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  1. Power Armor:
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  3. Power Armor is a mainstay of this universe. It is, at once, your shield and your sword against the horrors in the dark, and what will keep you alive on many alien planets. Each Power Armor starts with a Base depending on your origin, which will start you with several upgrades for free. For everything else, you receive +1500 Suit Points to spend on all other upgrades. If you wish, you may convert 100 choice points into 100 more Suit Points as many times as you want, but not vice-versa.
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  5. What’s Old Is New Again [100sp] – If you already have a body-sized suit of armor or a previous model of power armor already, then you may import it for this simple price. All features will integrate seamlessly with each other, and be perfectly compatibility for the purpose of the armor operating as normal.
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  7. [Universal Systems]
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  9. Life Support [Free/100sp] – Power Armor lives up to its name: it protects and keeps its user alive, first and foremost. Even the most basic of suits will provide a self-sustaining life support system. It puts the user in a sealed environment that can survive in a vacuum (though not extreme temperatures like sealed magma chambers or a sub-zero arctic), along with a self-sustaining oxygen supply. In addition, the suit will automatically repair itself and damage to the user’s vitals through the expenditure of Energy Tanks, which sustain the suit’s protection and the life of its user. It can also combat toxins or poisons that manage to move past the Power Armor’s protective seal, though it takes time to administer antibodies, and may leave the user vulnerable. You start with one life tank in your armor. For 100sp per tank, you can start with more.
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  11. Internal HUD [Free] – Whether through your retina or the visor of your helmet, you have a fully operational HUD system depicting the status of your life support, the status of your weapon (and ammo, should you rely on it), and a map system that automatically updates as you travel through a particular location. It needs to be modified manually to gain any new features beyond what you purchase here, but the programming code is flexible for the purpose of adding tactical, on-board systems.
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  13. Suit Up [Free/200sp] – A problem that more primitive power armor systems have is that putting on a bulky suit of technology can be a little time-consuming, especially if you’re not expecting to engage in combat anytime soon. This solves that issue – your armor is stored within a digital space until it comes time to equip it, where it will form around your body within a matter of seconds. Best done in a relaxed or non-hostile environment, for damage can disrupt the process. You can just as easily ‘de-equip’ the suit, where it will wait in a pod within your Warehouse for modifications, repairs, or when you need it again.
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  15. You receive this feature for free, but for 200sp, you also receive blueprints and a box of enough working parts to apply this to other suits of power armor you may own, or any sort of technological equipment you add to your body. If you have a suit tailored to your biology, then this instead creates a ‘civilian mode’ that lets you read as flesh and bone (or whatever you’re made of). Excellent for getting past metal detectors.
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  17. Make It Yours [100sp] – Everything in this world has a particular aesthetic to it. The Space Pirates prefer modifications with a crustacean, sometimes rustic look to it. The Galactic Federation prefers simple, cost-efficient military gear. The Chozo armor designs look sleek and efficient despite their age and time sitting in ancient ruins. All Base armor comes with similar designs and styles appropriate to their origin, but perhaps you desire a more...personal touch. You may tailor your power armor or personal modifications to any appearance you desire, so long as its function does not change, and it is obviously still some sort of power armor or modification. Do you prefer something with skulls and crossbones, with a steampunk look? Do you want something simple and nondescript? Or even something of scattered wires and sparks, looking like a broken down machine? The choice is yours.
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  19. Biosuit [100sp/200sp] – A common practice among Space Pirates and those with a low opinion of their own physical limitations is to not simply ‘wear’ a suit of power armor, but to modify it into their very bodies and adapt it in their biology. The benefit to this is that Life Tanks will be focused entirely on healing your body instead of both it and the protective layer outside of it, making it a bit more efficient. While the outer layers of your physical body won’t have external protection, everything beneath your skin will, causing a nasty surprise for the odd fellow who thinks punching you in the face will be effective. The primary downside is that removing a Biosuit tends to be a slower and more painful process, and modifying it will be a bit more tedious. Lucky you, this feature comes with a Modification Table in your Warehouse that will make any adjustments you desire on its own, having a programmable AI that will act accordingly and act as a free set of hands.
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  21. Post-Jump, the Biosuit acts as an altform and will rest within your Warehouse in a pod when not in use, same as a normal suit of Power Armor via Suit Up. This base feature costs 100sp, but for 200sp instead, the suit seamlessly integrates with your biological form, making it impossible to tell from outward appearance you have any physical augmentations at all. Your physical parts will even be affected by your natural healing ability, letting your own form maintain it with no effort on your part.
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  23. [Armor Systems]
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  25. Power Insulation System [100sp – Free for NO DATA] – Despite the fact Power Armor can operate independently for hours at a time, it runs similar risks to shorting out or being overloaded like any sort of electronic device. This is especially problematic if it short circuits and can’t be used right in the middle of a battle. That’s what this is for. The suit will insulate any extra, outside energy from reaching its subsystems, and while it will still be damaged by loose electrical currents, it will not suffer from any structural or systemic malfunctions from the current or things that would cause such short outs. In addition, your subsystems are incredibly resilient against hacking or other damage, and will reboot in mere seconds if compromised in any way. This can still leave you vulnerable in a tight spot, but it will be for minutes or seconds instead of hours.
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  27. Nano Repair System [100sp – Free for Galactic Federation] – While Life Tanks do a wonderful job of repairing the armor and the wearer, it can be a little annoying to constantly have to maintain it and clean up after a long battle. Wear and tear has an annoying habit of ruining that particular look you want to go for. Luckily, this ‘dumb’ nanomachine system has you covered. Whenever your armor is chipped or physically damaged, or even if the paint is scratched somehow, this sub-system will work to both clean and maintain your power armor. This means that you won’t have to actually do the hygienic work or constantly keep your armor maintained yourself. That said, this isn’t programmed for battlefield use, and won’t really speed up your healing ability or Life Tank use in any fashion – it is good for looking nice and keeping the armor together for those who can’t be bothered to do it manually.
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  29. The Coffin System [100sp – Free for Space Pirate] – Power Armor is meant to be an extension of one’s body, not a replacement. This is a somewhat painful alternative for those with missing limbs or otherwise inoperable bodies. When missing an essential body part for the armor, it instead hooks up to the nearest available nerve from the part, and will move entirely based on signals from said nerves. In short, the armor operates by input from your nervous system instead of your own muscle movements underneath it. This enables a slightly faster reaction time and also lets all limbs function even if your own body is a broken mess underneath. For an extra (undiscounted) 100sp, your power armor’s movements can be entirely thought operated as it directly hooks up to your brain, though this also means removing it will be a bit more difficult in the heat of the moment – having a chord plugged directly into your skull will do that.
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  31. Varia [100sp – Free for Another] – There are plenty of dangerous and unwelcome environments in the galaxy, some of which can make short work of even basic Life Support Systems. Luckily, your armor has picked up the Varia Suit upgrade. The Varia System creates an isolated temperature environment for the user in addition to the base Life Support systems, and the wearer can travel in locations like volcanic caverns or the nighttime arctic in relative comfort without their armor, its equipment, or self suffer adversely for it. The internal temperature of the user’s body can even be adjusted at will. That said, this protection is not absolute – swimming in magma or taking a swan dive into a star is still a bad idea. In addition to this environment protection, heat or cold-based attacks are less effective against the armor.
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  33. Ego Guardian Protocol [200sp – Discount for NO DATA] – Although the suit can protect the user from most physical hazards, some ills of the mind or illusions that fool the naked eye are not nearly so forgiving. The user may fall victim to post-traumatic stress, or become unable to perform in combat. This is a safeguard. Upon activation or when a particular trigger (programmed by the user) is activated, the armor immediately sends several signals through the user’s nerves that creates an artificial ‘combat high’ and a state of supreme focus, letting them shut out emotional stimuli and focus on the battle at hand. The emotions of fear, joy, and other extremes are temporarily suppressed. It is tailored specifically to your biology to create a similar reaction, though foes who try to reverse-engineer such a process will have better luck threading a needle through concrete. This lasts for only a few minutes at a time, but can be reactivated or toggled at will.
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  35. Reactive Protection System [200sp – Discount for Galactic Federation] – What your home world would call ‘modern’ weaponry can do surprisingly little to Power Armor, but still, many common weapons and dangers in this galaxy can burn through its protection with terrifying effectiveness, and burning through Life Tanks is both physically and logistically painful. This system lets your subsystems focus primarily on the defensive and protective aspects of your armor, reinforcing it seconds before impact from a weapon or attack, reducing its effectiveness greatly. This is automatic, however, it is limited by the computation speed of your subsystems – an undetected attack or something too quick for it to react to will strike normally. While this significantly mitigates damage, powerful or fast enough attacks ultimately won’t be hindered very much by it, so do be careful.
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  37. Hazard Shield [200sp – Discount for Space Pirate] – An extremely necessary part of Space Pirate Technology for surviving on their home world. This self-sustaining energy field manifests itself immediately on close contact with dangerous environmental hazards – radiation, toxic waste or poison, acid rain, Phazon – without any input from the user, isolating them completely and safely from risks associated from close contact with the armor. While this includes some weaponry, strong enough ‘charges’ from these hazardous wastes can still damage you and the armor, though as a small mercy, the shield will still block any poisonous or long-term effects...acid loses its potency in mere seconds, unwelcome radiation fails to effect your systems or body, and so forth.
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  39. Gravity [200sp – Discount for Another] – Deep underneath the ocean? On a planet with an extremely strong gravitational pull? Otherwise at risk of being crushed by an enormous amount of pressure? Not to worry! This suit upgrade creates an isolated gravitational field around the user, which reduces the effects of both kinetic force and outside pressure. In short, you can walk through water just as easily and fluidly as you could on the surface, and planets with absurdly powerful or weak gravity will have no effect on you. In short, the effects of pressure and force have a mitigated or nonexistent effect on the user of the Power Armor. This also lets you adjust the personal ‘gravity’ of the suit as well, as long as SOME form of gravity exists near them. As a bonus, damage from ‘impact’ based weapons or things relying on kinetic force do less damage to the user.
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  41. Energy Transfer Module [400sp – Discount for NO DATA] – A valuable prize and necessary asset of the Luminoth, the effects of this module are twofold. Originally having the ability to render the user Ing possession useless by virtue of constantly generating light, the Module grants the armor and its wearer complete immunity to supernatural possession or attempts to ‘corrupt’ its technology through similar means. In addition, the armor can now freely store a large amount of energy within itself, the Module originally being designed to steal back the planetary energy sustaining several parts of Aether. This energy can either be transferred to a different source you can connect the armor to, or it can be ‘spent’ to temporarily supercharge individual armor components.
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  43. That said, while you can contain a large amount of energy, your armor can’t necessarily handle using that much on its own...trying to fire a planet’s worth of energy through your tiny Arm Cannon is more likely to make you explode and die than actually create a practical weapon. If you truly must use such an abundant source of energy, do use caution – as a mercy, your armor’s on-board system will warn you when you’re about to use more than your hardware can handle. Only one type of energy can be contained at a time.
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  45. Trauma-Reactive Armor [400sp – Discount for Galactic Federation] – While the parts of your armor may be durable and age-resistant, a sad fact of the matter is that many horrors in the galaxy can tear through it like wet tissue paper if you come unprepared. A step-up from the Reactive Protective system is this interesting little subsystem engineered by the Galactic Federation in an attempt to cut down on the expenditure of Life Tanks. Your entire armor has an undetectable ‘second skin’ made of a nanosystem covering it. Upon suffering any kind of impact or physical trauma, the coating immediately hardens and becomes extremely durable around the point of impact, all but nullifying shock and most small arms damage except for the initial dent.
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  47. It synergizes excellently with its predecessor as well, for the Reactive Protective System gives the subsystem an almost clairvoyant sense of where to reinforce the armor before the impact even begins. There’s no difference in weight or movement from the temporary ‘armor’ as well. This is not an impenetrable defense, but you’ll find yourself burning through a life tank ‘occasionally’ instead of ‘constantly’ if you find yourself on the receiving end of many angry beasts in this galaxy.
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  49. Phantom Stealth System [400sp – Discount for Space Pirate] – A favorite of the elite Space Pirate units, this is a stealth unit designed to make the user almost completely invisible to the naked eye. Using a type of light refraction to make the armor appear completely transparent, the user becomes both invisible to the eyes of ordinary beings as well as other types of radar and technological detection. Less mundane methods of detection may pierce this, and despite being invisible you are still very much tangible and touchable, thus possible to damage. However, should your opponents make the mistake of allowing you to get close, they may not get that chance. Just be warned – observant enough beings or a scanner made specifically to deal with the Phantom System can ‘eyeball it’, as it were.
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  51. Screw Attack [400sp – Discount for Another] – Named so for the acrobatic spin normally used with this upgrade, the armor discharges a large amount of energy from its core in a controlled burst, creating a rotating burst of power around the user. The field lasts only a few seconds at a time, but can be used again at will, and is strong enough to smash through solid underground rock as easily as wet paper, and often being the last thing an unarmored enemy will come into contact with. This variant also doesn’t require the jump – you may activate the Attack at your leisure, though only things you’re in touch contact with will be affected by it. Do note that the ability doesn’t provide extra locomotion on its own – Movement modules will be needed to use the jump ability at longer ranges.
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  53. Light [600sp – Discount for NO DATA] – The dangers in this galaxy are not nearly so finite as a toxic environment, atmosphere, or alien lifeforms with an infinite taste for blood and death. There are things beyond space itself, trapped in folded dimensions full of horrors singing doom to those who dare cross into their territory. Great behemoths, ancient and ravenous, along with the darkened world of the Ing...many things can end your life merely from you stepping into their domain. No longer. Your suit bears the light of Aether, and a unique part of Luminoth technology adapted to your use. In alien dimensions or worlds where the space itself is hostile to your physical body or the coherence of your forms, worlds where the laws what is and what isn’t is bent with horrifying regularity...you stand as a stone in a river. Your power armor’s form can still be damaged, but not altered against your will, nor harmed by an environment it could not normally hope to survive in. Howling winds of the soul, bent space, dimensional horrors...they will have to fight you personally to have any power over you.
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  55. Prototype Enhancement Device [600sp – Discount for Galactic Federation] – Currently something of a pipe dream in Federation technology is the idea of weaponizing energy created through an organism’s own ‘life force’, similar to what Metroids seem to hunger for. However, no such worthwhile energy seems to exist, and so the project will be on the shelf...for now. This upgrade’s ability has a two-way function: It can either ‘supercharge’ any and all other armor subsystems by channeling an energy drawn from the wearer to create a ‘Hyper Mode’, or it can instead inject a biological agent directly into the wearer while the armor ‘filters’ out dangerous or permanent side effects, mitigating if not outright removing them. This means things like combat drugs or particular enhancement agents can be used with relative safety to the user. Still, the suit doesn’t come with any such energy to use on its own...perhaps as a consolation, you have blueprints of how to adapt either of its functions to any energy or biological agent you have access to. Maybe you’ll find a way…?
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  57. Fusion [600sp – Discount for Space Pirate] – What is this? Such a thing doesn’t exist in the galaxy just yet, born of a desperate measure to save the Hunter’s life. Still, it’s not out of the question for an aspiring Space Pirate to stumble on such a result themselves...this suit is made of part flesh and part technology, seamlessly integrated together. It may be Metroid DNA or that of a previously unknown creature. Regardless, the result you’ve created is that the DNA of a single creature (either a Metroid or something you had a sample of beforehand, chosen when you buy this) has been meshed with power suit technology. The benefits are twofold – any sort of biological natural ability the creature had is accessible through the suit. The second benefit is that technology you install onto the suit from this point on will immediately integrate with the suit’s biology without fear of conflict...and you can likewise modify the suit genetically like any other organism, and the technology will adapt to it in turn. This won’t always create a 1:1 effect and will need some research, along with trial and error...but you may have found the missing link between a perfect bioweapon and a perfect suit of armor. It’s just a matter of fusion.
  58.  
  59. Legendary [600sp – Discount for Another] – The true power behind Chozo technology is not merely its staying power over the course of centuries, but how easily it can integrate both the best of its own world and the best of other worlds. In short, the power armor can take damaged or stolen technological devices from a foe or an ally, and immediately install it without error or fuss. Taking the module behind a flamethrower will give you that same flamethrower’s ability, taking augmented limbs that enabled a foe to jump extremely high will let you do the same thing. As long as the technology still has some capacity to function, you can integrate it immediately with your power armor. The only downside is that the energy and size requirements do not change – space station-sized superweapons still require more power and space than a normal person-sized power armor can hope to generate, and generally will not function without some modifications on your part. Still, you’ll find that the discarded weapons of foes will be ever more useful in your hands...
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  61. [Weapon Systems]
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  63. Arm Cannon System [Free] – All of these weapons are designed to work interchangeably with each other within a single arm cannon, which rests on one arm of your armor (that you may choose). The weapon systems below can all be toggled or combined at will, though newer and self-installed systems may need some work to integrate with it properly. Can be set to a ‘stun’ or ‘kill’ setting at will.
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  65. Power Beam [Free] – A basic weapon used across the galaxy, considered a mainstay of power armor weaponry. These yellow pellet-sized charges of energy have the benefit of having no need for ammunition, with the downside that it does very slight damaged to armored or tough foes. Still, this is the foundation for many of the weapon systems below, and its versatility – lacking an ‘element’ or exact energy signature – should not be underestimated. Semi-automatic.
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  67. Charge Beam [100sp] – Of course, one of the fastest ways to make a weak weapon useful is to just use more of it. In this case, add more to it. By ‘holding’ a single shot of energy from one of your weapons, your suit will supercharge it into a larger blast that will do considerably more damage that whatever the original charge was. The downside is that this only works for energy-based weapons, acting mostly on the principle of ‘add more energy’.
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  69. Gatling Mode [100sp] – The other side of the fence is that quantity has a quality all on its own. The arm cannon becomes a fully automatic weapon, and while the Power Beam is even more diluted in this form, it’s also a little bit better at penetrating defenses mostly through the constant ‘taps’ of the attack on a single spot. Can be easily adapted to more primitive ballistic weapons, though you may not find much use for it here. Perhaps you’re a fan of the classics?
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  71. Missiles [100sp] – A Power Beam isn’t always going to cut it, especially against foes resistant to simple energy shots. That’s what this secondary weapon is for. While limited in ammunition and requiring reloads, missiles are exactly what they sound like – anti-personnel and even anti-vehicle explosive weapons designed to ruin someone’s day. They can be fired instantly and explode on contact in a lovely little ‘boom’. For 100sp more, you can ‘charge’ the missile, consuming more ammunition but firing an incredibly powerful Super Missile at a target, able to turn most ground vehicles into scrap with a well-placed shot. Boom.
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  73. Diffusion Missiles [200sp – Requires Missiles] – A unique weapon of destruction, currently still in prototype stages in the Galactic Federation R&D. In addition to the already potent destructive power of a missile, these missiles can actually be ‘charged’ with energy from the arm cannon. When fully charged, the missile will explode in a ‘wave’ of the chosen energies in an expanding explosion, enough to cover an entire room. This is a powerful but dangerous area of effect weapon, and is best used when you want everything else in the room frozen/on fire/electrocuted/dead. As a bonus, this comes with blueprints for modifying the standard-issue missiles and different types of explosives you can use in tandem with them...or even fluids or biological agents.
  74.  
  75. Blade Mode [100sp] – Perhaps you simply prefer to get up close and personal? That’s fine. You can just as easily replace or add to your default arm cannon a single melee weapon of your choosing. The benefit of this weapon is that not only is it better at piercing defenses by cutting or smashing power, but it can be freely augmented with various weapon types just as easily as the cannon. Primary downside being...it’s a melee weapon in a galaxy where beam and plasma weapons are fairly common. Do be careful.
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  77. Spazer Beam [200sp] – Of course, you may find yourself fighting more than one target, and the weapons offered here leave something to be desired in range and spread. This lovely upgrade fixes that problem just a little, letting you fire your weapon in a 3-wave spread that covers a wider area in front of you, letting you strike larger or multiple targets depending on the angle that you aim. Good for clearing a room.
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  79. Ice Beam [200sp] – It’s best to keep a cool attitude to this weapon. This freezes your weapon’s ‘bullets’ to extreme sub-zero temperatures, enough so that human-sized biological beings that are unfortunate enough to be caught in its blast will be frozen solid almost immediately. The freeze won’t last too long on its own, but often just long enough to shatter a poor foe into pieces with a well-placed missile. This is the principal weakness of Metroids, and as such is a very important weapon if you plan on dealing with such creatures.
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  81. Wave Beam [200sp] – A unique weapon with electrical properties, the Wave beam is not only the bane of many sensitive electronics or ones without proper protection, but it can even pass through inanimate objects with a surprising amount of ease, able to move past even reinforced security doors with little effort. This makes shooting through walls a viable strategy, though thick enough material can make the energy dissipate quickly before it can actually impact anything or anyone. It won’t go on forever, effectively. Still, if you need to catch someone by surprise…
  82.  
  83. Plasma Beam [200sp] – Burn, burn, burn. If the Wave Beam is the bane of solid objects and electrical systems, the Plasma Beam is the enemy of everything else. This super-heated beam can penetrate all but the strongest of armor like a hot knife through butter, and is likely to even set the target it struck on fire within mere seconds after impact. Combined with the Charge Beam, you can reduce even the most hardy of foes to ash.
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  85. Light Beam [200sp] – A trademark weapon of the Luminoth as their conflict with the Ing began to spiral out of control, this operates similarly to the plasma beam – high temperature beam of light that is good at piercing defenses. However, it is also the natural enemy of things that rely on the ‘dark’ or ‘absence of light’ for their power or their physical forms...it could perhaps even count as a ‘holy’ weapon in some worlds, depending on what you fight. Unlike the version the Luminoth use, this beam does not have limited ammunition and can be used at will.
  86.  
  87. Dark Beam [200sp] – The corrosive and malevolent energy of the Ing has been harnessed by you, and does not suffer from limited ammunition, to boot. This darkened and foul beam acts similar to an acid, attaching to and burning through the flesh and metal of an unfortunate target...and it only gets worse should it come into contact with vital organs. The other benefit is that this focused energy, following the Ing ability to traverse dimensions, is that spatially displaced or dimensionally intangible beings can very much be hurt by this weapon. Woe onto them.
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  89. Annihilator Beam [200sp – Requires Light Beam and Dark Beam] – While the Ing and the Luminoth are opposed to each other by nature, their technology is frighteningly powerful when combined together. This is a testament to that. This weapon combines the best qualities of the Light and Dark Beam, in addition to having a rapid rate of fire and being able to ‘home in’ on targets without any input from the user, as if sensing what target is the most important to strike first. As a bonus, it has a much faster rate of fire, as well.
  90.  
  91. Nova Beam [400sp] – Where did you get this?! This sort of weapon is not normally designed for power armor – its regular use is as a MINING TOOL. Regardless, this powerful jade beam with a hell of a kickback to it can best be summarized as ‘the angry cousin of a Charge Beam and Plasma Beam’ - if you hit someone’s head with this, it won’t be there anymore. Entire limbs and sheets of reinforced building material can be shredded like paper by this beam...and that’s before you even charge it up! Be careful where you point it, okay?
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  93. [Visor Systems]
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  95. Scan Visor [Free] – A very basic but helpful tool, almost considered mandatory on long journeys into alien planets. This scans an individual object or person and gives you some basic, cursory details about the item in question. Even better, if the armor has access to a larger intelligence network or any sort of long-term data banks, it can draw fairly accurate conclusions and guesses about the scanned object by comparing it to observations the data provides – or even a complete dossier, if you can access one. How handy is that?
  96.  
  97. Intel Connection [100sp] – The short version of this is that your armor is now capable of communicating with a network. Or as some humans would say, ‘you have wi-fi’. Your armor can mentally access the Internet or any public equivalent with a thought, and gives you something to do on slow exploration days. Has a planetary range and can be toggled at will. The armor automatically filters out all viruses, though try not to be distracted by pictures of your favorite bounty hunter when you’re seconds away from entering a firefight.
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  99. Thermal Visor [100sp] – An easy way to deal with most rudimentary stealth systems or those hiding in the dark? Thermal sensors. This changes the user’s view into a heat-based detection system, warm objects and living beings appearing a bright orange, while everything else is a shade of purple. Can be modified for better color coordination to suit the user. Using this in a volcano or a hot area is a bad idea.
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  101. X-Ray Visor [100sp] – This visor is a little unconventional, but it is no less effective. The visor allows the user to view things that exist outside of the visible spectrum of light, as well as the skeletal structure of nearby living beings. Doesn’t come with any sort of radiation risk for the user or those it views, so don’t worry about it.
  102.  
  103. Echo Visor [100sp] – This visor creates a visual ‘echolocation’ system, allowing you to track objects and creatures through the sounds they make, visually appearing as ‘ripples’ in your vision. Excellent for detecting...well, noise. Sensitivity can be adjusted.
  104.  
  105. Dark Visor [100sp] – A unique invention during the war with the Ing, the Luminoth created this detection system to deal with their dimensional adversaries. This visor allows you to clearly view things that exist in spatial or dimensional distortions between the reality you’re currently in, and the one it is currently ‘close’ to. Also good at spotting possible rifts or portals that can be tapped into to lead to said dimension.
  106.  
  107. [Movement Systems]
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  109. Thruster System [Free] – A fairly basic and common addition to a suit of power armor is a pair of thrusters on the back. These aren’t capable of sustained flight or long-term use, but can provide extra jumping power or momentum when you need to move in another direction VERY quickly. Thought-activated.
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  111. Grapple Beam [100sp] – Because grappling hooks are for primitives. This blue energy ‘chain’ hooks onto any surface you can reach with it, not just a ‘hook’, and can let you swing to and from that position with ease, the device adjusted specifically to carry your weight. It even works on flat surfaces, and can be used to pull apart doors or debris.
  112.  
  113. Space Jump [100sp] – Do you like jumping? Do you like double jumping? Do you want to jump FOREVER? Well, aren’t you in luck! Not only can you jump higher, but you can jump ‘again’ to regain momentum and continue being in the air. You can do this as many times as you want! Why is this priced so low? Well...in order to use it, you HAVE to be spinning while curled up into a ball to continue jumping. It also only works in a place where a form of gravity actively exists, otherwise you’re just spinning uselessly in a zero-gravity environment. It can also be problematic to navigate and protect yourself, since you’re an easy target to anti-air weapons. Still, if you like jumping or need to get up somewhere really high...
  114.  
  115. Morph Ball [200sp] – This is one of the more...esoteric systems of the Chozo. The armor compresses into a spherical form with the user harmlessly contained within it, with sensory awareness of their surroundings, and is able to roll around of their own volition. It is astoundingly useful for infiltration or navigating tight spaces, but is otherwise a baffling topic for Space Pirates and the Federation alike. The only person who uses it regularly is Samus, and attempts to recreate the technology have been...disastrous at best. Comes with an energy bomb feature, able to explode with a small concussive impact with no risk to the user, that can be used at will.
  116.  
  117. -Spider Ball [100sp – Requires Morph Ball] – The morph ball can now magnetically attach itself to any metallic surface while remaining in motion. The uses for this strange form are now a bit less confusing – you can access any building this way, if you play your cards right.
  118.  
  119. -Super Bomb [200sp – Requires Morph Ball] – An extremely destructive version of the Morph Ball bombs. Instead of creating a fairly mute concussive impact, the force of this blast (strangely, still leaving the user unharmed) can tear a room apart and rend boulders or structural details apart in a short amount of time. The only downside is that these have limited ammunition. Use with caution.
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  121. Speed Booster [200sp] – Do you want to go fast? Really fast? This fast? Alright. This is the Speed Booster. After running ahead for a minimum of two seconds, you can activate this booster to immediately propel yourself forwards at high speeds, up to a soft cap of mach 1. The module can even harmlessly cancel your momentum when you’re about to collide with a solid object...this feature can be turned off, for the reckless or those attempting a spectacular shoulder slam.
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  123. That said, a strange glitch in this function allows you to come to a stop without actually deactivating the device, letting you ‘store’ the energy from the speed boost. You can then aggressively propel yourself in a single direction even faster, often killing anything squishy and dumb enough to get in your way. This ‘Shinespark’ is not an intentional feature, but maybe you could harness it properly with a little bit of time…
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  125. Flight Module [200sp] – You know what’s annoying when you’re on an alien planet? Walking. Why do you have to walk everywhere and try to find your way around an annoyingly specific security door. You know what’s better? Flying. Yes, this jetpack with retractable wings will let you fly at supersonic speeds in the air, though it has limited fuel. It also works most effectively in the atmosphere, though it can be used for short-term space travel. Try not to fly into any turbines on any pre-FTL worlds...or dangerous aliens with wings.
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