Post by Legend on May 18, 2021 19:06:34 GMT
Note: This post is an informational post and as such will be written OOC (Out of Character)
Magic
Settlers discovered soon after arriving on Asterus that some of them were able to wield magical abilities. However these abilities were only gained by those without heavy cybernetic modifications. How these abilities manifest we leave up to you as the roleplayer, however you must establish in your thread how they were gained, and how they work. This ties into the don't create a Mary Sue/Stue rule. Your character would not immediately be an expert on using magic and should struggle as they learn to hone their powers.
Weapons
The following is a list of approved weapons that are allowed onboard ships to Astreus:
HLK Pulse Pistol: A compact 9mm projectile weapon that uses repulsor technology to fire the projectile.
Aegis XL8 Hand Cannon: A high impact projectile weapon that fires slugs and resembles an oversized revolver.
Bladed Weapons: Various knives and swords.
Once on planet other weapons are available depending on your position and can be handled on a player by player basis.
Cybernetics
The following is a list of approved cybernetics that are allowed onboard ships to Astreus.
Cyberdeck Cranial Implant: A brain implant that allows for hacking into local systems. The deck includes a jack at the base of the neck that can be used to plug into systems in order to hack them. Due to the invasiveness of this implant, having one precludes the use of magic.
Subdermal Plating: A layer of armor implanted under the skin that can absorb small caliber arms fire and normal bladed weapons.
Boosted Reflexes: A series of internal implants that allow for faster movement and enhanced senses. Users have been known to catch thrown weapons and even dodge bullets.
Retinal Weapon Link: Uses a contact pad in the users hand to link to firearms for increased accuracy. This links to a retinal implant that displays the weapons information including ammo count and a visual display of the weapon sight.
Night Vision: A retinal implant that allows the user to see in the dark.
Thermal Vision: A retinal implant that lets the user see thermal signatures
Hand Blades: An implant in the wrist that extends a blade from just under the users palm
Cybernetic Limb Replacement: Full replacement of limbs either due to the loss of the original limb or to augment a users strength. Cybernetic limbs are required if a player wishes to use more complex embedded weaponry. Cybernetic limbs also preclude the use of magic.
Other implants are available upon Moderator approval.
Magic
Settlers discovered soon after arriving on Asterus that some of them were able to wield magical abilities. However these abilities were only gained by those without heavy cybernetic modifications. How these abilities manifest we leave up to you as the roleplayer, however you must establish in your thread how they were gained, and how they work. This ties into the don't create a Mary Sue/Stue rule. Your character would not immediately be an expert on using magic and should struggle as they learn to hone their powers.
Weapons
The following is a list of approved weapons that are allowed onboard ships to Astreus:
HLK Pulse Pistol: A compact 9mm projectile weapon that uses repulsor technology to fire the projectile.
Aegis XL8 Hand Cannon: A high impact projectile weapon that fires slugs and resembles an oversized revolver.
Bladed Weapons: Various knives and swords.
Once on planet other weapons are available depending on your position and can be handled on a player by player basis.
Cybernetics
The following is a list of approved cybernetics that are allowed onboard ships to Astreus.
Cyberdeck Cranial Implant: A brain implant that allows for hacking into local systems. The deck includes a jack at the base of the neck that can be used to plug into systems in order to hack them. Due to the invasiveness of this implant, having one precludes the use of magic.
Subdermal Plating: A layer of armor implanted under the skin that can absorb small caliber arms fire and normal bladed weapons.
Boosted Reflexes: A series of internal implants that allow for faster movement and enhanced senses. Users have been known to catch thrown weapons and even dodge bullets.
Retinal Weapon Link: Uses a contact pad in the users hand to link to firearms for increased accuracy. This links to a retinal implant that displays the weapons information including ammo count and a visual display of the weapon sight.
Night Vision: A retinal implant that allows the user to see in the dark.
Thermal Vision: A retinal implant that lets the user see thermal signatures
Hand Blades: An implant in the wrist that extends a blade from just under the users palm
Cybernetic Limb Replacement: Full replacement of limbs either due to the loss of the original limb or to augment a users strength. Cybernetic limbs are required if a player wishes to use more complex embedded weaponry. Cybernetic limbs also preclude the use of magic.
Other implants are available upon Moderator approval.