Tech-based Armor Augmentation

Light, medium, and heavy armor, as well as their augmentations and shields.
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Tech-based Armor Augmentation

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Post by Tony »

Tech-Based Armor Augmentation

Technology-based armor augmentations are special, generally electronic, digital, or mechanical enhancements to a set of armor to improve its function in some way, shape, or form. These can be as varied as tiny microchips and fiber optics laid through the material to transmit electronic signals, to strength-boosting machines taken from power armor models to improve strength exponentially.

Almost any set of armor can be enhanced technologically, though it does tend to follow that the armor of modern or futuristic civilizations will be better suited to tech upgrades. Classical civilizations tend to lean more towards magical enchantments. However, just as there are specific effects that can only be performed by enchantment, there are specific effects that can only be achieved by tech.

Tech-based augmentations, like enchantments, take up an armor's hard points, or Augmentation Slots. The "aug slots" on armor classes aren't very dynamic, but the heavier the armor the more space there is for enhancement. Unlike enchantments, though, a mix of bodily (read: statistic) augmentations and support augmentations is ideal, as the structure of the given armors can only hold so much of each.

Note: An augmentation of any type can only go on ONCE on the same armor.
Light Armor: 5 (2 Statistic, 3 Support)
Medium Armor: 8 (3 Statistic, 5 Support)
Heavy Armor: 12 (4 Statistic, 8 Support)

Enablers

There are two types of tech-based enhancements: mechanical and nanotechnological. Mechanical armor augmentations are those that require machines, large or small, to perform the enhancing. Nanotechnological (or "nanite") improvements require a very special type of armor enhancement to be added before the nanites themselves can be added, due to the fragile nature of the network the nanites maintain.

Exo-Suits are external bodysuits that are worn underneath armor to insulate the user and to provide bodily (read: statistic) enhancements from the armor to the user. Exo-Suits are the only way to receive direct statistic modification from an armor, and all others are considered "support" type augmentations.

In order to use nanite augmentations, a Bio-Suit must be installed in the armor. These are special weaves of fiber that allow for a constant cycle of data and energy from a body's electrical and thermal fields to be read by the swarm of nanomachines inside of the armor. In addition, to use nanite-based augmentations, a Nanite Infusion upgrade must be purchased. The Bio-Suit and Nanite Infusion mods both take up one slot apiece, but in exchange the Nanite Infusion upgrade can support a number of nanomachine programs depending on its level instead of each of them taking up a separate augmentation slot.

More on Exo- and Bio-Suits can be found in the posts below.

Augmenting Armor

Armor can be augmented either at purchase/creation or later on. A base armor is selected, whether it's light, medium, or heavy, and according to its number of hardpoints, is augmented by someone qualified, generally a vendor or a craftsman.

Example:
Flexible Steel Medium Armor
Price:
Physical Soak Bonus: 600
Magical Soak Bonus: 600
Augmentation Slots: 7
Crafting DC: 198

This armor has 7 slots to augment, and medium armor is only allowed 2 statistic improvements.

Say we want to make a UNSC MJOLNIR knockoff armor, with some of its functionality and a fraction of its protection with this somewhat low-quality armor.

Name: Exo-Skeleton V3 (Dex +6) (Str +6) (2 slots)
Name: Wayfinder Radar System
Name: Cybernetic Arm Prosthesis
Name: Hermes Leg Prosthesis
Name: Internal Shielding II
Name: Icarus Landing System

So, once completed, this armor will grant:
600 Physical Soak
600 Magical Soak
+6 Dexterity Bonus
+6 Strength Bonus
Radar
+150 Strength for lifting
+15 Jump
An energy field of 2000 HP that regenerates by 300 hp over the period of 3 rounds.
Damageless falls + a knockout/knockdown attack on a target below
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Example 2:

Flexible Steel-Lined Robe (Light Armor)
Price:
Physical Soak Bonus: 300
Magical Soak Bonus: 900
Augmentation Slots: 4
Crafting DC: 180

This suit of armor will be made for a lighter armor-wearing character wanting to use nanotehcnology. It has 4 Augmentation Slots, and only 1 can be used for Statistic enhancement.

Name: Exo-Skeleton V3 (+12 Dexterity)
Name: Bio Suit (Nanites)
Name: Nanite Infusion
-- Name: Nanite Regeneration Program
-- Name: Nanite Antibodies Program
Name: Glass-Shield Cloaking System

As you can see, the Nanite Infusion upgrade allows multiple nanite augmentations to be installed into that one slot. Nanites are thus able to fit more than one upgrade into a single slot, but they are expensive and rare. This armor will grant:

300 Physical Soak
900 Magical Soak
+12 Dexterity
Recovery of 20% of Max HP after battle conditions where a momentary rest period applies.)
20% resistance to toxins
MP-consuming invisibility
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Full details on available tech-based armor augmentations can be found below.
Tony
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Posts: 831
Joined: October 10th, 2008, 9:41 pm
Location: Lubbock, Texas

Exo-Suits

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Post by Tony »

Exo-Suits (Statistic Augmentation)

More professionally known as "external skeletal systems" or "exoskeletons", Exo-Suits are skin-tight, flexing, synthetic weave bodysuits that fit along the curvature of the user's body to the finest detail. They are used underneath more formal battle armor in order to keep pressure on specific portions of the body, prevent blood loss, and most of all increase performance of bodily systems and specific organs. Pejoratively nicknamed "Skull Suits," Exo-Suits have a somewhat unusual, alien appearance when worn alone due to the unusual polymer-weave mix and the visibly glittering fiber optics running through most models.

Exo-Suits are generally not worn alone, as their damage prevention capability is negligible at best. They must be worn underneath other portions of armor, and occupy an Augmentation Slot when added to an armor. They are very costly to make and are almost never available upon the first day of purchase -- sometimes a week to a month can go by before it may be ready. Be warned: in some cases the body simply cannot handle the augmentations it pushes on the body. If you do not meet the requirement to wear the suits but still choose to do so, you do so at your own risk.

The following statistics may be boosted by Exoskeletons:
• Awareness
• Strength
• Dexterity
• Spirit (Note: Requires Nanite Stimulation Program augmentation on the same armor)

Caution: The pressure and functional utility of an exoskeleton is based directly on the strength of the body it is worn over; each level of augmentation is made for a different body type. If the wearer does not meet the physical requirements of a particular model, the exoskeleton will damage portions of the wearer's body due to the strain incurred by its use.

Note:: If multiple pieces of equipment have similar or identical bonuses, only the highest one will be counted. These are no longer cumulative.
Example: A dagger with +12 spirit, a armor with +12 spirit, and a shield with +14 spirit. Only the +14 Spirit bonus will count.

Exo-Suits can be crafted using Artisan: Tailoring or Engineering
While the chosen amount is permanent once made. You can adjust your distribution totals per mission.

Name: Exo-Skeleton V1
Effect: Can add up to 10 stat points (not bonus).
DC / Cost: 2% of base armor
Strength Requirement: 30
Dexterity Requirement: 30

Name: Exo-Skeleton V2
Effect: Can add up to 20 stat points (not bonus).
DC / Cost: 4% of base armor
Strength Requirement: 60
Dexterity Requirement: 60

Name: Exo-Skeleton V3
Effect: Can add up to 30 stat points (not bonus)
DC / Cost: 6% of base armor
Strength Requirement: 90
Dexterity Requirement: 90

Name: Exo-Skeleton V4
Effect: Can add up to 40 stat points (not bonus)
DC / Cost: 8% of base armor
Strength Requirement: 120
Dexterity Requirement: 120

Name: Exo-Skeleton V5
Effect: Can add up to 50 stat points (not bonus)
DC / Cost: 10% of base armor
Strength Requirement: 150
Dexterity Requirement: 150

Name: Exo-Skeleton V6
Effect: Can add up to 60 stat points (not bonus).
DC / Cost: 12% of base armor
Strength Requirement: 180
Dexterity Requirement: 180

Name: Exo-Skeleton V7
Effect: Can add up to 70 stat points (not bonus)
DC / Cost: 14% of base armor
Strength Requirement: 210
Dexterity Requirement: 210

Name: Exo-Skeleton V8
Effect: Can add up to 80 stat points (not bonus)
DC / Cost: 16% of base armor
Strength Requirement: 240
Dexterity Requirement: 240

Name: Exo-Skeleton V9
Effect: Can add up to 90 stat points (not bonus)
DC / Cost: 18% of base armor
Strength Requirement: 270
Dexterity Requirement: 270

Name: Exo-Skeleton V10
Effect: Can add up to 100 stat points (not bonus).
DC / Cost: 20% of base armor
Strength Requirement: 300
Dexterity Requirement: 300
Tony
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Posts: 831
Joined: October 10th, 2008, 9:41 pm
Location: Lubbock, Texas

Armor Augmentations

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Post by Tony »

Armor Support Augmentations

Cosmetics

These are crafted through Artisan: Tailoring.

Name: Cloth Blends
Manufacturer: V.R. al-Busiri Designs
Price: +10% of base armor cost
DC to Make: 10% of armor crafting DC
Restrictions: Light Armor only; occupy 0 Support Augmentation Slots
Description: The studios of "visionary" designer V.R. al-Busiri -- the son of a front-line soldier and an officer -- have put into mainstream production and spotlight their newest lines of armored clothing -- or rather, clothing that functions as armor. Ranging from formalwear to everyday clothing, cloth weaves are able to provide protection while at the same time looking stunning for any occasion. They're also extremely useful for disguises...

Name: Seasonal Formalwear
Manufacturer: V.R. al-Busiri Designs
Price: +20% of base armor cost
DC to Make: 20% of armor crafting DC
Restrictions: Light Armor only.
Description: Fashion mogul Valentino al-Busiri's fashions have stolen the spotlight at shows across the galaxy, from Quintus to Prague to Mobius. Regardless of shape, size, species, gender, disposition, or favorite colors, al-Busiri clothes can cater to any request. The finest tuxedos, gowns, suits, and dresses impress even the most skeptical of people, giving an important edge when dealing with others. When worn, grants a +5 bonus to Speechcraft checks.

Name: "Class A" Uniforms
Manufacturer: Various
Price: +10% of base armor cost
DC to Make: 10% of armor crafting DC
Restrictions: Light Armor only
Description: The formal uniforms of both modern and classical militaries are generally shined and prettier than their battle dress counterparts. Whether they're blues, whites, greens, reds, greys, blacks, yellows, or plaid, the uniform of an officer is generally unmistakable amongst peers. When the proper uniform is worn -- whether it's governmental or mercenary -- the uniform grants a +5 bonus to Speechcraft with those who respect it, and always grants a +3 bonus to Dodge, whether it's Acrobatics, Athletics, or Roll based.

Name: Streamlined Design
Manufacturer: Various
Price: +20% of base armor cost
DC to Make: 20% of armor crafting DC
Restrictions: Light Armor requires 2 Support Augmentation Slots; Medium Armor requires 4 Support Augmentation Slots; Heavy Armor requires 6 Support Augmentation slots.
Description: To streamline an armor is to remove extraneous or inefficient portions to make it quicker, lighter, and more maneuverable. It also includes adding comfortable padding, flexible joints, flexing insides, and underarmor to reduce friction when moving. All in all, it nearly creates an entirely new armor to be worn. This augmentation grants the user a +5 bonus to Dodge checks, whether it's Run, Jump, or Roll.

Name: Utility Belt
Manufacturer: Varies
Price: 640 gil
DC to Make: 100
Restrictions:
Description: A complex series of independent, flexible straps support thick, durable pouches, holsters, loops, and lanyards that are each able to function independently of one another to support a myriad of small tools or objects. When added to an armor, adds 5 Inventory Slots, but is only capable of holding 1-slot items/weapons.

Name: ALICE Command Vest
Manufacturer: Varies
Price: 1920 gil
DC to Make: 125
Restrictions: Occupies 2 Support Augmentation Slots
Description: A vest or series of torso-looped straps are laced with hooks, hitches, pouches, and pockets to provide additional carrying capacity to the standard infantry soldier. When added to an armor, adds 10 Inventory Slots, but is only capable of holding 1- or 2-slot items/weapons.

Name: Osprey Modular Backpack
Manufacturer: Varies
Price: 3200 gil
DC to Make: 150
Restrictions: Occupies 3 Support Augmentation Slots
Description: A large, deep-pocketed backpack is attached to elastic webbing and vest and torso loops and straps to help create a full-body supported carrying system. Originally known as the MOLLE system of carrying for soldiers, the Osprey is the updated, widely-available version usable by hikers, adventurers, and soldiers alike. When added to an armor, adds 20 Inventory Slots, and can carry up to 8-slot items.
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Name:
Manufacturer:
Price:
DC to Make:
Restrictions:
Description:
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Communication Tech

These are crafted through Artisan: Engineering.

Name: Infolink Telecommunications Package
Manufacturer: Unus Mundus Network, Inc.
Price: 640 gil
DC to Make: 20% of armor's original DC
Restrictions:
Description: Enables users to receive and transmit messages without generating audible sounds through implanted cochlear and vibration detection devices. Video signals accompanying incoming transmissions are projected via augmented reality into the user's vision, provided an Eye-Know Visual Augmentation is available.

Name: Eye-Know Visual Augmentation
Manufacturer: Sarif Industries
Price: 1920 gil
DC to Make: 40% of original armor's DC
Restrictions:
Description: An armor augmentation that attaches a microcomputer into the collar of the armor and is either connected to a helmet or an eyepiece. This augmentation allows a user to access digital information and communicate and relay information visually. It is controlled by a tiny control held either in the hand or implanted in the armor somewhere. This augmentation adds a +5 bonus to a user's Perception and Search checks.
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Survival Tech

These are crafted through Artisan: Engineering.

Name: Variable Pressurized Suit
Manufacturer: Bauer & Kopka
Price: 29,400 gil
DC to Make: 15% of armor's original DC
Restrictions: Occupies 2 Support Augmentation Slots
Description: A pressurized suit uses a complex series of electronic and mechanical systems to fully seal the suit from outside forces. It uses its own circulated oxygen, temperature regulating, and bodily support systems to allow a wearer to operate in usually dangerous or lethal locales, including space and underwater.

Name: Climate Control
Manufacturer: Aldrin Labs
Price: 29,400 gil
DC to Make: 25% of armor's original DC
Restrictions: Occupies 2 Support Augmentation Slots
Description: The suit has the ability to resist high degrees and low degrees of temperature keeping the user at stable levels in even the hottest or coldest conditions. In addition, when Burning, Heat, or Freeze statuses are inflicted on the user, this augmentation reduces its severity by one level per round until removed.

Name: Insulation
Manufacturer: Aldrin Labs
Price: 29,400 gil
DC to Make: 15% of armor's original DC
Restrictions: Occupies 2 Support Augmentation Slots
Description: The suit is insulated allowing a user to come into contact with electrical devices up to a certain level of charge. Prevents "double damage" from electrical/lightning-based attacks due to armor/electronics. When "Shock" status is inflicted, reduces its severity by one level passively. (Acute becomes Moderate, Mild is ineffective).

Name: Radiation Shielding
Manufacturer: Sirta Foundation
Price: 40,200 gil
DC to Make: 15% of armor's original DC
Restrictions: Occupies 2 Support Augmentation Slots
Description: The suit is able to resist levels of radiation for a period of time; an indicator on the suit will change from blue to red when one has been in an irradiated environment for too long. Suit provides immunity to Mild Radiation effect, and can withstand prolonged exposure to Moderate and Acute Radiation. Exposure to Chronic Radiation is reduced to Mild effect, progressing up to Chronic again after GM specified time. Exposure to Terminal Radiation is reduced to Acute effect, progressing up to Terminal again after GM specified time.

Name: Rebreather
Manufacturer: Ariake Technologies
Price: 4480 gil
DC to Make: 10% of armor's original DC
Restrictions:
Description: Concealed in the lower portion of a helmet cavity, this augmentation activates in the presence of airborne toxins such as tear gas or aerosol poisons, rendering them ineffective. It cannot reduce damage from airborne radioactive contaminants or particle energy effects, however.

Name: Sentinel RX Health System
Manufacturer: Sarif Industries
Price: 40,200 gil
DC to Make: 50% of armor's original DC
Restrictions:
Description: The Sentinel RX Health System is a combination implant that uses electro-cardio action, adrenal stimuli, and protein therapy to fight infection and injury throughout a limited 'regenerative' capacity. While it is no replacement for proper medical care, it can keep a user alive in the most critical of circumstances. In combat, restores 5% of HP per round up to a maximum of 25%, and outside of combat, restores HP to 25% passively.

Name: Cardiovertor Defibrillator
Manufacturer: LIMB International, Inc.
Price: 51,000 gil
DC to Make: 50% of armor's original DC
Restrictions:
Description: The Sentinel RX Health System can be upgraded with an Implanted Cardiovertor Defibrillator capable of restarting a human heart up to eighty times without requiring a recharge. Once per diem, activates Auto-Life to bring a knocked-out character back to consciousness with 25% maximum HP.

Name: Angiogenesis Protein Therapy
Manufacturer: LIMB International, Inc.
Price: 40,200 gil
DC to Make: 25% of armor's original DC
Restrictions:
Description: The Sentinel package includes the Angiogenesis Protein Therapy delivery system, providing state-of-the-art biomedical care directly to where it is needed in the body. This allows a character to have an auto-injection of a type of potion, ether, or preventative to be used immediately. It must be set beforehand and replaced after use. The medicine activates upon being inflicted with the corresponding negative status effect. When the medicine is a Potion, activates when HP drops below 33%. When the medicine is an Ether, activates when MP drops below 33%.
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Limb Enhancements

These are crafted through Artisan: Engineering.

Name: Cybernetic Arm Upgrade
Manufacturer: Carrington Institute
Price: 4000 gil
DC to Make: 15% of armor's original DC
Restrictions:
Description: The Cybernetic Arm Prosthesis is an augmented artificial limb built on a framework of advanced polymers and lightweight metals. In place of an organic musculature, these augmentations utilize myomers -- bunches of electro-stimulated plastic cables that mimic the actions of muscle tissues, but to a greatly strengthened degree. In combination with tiny motors and shock-absorbing liquid polymer buffers, these cyber-limbs are capable of far exceeding human physical abilities. Grants a +5 bonus to strength-based lifting checks.

Name: Carrying Capacity Upgrade
Manufacturer: Misriah Armory
Price: 4000 gil
DC to Make: 30% of armor's original DC
Restrictions: Requires Cybernetic Arm Upgrade
Description: Learning to use the higher-density bone frames, hex-frame reinforcement, and durable, military-specification, survivable myomer muscle units inside the Cybernetic Arm Upgrade allows users to carry much larger weights than generally considered possible, with relative ease. This augmentation allows a user to carry and wield a 12- or 16-slot weapon.

Name: Hermes Leg Prosthesis
Manufacturer: Sarif Industries
Price: 4000 gil
DC to Make: 15% of armor's original DC
Restrictions:
Description: The Cybernetic Leg Prosthesis replaces a person's organic limbs with enhanced-function mechanical substitutes. On a basic level, these grant the user the ability to reach greater heights while jumping. Grants a +5 bonus to strength- and dexterity-based Acrobatics checks.

Name: Sprint Enhancement
Manufacturer: Carrington Institute
Price: 4000 gil
DC to Make: 15% of armor's original DC
Restrictions:
Description: Maximizing the Cybernetic Leg's lighter phased carbide bone frames with its myomer reaction initiators allows people equipped with the prosthesis to reach higher speeds that previously possible. Grants a +5 bonus to strength- and dexterity-based Athletics checks.

Name: Jump / Land Silently
Manufacturer: Jormangund Technology
Price: 4000 gil
DC to Make: 25% of armor's original DC
Restrictions:
Description: The same higher-density myomer muscle bunches and shock-absorbing gel matrix in the knee joints and hip mounts which enable Cybernetic Leg users to jump higher than ever can also permit them to spring up and touch ground again without anyone hearing it occur.
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Detection Tech

These are crafted through Artisan: Engineering.

Name: Ultrasound Scanner
Manufacturer: Jormangund Technology
Price: 36,750 gil
DC to Make: 20% of armor's original DC (Armor Aug)
Restrictions:
Description: A unique device that functions similar to sonar and radar, but at a more constant and advanced pattern. The Ultrasound Scanner consists of an emitter that sends out continuous ultrasonic pulses and a receiver that picks up the echoes of these pulses to create a topographic ultrasound map. Ultrasound is perfect to "see" textures, calculate distances between objects, and pick up things otherwise invisible to the naked eye (like people cloaked by an Invisibility spell), It can also be set to a passive mode, where it doesn’t emit ultrasonic pulses but still picks up ultrasound from outside sources, such as motion sensors or someone else’s ultrasound sensors on active mode (or bats). This unit also adds a +5 bonus to a user's Perception checks.

Name: Soliton Radar System
Manufacturer: Philanthropy, Ltd.
Price: 2400 gil
DC to Make: 15% of armor's original DC
Restrictions:
Description: This third-generation radar system is able to determine the immediate layout of an area up to a small range depending on environment, as well as the presence of flora, fauna, or large body. It has no threat detection software or IFF identifiers. This unit adds a +3 bonus to a user's Perception checks.

Name: Wayfinder Radar System
Manufacturer: Kukai Foundation
Price: 5600 gil
DC to Make: 30% of armor's original DC
Restrictions:
Description: The Wayfinder Radar System augmentation is a fourth-generation radar and threat detection system that serves as a sensing and early-warning device; beginning users can tune it to keep track of any threat, so long as the threat remains within a local threat vector. It is able to map and detect entities within a larger area than earlier radar systems, with more precision. This unit adds a +5 bonus to a user's Perception checks and a +10 versus specifically detecting Sneak Attacks.
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Stealth Tech

These are crafted through Artisan: Engineering.

Name: Stealth Monitor
Manufacturer: Carrington Institute
Price: 4000 gil
DC to Make: 20% of armor's original DC
Restrictions:
Description: A layer of hair-thin audio sensors implanted along the exterior of an armor system, the stealth monitor provides a direct feedback to the level of ambient sound generated by the user. The implant's central processing unit can also perform instant situation-based analysis of targets identified via line-of-sight and is capable of predicting the vision cones of these targets with great accuracy, even after loss of direct observation. Provides a +5 bonus to Move Slowly checks, and identifies the direction targets are facing in-play.

Name: Mark & Track Software
Manufacturer: Carrington Institute
Price: 2400 gil
DC to Make: 30% of armor's original DC
Restrictions: Stealth Monitor
Description: By tagging targets, the user is able to track their movement up to a range of a 100m. An icon appears in the users field of view, displaying the target's location at all times, making stealth operations that much easier.

Name: Sneaking Tech
Manufacturer: Carrington Institute
Price: 2400 gil
DC to Make: 30% of armor's original DC
Restrictions:
Description: This first-generation stealth technology is designed to mimic the environment around it. It greatly enhances a users ability to avoid detection. It can also match its heat with the enviornment around it protecting the user from normal means of heat detection. Grants a +5 bonus to Hide checks and +3 bonus to Move Slowly.

Name: Glass-Shield Cloaking System
Manufacturer: Cerberus Skunkworks
Price: 21,150 gil
DC to Make: 40% of armor's original DC
Restrictions: Occupies 2 Support Augmentation Slots
Description: The GlassShield Cloaking System is a third generation stealth technology, composed of a grid of fine induction wires connected to a control system contained within the armor's torso region. The matrix is layered directly beneath the superficial layer of most armored materials; when activated, it generates a tuned, fixed-focus electromagnetic field that temporarily adjusts the frequency of EM radiation around the user. The net effect is a 'cloak of invisibility' which appears near-perfect. The effect can only sustain itself for 5 rounds before requiring another 5 round cool-down. Caution -- movement can still be heard!
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Offensive Tech

These are crafted through Artisan: Engineering.

Name: Close Assault Package (CAP Aug)
Manufacturer: Misriah Armory
Price: 5600 gil
DC to Make: 15% of armor's original DC
Restrictions:
Description: By modifying and bulking up the torso, arms, or legs of an armor piece, the user is able to have close-combat weapons installed. These weapons can be made of any material, but can only be up to 3 inventory slots large. The weapon is considered collapsible and retractable, making it easy to conceal and ideal for quick, discrete intervention. The weapon occupies the CAP Aug's slot in the armor when equipped.

Name: Typhoon Explosive System
Manufacturer: Sarif Industries
Price: 50,250 gil
DC to Make: 30% of armor's original DC
Restrictions: Occupies 2 Support Augmentation Slots
Description: The Typhoon is an anti-personnel weapon implanted in a series of subdermal pads along the back of the user's arms, upper legs, and torso; the pads are loaded with a matrix of small (10mm) stainless steel ball bearings above a thin layer of fixed-focus electromagnetic repulsion field generators. On activation, the implant releases the ball bearings in an optimal 360° shrapnel shockwave cloud that inflicts severe damage on unarmored targets at close range, and an additional blowback effect on middle-distant targets. All enemies in the surrounding area are blasted with damage and dealt Knockback and Knockdown. Damage depends on Ammunition loaded. Once engaged, requires 5 rounds to automatically reload and "cool down".
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Defensive Tech

These are crafted through Artisan: Engineering.

Name: Ceramic Plate Inserts
Manufacturer: Elanus Risk Control Services
Price: 10% of armor's original price
DC to Make: 10% of armor's original DC
Restrictions:
Description: This ceramic plating is designed to add extra defense to exposed areas or reinforce an already sturdy structure from taking further hits. Increases both armor soak values by 25.

Name: Reinforced Joints
Manufacturer: Kassa Fabrication
Price: 25% of armor's original price.
DC to Make: 25% of armor's original DC
Restrictions:
Description: This covering bolsters defense by removing exposures in armor. It however does make it harder to move. Increases both armor soak values of equipped armor by 50.

Name: High-End Ceramic Plates
Manufacturer: Rosenkov Materials
Price: 33% of armor's original price
DC to Make: 33% of armor's original DC
Restrictions:
Description: These plates are designed for controlled collapses on impact. Increases both armor soak values of equipped armor by 75

Name: Crystal Gel Polymer
Manufacturer: Biological Space Laboratories
Price: 50% of armor's original price
DC to Make: 50% of armor's original DC
Restrictions:
Description: This polymer is chemically treated to harden on impact while remaining flexible when the wearer is in motion offering a world of capabilities. Increases both armor soak values of equipped armor by 100.

Name: Internal Shielding
Manufacturer: Misriah Armory
Price: 6000 gil
DC to Make: 10% of armor's original DC
Restrictions:
Description: An energy shield that works to protect the wearer from excess harm, either via the area around them or hostile physical trauma. The original Misriah Armory model is capable of some small protection to heat. It holds an energy field that provides +50 soak (physical & magical) until it soaks 4 hits; the shield then requires 5 rounds to recharge.

Name: Internal Shielding II
Manufacturer: Weapon System Technologies
Price: 14,175 gil
DC to Make: 20% of armor's original DC
Restrictions:
Description: An energy shield that works to protect the wearer from excess harm, either via the area around them or hostile physical trauma. The WST "borrowed" model is capable of some small protection to heat and some radiation. It holds an energy field that provides +100 soak (physical & magical) until it soaks 4 hits; the shield then requires 5 rounds to recharge.

Name: Internal Shielding III
Manufacturer: Armax Arsenal
Price: 22,875 gil
DC to Make: 30% of armor's original DC
Restrictions:
Description: An energy shield that works to protect the wearer from excess harm, either via the area around them or hostile physical trauma. The Armax Arsenal model, a generation beyond the Misriah and WST models, is capable of some small protection to heat and some radiation. It holds an energy field that provides +150 soak (physical & magical) until it soaks 4 hits; the shield then requires 5 rounds to recharge.

Name: Internal Shielding IV
Manufacturer: Ariake Technologies
Price: 40,575 gil
DC to Make: 40% of armor's original DC
Restrictions:
Description: An energy shield that works to protect the wearer from excess harm. Either via the area around them or hostile physical trauma. The Ariake Technologies model, a completely revolutionary take on energy shielding, is capable of high level protection to heat and some radiation. It holds an energy field that provides +200 soak (physical & magical) until it soaks 4 hits; the shield then requires 5 rounds to recharge.

Name: Internal Shielding V
Manufacturer: Black Mesa
Price: 75,375 gil
DC to Make: 50% of armor's original DC
Restrictions:
Description: An energy shield that works to protect the wearer from excess harm. Either via the area around them or hostile physical trauma. The Black Mesa model was actually never released when developed, and both its origins and development are shrouded in mystery. It is capable of high level protection to heat and some radiation. It holds an energy field that provides +250 soak (physical & magical) until it soaks 4 hits; the shield then requires 5 rounds to recharge.

Name: Shield Harmonics
Price: 55,125 gil
DC to Make: 20% of armor's original DC
Restrictions: Requires "Mass Effect Generators" research; requires an Internal Shielding component.
Description: Shield emitters are optimized to produce a strong reliable kinetic barrier that can be active for hours. Because of the potential for interference, it is nearly impossible to run two active emitters simultaneously. When one kinetic barrier is down, it's possible to activate a second, but this will generally interfere with the reactivation of the primary barrier. With precise timing, a short-term kinetic barrier can be made that seamlessly retracts when the primary barrier regenerates.
Effect: When a shield unit is exhausted, this additional augmentation to an armor automatically gives the user one "charge" of shielding that can be used while the rest recharges. If the user's shielding is overwhelmed before the full recharge is complete, the process begins again -- but the automatic recharge will only function once until a full recharge is complete.

Name: Nanocrystal Shield
Price: 95,625 gil
DC to Make: 75% of armor's original DC.
Restrictions: Requires "Mass Effect Generators" research; requires an "Internal Shielding" component.
Descriptions: Whereas most kinetic barriers and shields are fields of energy or electromagnetic force, a breakthrough in crystallizing technology has the ability to snap-create monofilament crystals that are interlaced and suspended in a shield's energy field, serving as a secondary layer of solid intervention between a user and his/her shields.
Effect: Increases a shield generator's strength by 50%. This can stack with other augmentations.
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Special Tech

These are crafted through Artisan: Engineering.

Name: LV-X5 Audial Modulator
Manufacturer: Cerberus Skunkworks
Price: 16,920 gil
DC to Make: 15% of armor's original DC
Restrictions:
Description: This implant gives you perfect pitch and enormous vocal flexibility and distortion capabilities. You can speak with an increased volume (up to 100 decibels) without strain, shift your pitch to make perfect bird calls or mellifluous singing, and most importantly, uncanny vocal impressions. The modulator can also play back (and more or less perfectly imitate) a recorded or captured voice. In addition, grants a passive +5 bonus to Disguise checks.

Name: Armor Breakdown
Manufacturer: Synthetic Insights
Price: 1920 gil
DC to Make: 20% of armor's original DC
Restrictions:
Description: Your armor is mechanized to break down into collapsing parts making it easier to store or hide. While broken down it only takes up 1 slot unequipped. It only requires a turn to re-equip!

Name: Icarus Landing System
Manufacturer: Devlon Industries
Price: 12,200 gil
DC to Make: 20% of armor's original DC
Restrictions: Occupies 2 Support Augmentation Slots
Description: Essentially a safety device to prevent death or serious injury when falling from extreme heights, the Icarus Landing System is an automatically-triggered augmentation that allows users to drop from heights normally dangerous or fatal without incurring physical damage. As a side-effect, falling directly on to an enemy combatant will result in a knock-down, knock-out attack, while striking a light object will displace it.

Name: Talos Tactical Egression Pack
Manufacturer: Hahne-Kedar
Price: 40,575 gil
DC to Make: 40% of armor's original DC
Restrictions: Occupies 3 Support Augmentation Slots
Description: The T.E. Pack, or more colloquially known as the "jump pack," is a powerful Terminus System creation that uses compressed and controlled, short bursts of combusted fuel to propel a wearer over obstacles or up a typically unscalable incline. The advantage to the new, upgraded "Talos" model is that it has a secondary function that allows a user to jump upwards, then descend with exponential force. When primary function used, adds a +20 to Strength- and Dexterity-based Jump checks (does not add with Cybernetic Leg Prosthesis bonus), but requires a 3-round cooldown. When secondary function used, adds a +10 to Strength- and Dexterity-based Acrobatics checks, and upon landing, releases a concussive blast directly downwards that forms a shockwave outwards from the landing place, causing Knockdown to all enemies in up to 2 Areas; however, the secondary function prevents the T.E. Pack from being used at all for 10 rounds while it cools down.

Name: Phaethon Sustained Flight Pack
Manufacturer: Carrington Institute
Price: 95,625 gil
DC to Make: 50% of armor's original DC
Restrictions: Occupies 4 Support Augmentation Slots
Description: One of the Carrington Institute's proudest creations is the "jet pack," a controlled flight augmentation to standard armor. The Phaethon model is the product of years of improvement research, making it compact enough to fit (barely) even on lighter armor models but powerful enough to transport fully-armored shock troopers around a battlefield. When used, allows sustained, controllable flight at 2x running speed with a +10 to Flight (Running) checks, and +5 to Strength, Dexterity, and Endurance checks related to flight; however, can only be used for 10 consecutive actions/rounds before its fuel cells empty. When not in use, fuel cells replenish themselves at 1 cell per round.
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Esthar Tech

These items can only be purchased from Esthar's applied sciences division. They only accept gil.

Name: ATAC Shield
Manufacturer: Esthar Applied Sciences
Price: 10,000 gil
DC to Make: N/A
Restrictions
Description: The "All-Terrain, All-Conditions" shield is a form of kinetic barrier derived by Odine Laboratories. This unique armor augmentation reduces the damage from Area-of-Effect attacks (explosions, area-affecting spells, etc.) by half a single time per mission. Afterwards, the ATAC unit must be maintained.

Name: Mana Conduit
Manufacturer: Esthar Applied Sciences
Price: 15,000 gil
DC to Make: N/A
Restrictions
Description: This armor augmentation, developed by Odine Laboratories, was used heavily against Galbadian Para-Magic users during the Sorceress Wars, and has found much more use during the Lunar Cry scenarios. This device, plugged into an armor augmentation slot, allows up to 500 points of Magic damage taken (after Soak, etc.) to be absorbed as MP, replenishing the user's own. The user still takes all the damage, but part of it is converted into usable energy.

Name: Mana Battery I
Manufacturer: Esthar Applied Sciences
Price: 10,000 gil
DC to Make: N/A
Restrictions
Description: This device, developed and heavy-tested by Odine Laboratories, is a first-generation spiritual "battery" unit, which stores spiritual energy to be used as an ancilliary reservoir in times of need. This unit raises a wearer's Max MP by 100.

Name: Mana Battery II
Manufacturer: Esthar Applied Sciences
Price: 20,000 gil
DC to Make: N/A
Restrictions
Description: A second-generation unit developed by Odine Laboratories is heavily in use by Esthar forces; this device is a spiritual reservoir that provides an auxiliary amount of spiritual energy for use at a moment's notice. Raises a user's Max MP by 300.

Name: Mana Battery III
Manufacturer: Esthar Applied Sciences
Price: 40,000 gil
DC to Make: N/A
Restrictions:
Description: This third-generation prototype device is currently still being tested by Odine Laboratories. This great spiritual battery contains amounts of spiritual energy that were previously-considered unstable, but new resources and techniques have kept the energy contained and safe. Raises user's Max MP by 500.

Name: Strength AMP
Manufacturer: Esthar Applied Sciences
Price: 30,000 gil
DC to Make: N/A
Restrictions
Description: This device converts spiritual energy into raw physical strength. It requires connection into armor pieces, and siphons a user's spiritual energy to give their physical performance a one-time, herculean boost. Allows a user to convert MP into Strength at a rate of 20 MP to +1 Strength point. (1000 MP = +50 Strength, or +5 Strength bonus), raising a user's damage. Can only be used once per mission. Must be declared when using the action. This MP does not regenerate until the end of the mission or until an elixir is used.

Name: Magic AMP
Manufacturer: Esthar Applied Sciences
Price: 30,000 gil
DC to Make: N/A
Restrictions
Description: This device, when plugged into an armor, redistributes a user's spiritual energy into itself in a sort of self-sustaining effect for a very short time. This device allows a user to expend MP to raise his/her Spirit statistic at a rate of 20 MP to +1 Spirit point (1000 MP = +50 Spirit, or +5 Spirit bonus), raising a user's damage. When used, this cost is added onto the spell's that's being cast. Can only be used once per mission. Must be declared when using the action. This MP does not regenerate until the end of the mission or until an elixir is used.

Name: HP <=> MP
Manufacturer: Esthar Applied Sciences
Price: 40,000 gil
DC to Make: N/A
Restrictions
Description: A unique device that controls the pathways of spiritual energy within a user. When attached, this unit links a user's physical stamina and spiritual focus together. When activated, this unit swaps a user's HP and MP attributes -- both Current and Max attributes. This "switch" has a 3-round cooldown, meaning it cannot be re-engaged until 3 rounds after it's activated. The user's attributes do not re-switch until the unit is re-activated.
Tony
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Posts: 831
Joined: October 10th, 2008, 9:41 pm
Location: Lubbock, Texas

Nanite Augmentation

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Post by Tony »

Nanite Boosts

Name: Bio-Suit
Manufacturer: Binary Helix
Price: 22,875 gil
DC to Make: 10% of armor's original DC
Restrictions:
Description: This is a skin attachment that goes on the inside of armoring. It directly affects the portion of the body its connected to allowing it to induce stimuli on muscles to increase performance. Bio suits are required for some upgrades.

Name: Nanite Infusion I
Manufacturer: CryNet Systems
Price: 8400 gil
DC to Make: 10% of armor's original DC
Restrictions: Requires Bio-Suit
Description: This can be bought at purchase or later on. This has the body armor infused with nanomachines which can be programmed to perform specific tasks and interact with the user's body. Allows for the use of one Nanite Boost program at a time.

Name: Nanite Infusion II
Manufacturer: CryNet Systems
Price: 14,175 gil
DC to Make: 20% of armor's original DC
Restrictions: Requires Bio-Suit
Description: A dense swarm of nanomachines is injected into an armor. Allows for the use of two Nanite Boost programs at a time.

Name: Nanite Infusion III
Manufacturer: CryNet Systems
Price: 22,875 gil
DC to Make: 35% of armor's original DC
Restrictions: Requires Bio-Suit
Description: A cloud of highly-advanced nanomachines is injected into the armor. Allows for the use of three Nanite Boost programs at a time.

Name: Nanite Infusion IV
Manufacturer: CryNet Systems
Price: 31,725 gil
DC to Make: 50% of armor's original DC
Restrictions: Requires Bio-Suit
Description: A field of nanomachines is distributed throughout the gap between the internal layer of an armor and the external layer of the bio-suit,. Allows for the use of four Nanite Boost programs at a time.

Name: Nanite Stabilizer Program
Manufacturer: LIMB International, Inc.
Price: 8400 gil
DC to Make: 25% of armor's original DC
Restrictions: Requires Bio-Suit, Nanite Infusion
Description: This allows the nanites to heal the wearers wounds over time when outside of combat or in a serious situation where first-aid may not be readily avalible, by monitoring the user's vital stats and keeping the unconscious body stabilized until it can be properly treated. This prevents passive HP loss below -1 HP when a user is rendered unconscious by a lethal attack. Active HP loss is not prevented.

Name: Nanite Bioetherium Stimulation Program
Manufacturer: Black Mesa
Price: 8400 gil
DC to Make: 20% of armor's original DC
Restrictions: Requires Bio-Suit, Nanite Infusion
Description: This allows nanites to stimulate brainwaves allowing the user to concentrate easier. When programmed into the user's Bio-Suit and Nanite Infusion, an Exo-Suit can be designed to provide bonuses to Spirit as well.

Name: Nanite Antibodies Program
Manufacturer: LIMB International, Inc.
Price: 8400 gil
DC to Make: 25% of armor's original DC
Restrictions: Requires Bio-Suit, Nanite Infusion
Description: This programs the nanites to prevent invasion from various poisons and toxins. Provides 25% resistance against the Plague, Poison, and Disease families of Status Effects.

Name: Nanite Regeneration Program
Manufacturer: Carrington Institute
Price: 14,175 gil
DC to Make: 15% of armor's original DC
Restrictions: Requires Bio-Suit, Nanite Infusion
Description: High-tech regenerative and mending nanomachines heal and repair wounds and damage to the wearer's body in idle times between the armor's other uses. Between battles, a user is restored to a maximum of 25% maximum HP. If user is above 25% HP, no effect.

Name: Nanite Repair Program
Manufacturer: Carrington Institute
Price: 6000 gil
DC to Make: 20% of armor's original DC
Restrictions: Requires Bio-Suite, Nanite Infusion
Description: A lattice network of self-repairing nanomachines is injected into the external layer of the wearer's bio-suit, allowing them to freely move between user and armor. When armor is damaged, these nanomachines hurry to repair the external damage caused. When inflicted with an "armor damaging" status (Melt, Feeble, etc.), these nanomachines reduce the severity by one level per round, and will otherwise passively repair superficial damage.
Tony
Aide-de-Camp
Posts: 831
Joined: October 10th, 2008, 9:41 pm
Location: Lubbock, Texas

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