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- EVO Living Armor System
- Tests against body * 4 instead of body *2 or *3.
- Leech Symbiont Interface System (required)
- .2 essence, 20k nuyen. Allows wearing of Living Armor System. Increases lifestyle costs by 5%. (Does not have standard symbiont lifestyle increase, however)
- Light Living Armor
- B12/I10, 20k nuyen. 10 mutation points.
- Medium Living Armor
- B14/I12, 40k nuyen. 15 mutation points.
- Heavy Living Armor
- B16/I14, 60k nuyen. 20 mutation points.
- Livign Armor Helmet
- B2/I2, 10k nuyen. 5 mutation points, can only take thermographic vision, FAB infusion, drug gland, sense booster, biosonar,
- Requires at least one hour interfacing each day (to leech off of your own nutrients)
- Mutations: each costs 1 mutation point per rating.
- Additional Strength: Rating 1-3. (max 1 for light, 2 for medium, 3 for heavy). 10k per rating.
- Additional Agility: Rating 1-3. (max 1 for heavy, 2 for medium, 3 for light). 10k per rating.
- Additional Reaction: Rating 1-3. (max 1 for heavy, 2 for medium, 3 for light). 10k per rating.
- Underwater Operating System: 20k nuyen. Allow armor and wearer to breath underwater, adds +2 to all swimming tests.
- 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)
- 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.
- Optical Camo: 20k, light/medium only. As ruthenium coating.
- Civilian Shifting: 20k, Light/medium only. Hide as civilian bio-fashion clothing.
- 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.
- Biosonar: 25k. Provides Ultrasound sensor.
- Mender Mod: Rating 1-6. 10k per raitng. Adds +1 dice to healing tests while wearing armor.
- 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.
- Thermal Control: 20k, light/medium only. Gives -4 penalty to people trying to spot with thermal senses or thermovision.
- Tailored Pheromones: Rating 1-3. 15k per rating. +1 bonus per rating to social skill tests.
- Silk Gland: 20k. As bioware from augmentation. Can be purchased up to three times.
- Environmental Seal: 15k. Environmentally seals the armor and provides one hour of internal air. Requires helmet.
- Blood Filter: Rating 1-3. 20k per rating. Adds +1 dice per rating on toxin resistance tests.
- Advanced Platelet Production: 20k. Any time the wearer suffers 2 or more points of damage, reduce the damage by one point.
- Endorphin Release Center: 30k. Wearer ignores all wound penalties while active. Can be active for 5 combat turns every hour.
- Glomoss Infusion: 20k. Detects areas of background count up to 200 meters away, alerts when passed through by astral form.
- Thermographic Vision: 20k. Grants thermographic vision.
- 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.
- Bioweapons:
- Melee:
- Claws: DV S/2+3P, AP -, 10k. Blades Skill.
- Poison Gland: 5k, can produce one dose of drug or poison per combat turn, linked to claws
- Arm Blade: DV S/2+4P, AP-1, 20k, replaces hand while deployed. Blades Skill.
- Spines: DV S/2+2P, AP -1, 5k, can deliver poison. Unarmed Skill.
- Poison Gland: 5k, can produce one dose of drug or poison per combat turn, linked to spines.
- Tentacle: DV S/2+2S, AP+1, Reach 3, 5k, can be added to shoulders. Gets +2 dice bonus on subdual attacks. Unarmed skill.
- Eel Glands: DV 6S(e), AP -1/2, 5k. Unarmed Skill.
- Club Tail: DV S/2+4P, AP -2. 15k. Club Skill.
- Blade Tail: DV S/2+3P, AP -2, Reach 1. 20k. Blades skill.
- Horns: DV S/2+3, AP -, 10k. Unarmed Skill. Reduces body by 2 for purposes of knockdown.
- Ranged: Use Exotic Ranged Weapon (Bioweapon) Skill
- Poison Squirt: treat as Super Squirt. 5k.
- Squirt Gland: Produces one dose of specified drug or poison per combat turn. 10k.
- Spine Launcher: DV S/2+1P, AP +0, SA, 10k (Light Version)
- Poison Gland: 5k, can produce one dose of drug or poison per combat turn, linked to spines.
- Spine Thrower: DV S/2+2P, AP -2, SA, 15k (Medium Version)
- Poison Gland: 5k, can produce one dose of drug or poison per combat turn, linked to spines.
- Spine Cannon: DV S/2+4P, AP -4, SA, 20k (Heavy Version)
- Poison Gland: 5k, can produce one dose of drug or poison per combat turn, linked to spines.
- 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.
- Pistrol Shrimp Claw: DV 8P, AP -1/2, SS, heavy pistol ranges, 20k, checks against body-2 for knockdown.
- 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.
- 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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