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  1. EVO Living Armor System
  2.  
  3. Tests against body * 4 instead of body *2 or *3.
  4.  
  5. Leech Symbiont Interface System (required)
  6. .2 essence, 20k nuyen. Allows wearing of Living Armor System. Increases lifestyle costs by 5%. (Does not have standard symbiont lifestyle increase, however)
  7. Light Living Armor
  8. B12/I10, 20k nuyen. 10 mutation points.
  9.  
  10. Medium Living Armor
  11. B14/I12, 40k nuyen. 15 mutation points.
  12.  
  13. Heavy Living Armor
  14. B16/I14, 60k nuyen. 20 mutation points.
  15.  
  16. Livign Armor Helmet
  17. B2/I2, 10k nuyen. 5 mutation points, can only take thermographic vision, FAB infusion, drug gland, sense booster, biosonar,
  18.  
  19. Requires at least one hour interfacing each day (to leech off of your own nutrients)
  20.  
  21. Mutations: each costs 1 mutation point per rating.
  22.  
  23. Additional Strength: Rating 1-3. (max 1 for light, 2 for medium, 3 for heavy). 10k per rating.
  24.  
  25. Additional Agility: Rating 1-3. (max 1 for heavy, 2 for medium, 3 for light). 10k per rating.
  26.  
  27. Additional Reaction: Rating 1-3. (max 1 for heavy, 2 for medium, 3 for light). 10k per rating.
  28.  
  29. Underwater Operating System: 20k nuyen. Allow armor and wearer to breath underwater, adds +2 to all swimming tests.
  30.  
  31. Sense Booster: Rating 1-3. 15k per rating. +1 per rating to all perception tests. Does not stack with other boosts to perception tests (as from Audio/Visual enhancement, cybernoses, etc)
  32.  
  33. Drug Gland: 10k. COnstantly circulates one dose of specific drug into wearer's body. When taking off suit, take drug crash damage and instantly make addiction roll at +1 difficulty.
  34.  
  35. Optical Camo: 20k, light/medium only. As ruthenium coating.
  36.  
  37. Civilian Shifting: 20k, Light/medium only. Hide as civilian bio-fashion clothing.
  38.  
  39. Photosynthesis: Rating 1-3. 20k per rating. Reduces need to eat by armor and wearer. Reduces lifestyle cost increases due to the armor by 5% per rating, does not count as a mutation for the purposes of increased lifestyle cost.
  40.  
  41. Biosonar: 25k. Provides Ultrasound sensor.
  42.  
  43. Mender Mod: Rating 1-6. 10k per raitng. Adds +1 dice to healing tests while wearing armor.
  44.  
  45. Sanguiphage: Rating 1-3. 20k per rating. The suit survives on blood and often goes berzerk at the sight of the stuff, overriding the wearer's desire. Add +1 per rating to Strength, Agility, Reaction, and Willpower for 1d6 x Rating rounds and as long as you have access to a stable source of blood, it can survive off of it indefinitly.
  46.  
  47. Thermal Control: 20k, light/medium only. Gives -4 penalty to people trying to spot with thermal senses or thermovision.
  48.  
  49. Tailored Pheromones: Rating 1-3. 15k per rating. +1 bonus per rating to social skill tests.
  50.  
  51. Silk Gland: 20k. As bioware from augmentation. Can be purchased up to three times.
  52.  
  53. Environmental Seal: 15k. Environmentally seals the armor and provides one hour of internal air. Requires helmet.
  54.  
  55. Blood Filter: Rating 1-3. 20k per rating. Adds +1 dice per rating on toxin resistance tests.
  56.  
  57. Advanced Platelet Production: 20k. Any time the wearer suffers 2 or more points of damage, reduce the damage by one point.
  58.  
  59. Endorphin Release Center: 30k. Wearer ignores all wound penalties while active. Can be active for 5 combat turns every hour.
  60.  
  61. Glomoss Infusion: 20k. Detects areas of background count up to 200 meters away, alerts when passed through by astral form.
  62.  
  63. Thermographic Vision: 20k. Grants thermographic vision.
  64.  
  65. Climbing Claws: 20k. Allows the wearer to grip to walls and ceilings of a porous nature, moving along them at regular speed. Grants a +2 bonus on all other climbing tests.
  66.  
  67. Bioweapons:
  68. Melee:
  69. Claws: DV S/2+3P, AP -, 10k. Blades Skill.
  70. Poison Gland: 5k, can produce one dose of drug or poison per combat turn, linked to claws
  71. Arm Blade: DV S/2+4P, AP-1, 20k, replaces hand while deployed. Blades Skill.
  72. Spines: DV S/2+2P, AP -1, 5k, can deliver poison. Unarmed Skill.
  73. Poison Gland: 5k, can produce one dose of drug or poison per combat turn, linked to spines.
  74. Tentacle: DV S/2+2S, AP+1, Reach 3, 5k, can be added to shoulders. Gets +2 dice bonus on subdual attacks. Unarmed skill.
  75. Eel Glands: DV 6S(e), AP -1/2, 5k. Unarmed Skill.
  76. Club Tail: DV S/2+4P, AP -2. 15k. Club Skill.
  77. Blade Tail: DV S/2+3P, AP -2, Reach 1. 20k. Blades skill.
  78. Horns: DV S/2+3, AP -, 10k. Unarmed Skill. Reduces body by 2 for purposes of knockdown.
  79.  
  80. Ranged: Use Exotic Ranged Weapon (Bioweapon) Skill
  81. Poison Squirt: treat as Super Squirt. 5k.
  82. Squirt Gland: Produces one dose of specified drug or poison per combat turn. 10k.
  83. Spine Launcher: DV S/2+1P, AP +0, SA, 10k (Light Version)
  84. Poison Gland: 5k, can produce one dose of drug or poison per combat turn, linked to spines.
  85. Spine Thrower: DV S/2+2P, AP -2, SA, 15k (Medium Version)
  86. Poison Gland: 5k, can produce one dose of drug or poison per combat turn, linked to spines.
  87. Spine Cannon: DV S/2+4P, AP -4, SA, 20k (Heavy Version)
  88. Poison Gland: 5k, can produce one dose of drug or poison per combat turn, linked to spines.
  89. Acid Sprayer: DV 8P, AP -1/2, SS, light pistol ranges, 20K, can hit up to 3 people within 1 meter of the initial target. Takes thirty seconds to recharge between shots.
  90. Pistrol Shrimp Claw: DV 8P, AP -1/2, SS, heavy pistol ranges, 20k, checks against body-2 for knockdown.
  91.  
  92. Spine Weapon Ammo: Each spine weapon generates an internal 'clip' of spines. 40 for light, 20 for medium, and 10 for heavy. These spines regenerate over time: 3 per hour for each armor type.
  93.  
  94. Every 2 armor mutations (for rated mutations, each rating coutns seperately) requires you to spend thirty more minutes per day in the armor, as well as increasing lifestyle costs by 5% due to the extra energy you require by fueling your armor. Every 4 augments requires an additional Leech Symbiont Interface System installed.
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