholds at least) skill in TW which gained him the attention and the protection of of the tribe's main Shaman. He survived (the only one of his team), but as a slave; a harsh life under a Larhold Shaman. He managed to interest the tribe's shaman in the idea of the Blue Sun power armor and thus eventually gained what he was looking for: knowledge of Blue Fire magic. After 5 years of slavery, the Armor of the Blue Sun was finally created, and one year later he rised to full member of the tribe, his shaman master dead. Calmesh has thought about going back to New Babylon but he is now more Larhold than Amaki: unemotional, totally ruthless, horribly scared by the Blue flame (gained from a rite of passage), and a powerful member of the tribe. Now all the Shamans (magic users) of his tribe are equipped with a mystic power armor (and other TW items), except the new head Shaman and Calmesh himself who have an Armor of the blue sun. Calmesh has taken Larhold Techno-Wizard apprentices and TW items have become a prime trade for his tribe.

Mystic Armor of the Blue Sun

This suit is very similar in appearance to that of a normal suit of Mystic power armor. The two main differences in appearance when not activated are that all the crystals have a blue tinge, and that for True Shamans the helmet is made to look like a demonic mask. When activated, the pilot becomes covered with light blue flames. The eyes and the hands burn a more intense deep blue. When flying, flimsy wings of light blue flame extend in the back.The armor is very intimidating and this effect is enhanced by a fear aura reinforcing the fear naturally inspired by the Larholds.
At short range this power armor has impressive magical weaponry: a blue laser, a blue flame bolt and the dreaded whip of agony, but has no long range weaponry. The blue flames give the armor good protection and a partial resistance versus energy attacks but make hiding or sneaking impossible. Calmesh is the only one able to build these armors at the moment (he is currently level 10) but this may change in the near future when his apprentices come into their power.

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.

Speed:

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.

Statistical Data:

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.

Optics:

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.

Offensive weaponry:

Burning light of blue flame: when activated, a tiny pillar of flame appears in the left hand of the power armor and can fire like a magical blue laser. Note that when this feature is activated, vampires cannot come within 50 feet of the armor.
Primary purpose: Assault
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.
Flamebolts: when activated, a bolt of blue flame which twists and turns to hit its target is fired from the right hand.
Primary purpose: Assault
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.
Whip 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.
Primary purpose: Anti-personnel
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.
Fear 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.
Primary Purpose: Anti-personnel
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
Energy 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.

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)
Kick - by supernatural strength (normally 3D6 M.D.)
Body Block/Tackle - same as a kick
Bonuses: +2 to parry and +6 to dodge from supernatural speed on top of the bonuses from race and skill.