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armor_gadgets

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Content-Type: text/x-zim-wiki Wiki-Format: zim 0.4 Creation-Date: 2013-07-31T16:03:51-04:00

Armor Gadgets

Created Wednesday 31 July 2013

The following gadgets are universal and can apply to armors found in any era, provided all gadget specific restrictions are observed.

ARMOR BARBS

Armor barbs are small, jagged metal blades that are frequently installed on hand, arm, leg, or foot pieces of any suit or armor. Armor barbs actually use tiny, razor-sharp filaments to increase hand-to-hand damage by slicing into an opponent. Armor barbs add an extra +1d6 points of slashing damage to all un-armed attacks made by the wearer. Restrictions: None Purchase DC Modifier: +1

CONCUSSIVE PLATING

Concussive plating blunts the force of incom-ing physical damage by instantly generating a small, controlled explosion at the point of impact. This gadget provides DR 2 against ballistic damage or bludgeoning damage. Restrictions: Medium, heavy, or pow-ered armor only. Purchase DC Modifier: +3.

ENVIRONMENT SEAL

Since many armors are designed with a par-ticular environment in mind, this gadget pro-vides the wearer protection from harsh con-ditions. The environment seal gadget trans-forms any armor into a stable and insulated artificial environment This provides the wear-er with the right amount of breathable air and external pressure to assure comfort and survival for up to eight hours, ensuring that the armor can function in the extremes of the deep sea or deep space, along with any envi-ronment in between. Only certain types of armor can handle this modification and those that do usually integrate a scaled hel-met, body glove, and emergency air tanks to generate internal atmosphere. The environmental protection offered by this gadget is equivalent to a soft e-suit at PL 5, and a hard e-suit at PL 6 or above. Restrictions: Medium, heavy, or pow-ered armor only. Purchase DC Modifier: +4.

IMPROVED DEFENSE

Incorporating puncture- and energy-resistant weave, armor with improved defense gains a +1 increase to its Defense. This gadget can be selected for the same armor multiple times. Restrictions: None. Purchase DC Modifier: +2.

INCREASED RANGE OF MOTION

Advances in armor articulation grant the wearer a bit more flexibility, increasing the armor's maximum Dexterity bonus by +1. This gadget can be selected for the same armor multiple times. Restrictions: None. Purchase DC Modifier: +2.

INTEGRATED EQUIPMENT

A particular piece of nonweapon equipment as been integrated into the armor and can be used by the armor's wearer at any time. This gadget is often used to add features such as glow-lamps or duracable to armor, though it is not limited to those applications. Indeed. some armors are intended to make their wearers into independent one-person armies, and sport a dozen or more such equipment integrations. When selecting the Integrated equip-ment gadget, choose a piece of equipment. That equipment is integrated into the base armor and can be used at any time. Addition-ally, you must choose whether or not the equipment may be physically separated from the base armor or not at the time of pur-chase. This gadget may be selected multiple times, each time adding a single additional piece of equipment to the base model. Restrictions: The character must also purchase the piece of equipment to be Inte-grated separately from the armor, before the gadget modification is made. Purchase DC Modifier: +2.

INTEGRATED WEAPON

Some armors are designed with specific com-bat purposes in mind and build in certain weapons as standard equipment. Examples run from a pair of pop-out wrist blades to shoulder-mounted plasma cannons. Addi-tionally, many armors link their weapons to integrated heads-up displays. turning the us-er into a walking combat machine. When selecting the integrated weap-on gadget. choose a single weapon. That weapon is integrated into the base armor and can be used at any time. Additionally, you must choose whether or not the weapon may be physically separated from the base armor or not at the time of purchase. This gadget may be selected multiple times. each time adding a single additional weapon to the base armor. Restrictions: The character must alsopurchase the weapon to be integrated sepa-rately from the base armor, before the gadg-et modification is made. Purchase DC Modifier: See text.

RADIATION SHIELD

A suit of radiation-shielded armor possesses a specially designed lining that protects the wearer from harmful radiation. Often used on armor worn by space explorers and ad-venturers, a radiation shield blocks out low-grade radiation almost entirely. As a result, a character wearing armor with the radiation shield gadget does not suffer the effects of Mild or Low radiation exposure. Additionally, if the armor also has the environment seal gadget, the character suffers no effects from Moderate or High radiation exposure. Restrictions: None Purchase DC Modifier: +1

REDUCED WEIGHT

The weight of the armor is reduced by 25%. Restrictions: None. Purchase DC Modifier: +2.

SEGMENTED

Armor segmentation allows armor to move with the wearer, rather than the wearer learning to move with the armor. This benefit reduces the wearer's armor penalty by 1, to a minimum of +0. This gadget can be selected for the same armor multiple times. Restrictions: None. Purchase DC Modifier: +2.

STORAGE COMPARTMENT

A simple but often overlooked modification that can be of great benefit in almost any sit-uation is the ability to store and carry small items in a safe place. The storage compart-ment gadget accomplishes just that, incorpo-rating an empty space where other objects can be carried by the wearer with relative ease. Each storage compartment gadget al-lows the wearer to carry two items of size Small or smaller in a container built into the armor. This gadget may be taken multiple times. each time providing another compart-ment where small items may be carried. Restrictions: None. Purchase DC Modifier: +1.

TECHNO-ORGANIC MAKEUP

Though the technology of Earth is based on electronics and mechanics. some alien cul-tures may have developed technology based on living organisms working in harmony for an intended purpose. Additionally, advanced civilizations may make use of certain biologi-cal forms of technology integrated with their own mechanical devices to form a techno-organic hybrid capable of performing certain tasks with increased efficiency. An armor with the techno-organic makeup gadget is composed of living tissue or a biological/mechanical hybrid material. Unlike normal armors. armor with this gadg-et heals itself at a rate of one hit point perhour when damaged. Additionally, armor with this gadget is susceptible to diseases and poisons specifically designed to target techno-organic material. Restrictions: None . Purchase DC Modifier: +4.

ULTRALIGHT COMPOSITION

The development of new and experimental alloys constantly allows armor technology to advance to the point where once bulky and heavy armors become as easy to carry as lighter models. Any armor with the ultralight composition gadget weighs significantly less than similar pieces of armor and is more easi-ly used and worn. The armor reduces its Ar-mor Check Penalty [if any) by 1. Furthermore, the armor's speed limitation is increased by 5 feet (to a maximum of the user's normal speed). So, for example, an armor with an Ar-mor Check Penalty of -2 and a speed limita-tion of 20 feet now has an Armor Check Pen-alty of -1 and a speed limitation of 25 feet Restrictions: None. Purchase DC Modifier: +4.

VOICE-ACTIVATED

Voice-activated armor allows the wearer to activate various functions of the armor (such as an environment seal, integrated equip-ment, and so on) as a free action, even with-out the use of one's hands, and even when the armor is out of one's hands. A voice-recognition chip can be installed (at an addi-tional cost) to ensure that only the armor's registered owner can issue commands to it. Restrictions: Powered armor only. Purchase DC Modifier: +1 (+2 with voice-recognition chip).

PL 6: FUSION AGE ARMOR GADGETS

The following gadgets are found in the Fu-sion Age and can apply to armors of that era or later, provided all gadget-specific re-strictions are observed.

ARMORFLEX

Armorflex is a treatment applied to armor ma-terial that reacts to variations in electrical cur-rent, rendering the armor either soft and plia-ble, or hard and rigid. As a move action, the wearer can adjust the armor’s equipment bo-nus to Defense, at the same time altering the armor’s maximum Dexterity bonus and armor penalty. The baseline maximum equipment bonus is the armor’s normal bonus; dialing this down by 1 increases the maximum Dex-terity bonus by 1, and reduces the armor pen-alty by 1, to a minimum of 0 in either the equipment bonus or the armor penalty. Restrictions: None Purchase DC Modifier: +5

ENERGY ABLATIVE

This type of armor possesses a special coating of energy ablative chemicals and compounds that bleed off energy damage taken by the wearer. A coating of energy ablative com-pound protects a suit of armor against a sin-gle energy type, drastically reducing the ef-fects of that energy on the armor and its wearer. A suit of armor can only have a sin-gle instance of the energy ablative gadget applied to it at a time; any new application of energy ablative coating replaces the previous one. When this gadget is applied to armor, select one of the following energy types: ac-id, cold, electric, fire, gravity or sonic/concussion. The armor automatically gains 5 points of resistance to that type of energy, reducing all damage of that energy type by 5. Restrictions: None. Purchase DC Modifier: +3

INCREASED LIFTING CAPACITY

Specially designed for powered armor used in construction and demolition, the increased lifting capacity gadget includes a number of armor enhancements that result in a boosted lifting capacity. However, rather than simply boosting a character's Strength score, this gadget focuses tightly on simple lifting and carrying, enabling the wearer of the armor tobear a heavier load without having an effect on combat ability. The increased lifting capac-ity gadget multiplies the lifting capacity of the wearer by 2. Furthermore, this armor gadget may be applied to an individual suit of armor multiple times, each time increasing the lift-ing capacity multiplier by 1. Thus, while a sin-gle instance of the gadget might provide lift-ing capacity x 2, subsequent applications of the gadget might increase that to x 3 and x 4. Restrictions: Powered armor only. Purchase DC Modifier: +1 [x 2 lifting); +2 (x 3 lifting); +4 (X 4 lifting).

JUMP JETS

This gadget includes several small rocket boosters (or other methods of propulsion at later progress levels) that can provide short, controlled bursts to the character's momen-tum. The end result is that the armor provides a +20 equipment bonus on all Jump checks made by the wearer. Restrictions: Powered armor only. Purchase DC Modifier: +2

PREHENSILE APPENDAGE

Useful for scientists, explorers, and others that have need for an extra hand, the prehensile appendage gadget is both utilitarian and ex-pensive. Essentially, this gadget consists of a long flexible cylinder capped at the end with a grasping claw that attaches to the armor's side or back. The prehensile appendage gadget essentially gives the wearer of the ar-mor an additional hand With which to hold and manipulate objects. The gadget cannot be used to make normal melee attacks or fire ranged weapons, but it can make grapple attempts (with a Strength bonus of +2 and using the wearer's base attack bonus). The appendage is controlled through a pair of gloves worn by the user: by issuing com-mands via a specific set of hand signs, the wearer can order the gadget to pick up, drop, or manipulate an object once per round as a free action.Restrictions: None. Purchase DC Modifier: +6.

SELF-REPAIRING

The self-repairing gadget implements nano-technology in its infancy to repair minor dam-age to armor. Whenever the armor is dam-aged. the self-repairing gadget immediately issues commands to a set of nanites that move to the problem spot and begin making repairs. The gadget repairs 1 point of damage per minute to the armor. Restrictions: None Purchase DC Modifier: +6

SHOCK SPIKES

The armor bearing this gadget possesses sev-eral long, electrified spikes that send jolts of harmful energy into unsuspecting opponents in close-quarters combat. Similar to the armor spikes worn by ancient warriors in land-based battles, the shock spikes deal 2d6 points of electricity damage each round to an opponent who is grappling or being grap-pled by the wearer of the armor. Restrictions: Powered armor only. Purchase DC Modifier: +2

ZERO-POINT ENERGY (ZPE) BATTERY

Zero-point energy batteries utilize gravitic ca-pacitors in a precise array to yield extraordi-nary amounts of energy. The energy output is six times higher than conventional electri-cal batteries (multiplying the clip size by 6) Restrictions: Weapons with power packs. Purchase DC Modifier: +4

PL 7: GRAVITY AGE ARMOR GADGETS

The following gadgets are found in the Grav-ity Age and can apply to armors of that era or later, provided all gadget-specific restrictions are observed.

ABILITY BOOSTING

The suit of armor bearing this gadget has the built-in function of enhancing the ability scores of the wearer. Using a combination of servos, motors, quick-response transmitters and reaction/prediction software, the armor can enhance either the Strength or Dexterity score of the wearer. This gadget provides a + 1 bonus to the chosen ability score, which applies only when the armor is donned and activated. This gadget may be added multiple times, each time adding another +1 bonus to an ability score and increasing the purchase DC accordingly. Restrictions: Powered armor only. Purchase DC Modifier: + 3

CHAMELEONIC SURFACE

Chameleonic materials arc the end result of the marriage of sensor technology and nano-technology. Similar in many ways to the paint-on LCD of the Information Age, the chameleonic surface armor gadget allows any armor to remake its own image to better blend in with the background. Microsensors on the surface of the armor detect surround-ing imagery and project it from the opposite side, in effect coloring the wearer to look Just like whatever is behind him. The armor blends in with any background. This gadget provides the armor's wear-er a bonus on Hide checks.. For light armor, this bonus is +4; for medium, +6. for heavy, powered, and environmentally sealed armor, +10. Restrictions: None. Purchase DC Modifier: +6.

GRAVLIGHT SYSTEMS

Gravlight systems use gravitic capacitors to counterbalance the weight of armor, making it more comfortable to wear and more ma-neuverable. Armor equipped with gravlight systems has its nonproficiency bonus and maximum Dexterity bonus increased by 1, and its armor penalty reduced by 2. The wearer’s speed also increases by 5 feet, to a maximum of her normal base land speed.Restrictions: None Purchase DC Modifier: +4

SPEED BOOSTING

This gadget provides a boost in the ground movement speed of the wearer, allowing him to cover more of the battlefield quickly. By boosting the speed and strength of the wear-er's legs and focusing on propelling the char-acter, this armor gadget increases the charac-ter's base speed by 10 feet. This gadget may be applied multiple times, each time increas-ing the character's base speed by 10 feet and adjusting the purchase DC of the armor ac-cordingly. Restrictions: Powered armor only. Purchase DC Modifier: +3 per +10 feet.

armor_gadgets.1377638035.txt.gz · Last modified: 2021/12/04 00:39 (external edit)