Jukashi
Four Thousand Club
So I've been toying with a few ideas for a new set of artifacts and whatnot, and the area I'm probably most iffy on is armour. Here are the mechanics for a suit I've been thinking of; tell me what you think of them. The main inspirations I'm drawing from are Halo and Metroid.
Deep Underground Solar Tactical Suit
Artifact 3
Repair 2
Beings capable of channeling essence may commit 5 motes to attune this armour; in an emergency, it can also be induced to run off its main battery, but the suit will drain quickly - see below. Human-sized DUST suits possess a hearthstone slot in the center of the chest, most of which are worked to resemble the symbol of the Dawn Caste.
The armour has the following features:
Sun Cylinder Damage Deflection Field: The DUST suit itself is somewhat more fragile than comparable artifact armours, consisting of a vegetative undersuit, crystalline panels and portions of magitech, mostly concentrated in the back and shoulders. It's protective virtue lies in the essence shield system, which runs off the Sun Cylinder, a crystalline essence battery. When powered, the shield absorbs damage; in addition to a soak of 8A/8L/8B and a hardness of 4, it also grants 5 -0 health levels. These health levels represent the Sun Cylinder's remaining power; if they run out, the shield disappears, and the suit's less beneficial physical soak is used. Running the suit solely off its own power drains one health level from the shields for every minute of operation. The shields become visible temporarily when they take damage, and their glow can betray their user's position.
Recharge Mode*: All is not lost should the suit lose power; by spending 2 motes (or expending a health level of shield power, if any remains), the user can induce the suit to enter a state where it can absorb sunlight for essence. However, this causes several of the crystalline plates to lift and angle themselves appropriately; not only does this require the deactivation of any remaining shielding, it compromises the suit's innate protective value (reducing all soaks to 2) and inhibits movement, inducing a -1 penalty to movement-based rolls. It also requires a source of sunlight; either the sun itself, a Solar anima at the 11-15 mote display level or a similar equivalent. If all these requirements are fulfilled, however, the suit's shields will regain the one health level every 5 minutes.
Personal Illumination Visor*: Negates all Awareness penalties from darkness.
Filtration Baffles*: +2 to Resistance against posion or all forms of disease (including wound infection); one-hour supply of fresh air (refilling the tank in fresh air takes one minute per five minutes of air added to the tank).
Modular: There are a number of secondary Artifacts which serve as upgrades specifically designed for the DUST suit. Each upgrade uses one particular kind of slot; every suit made possess 2 shoulder slots, 2 arm slots, 2 leg slots, and a back slot. Some Artifacts can also make use of the hearthstone slot in the chest.
Upkeep: Maintenance required every 150 hours of use; every 20 hours missed randomly disables one of the features marked with an asterisk or reduces the shield's capacity by 1 health level until proper maintenance is done.
Soak  Hardness  Mobility  Fatigue  Attune
4B/4B Â Â Â 2L/2B Â Â Â Â -1 Â Â Â Â Â Â 1 Â Â Â Â Â Â 5m
Other Notes: This armour offers no magical material bonuses, owing to its composite construction. There is no First Age version of this suit, as it is a product of primarily non-human technology.
Sample Upgrades
Sun Cylinder: (Artifact 3) These crystalline batteries, twice the size of a man's fist and quite hefty, have a pale golden luminescance to them, like a midday sky overcast by clouds just barely thick enough not to be transparent. Capable of being used to power a variety of artifacts, they provide an additional 5 -0 health levels to the shields when fitted into one of the shoulder slots of a DUST suit.
Vegetative Musculature Enhancement: (Artifact 2) Fitted into the back slot of a DUST suit, this organic-looking assemblage of green jade and orichalcum induces the armour's vegetative undersuit to develop strength-enhancing exomuscular fibers. The wearer's ground speed is doubled, and they gain a +2 bonus to Strength for the purposes of Feats of Strength and dealing damage with attacks. It also sets the armour's fatigue value to 0. This upgrade reduces the suit's shield capacity by one health level so long as it is installed.
Impact Reinforcement: (Artifact 1) Incorporated into the arm slots of a DUST suit, this upgrade uses the armour's shield to add to the force of the user's punches, doubling all damage dealt by an unarmed attack for the purposes of calculating knockback or knockdown. By expending a health level's worth of shield energy, the user can project a single such attack up to 10 feet. Incorporated into the leg slots, this upgrade negates damage from falling so long as the user lands on their feet. By expending a health level's worth of shield energy, the wearer can also triple their jumping distance for a single leap.
Deep Underground Solar Tactical Suit
Artifact 3
Repair 2
Beings capable of channeling essence may commit 5 motes to attune this armour; in an emergency, it can also be induced to run off its main battery, but the suit will drain quickly - see below. Human-sized DUST suits possess a hearthstone slot in the center of the chest, most of which are worked to resemble the symbol of the Dawn Caste.
The armour has the following features:
Sun Cylinder Damage Deflection Field: The DUST suit itself is somewhat more fragile than comparable artifact armours, consisting of a vegetative undersuit, crystalline panels and portions of magitech, mostly concentrated in the back and shoulders. It's protective virtue lies in the essence shield system, which runs off the Sun Cylinder, a crystalline essence battery. When powered, the shield absorbs damage; in addition to a soak of 8A/8L/8B and a hardness of 4, it also grants 5 -0 health levels. These health levels represent the Sun Cylinder's remaining power; if they run out, the shield disappears, and the suit's less beneficial physical soak is used. Running the suit solely off its own power drains one health level from the shields for every minute of operation. The shields become visible temporarily when they take damage, and their glow can betray their user's position.
Recharge Mode*: All is not lost should the suit lose power; by spending 2 motes (or expending a health level of shield power, if any remains), the user can induce the suit to enter a state where it can absorb sunlight for essence. However, this causes several of the crystalline plates to lift and angle themselves appropriately; not only does this require the deactivation of any remaining shielding, it compromises the suit's innate protective value (reducing all soaks to 2) and inhibits movement, inducing a -1 penalty to movement-based rolls. It also requires a source of sunlight; either the sun itself, a Solar anima at the 11-15 mote display level or a similar equivalent. If all these requirements are fulfilled, however, the suit's shields will regain the one health level every 5 minutes.
Personal Illumination Visor*: Negates all Awareness penalties from darkness.
Filtration Baffles*: +2 to Resistance against posion or all forms of disease (including wound infection); one-hour supply of fresh air (refilling the tank in fresh air takes one minute per five minutes of air added to the tank).
Modular: There are a number of secondary Artifacts which serve as upgrades specifically designed for the DUST suit. Each upgrade uses one particular kind of slot; every suit made possess 2 shoulder slots, 2 arm slots, 2 leg slots, and a back slot. Some Artifacts can also make use of the hearthstone slot in the chest.
Upkeep: Maintenance required every 150 hours of use; every 20 hours missed randomly disables one of the features marked with an asterisk or reduces the shield's capacity by 1 health level until proper maintenance is done.
Soak  Hardness  Mobility  Fatigue  Attune
4B/4B Â Â Â 2L/2B Â Â Â Â -1 Â Â Â Â Â Â 1 Â Â Â Â Â Â 5m
Other Notes: This armour offers no magical material bonuses, owing to its composite construction. There is no First Age version of this suit, as it is a product of primarily non-human technology.
Sample Upgrades
Sun Cylinder: (Artifact 3) These crystalline batteries, twice the size of a man's fist and quite hefty, have a pale golden luminescance to them, like a midday sky overcast by clouds just barely thick enough not to be transparent. Capable of being used to power a variety of artifacts, they provide an additional 5 -0 health levels to the shields when fitted into one of the shoulder slots of a DUST suit.
Vegetative Musculature Enhancement: (Artifact 2) Fitted into the back slot of a DUST suit, this organic-looking assemblage of green jade and orichalcum induces the armour's vegetative undersuit to develop strength-enhancing exomuscular fibers. The wearer's ground speed is doubled, and they gain a +2 bonus to Strength for the purposes of Feats of Strength and dealing damage with attacks. It also sets the armour's fatigue value to 0. This upgrade reduces the suit's shield capacity by one health level so long as it is installed.
Impact Reinforcement: (Artifact 1) Incorporated into the arm slots of a DUST suit, this upgrade uses the armour's shield to add to the force of the user's punches, doubling all damage dealt by an unarmed attack for the purposes of calculating knockback or knockdown. By expending a health level's worth of shield energy, the user can project a single such attack up to 10 feet. Incorporated into the leg slots, this upgrade negates damage from falling so long as the user lands on their feet. By expending a health level's worth of shield energy, the wearer can also triple their jumping distance for a single leap.