“There is no armour against chance.”
Possessing the capacity for ageless life, it is perhaps no surprise that the Urul developed a profusion of means for protecting that life. From folding armour that can be hidden in a normal outfit and revealed with a gesture, to warsuits that can turn a warrior into a warjack and tombs that can sustain the near dead indefinitely, to the organic mantle that can grant a wearer a range of superhuman abilities, First Age Armour is a treasure sought by every soldier, bandit, and warlord in Aeldos. Unless otherwise noted the information given below represents fully functional artefacts.
Folding Armour ∞
Folding artefacts are devices equipped with extremely complex first age technology that uses a folding design to store large volumes and surface areas within a small space and adaptive somatic systems, highly charge-flexible materials with shape memory, magneto-gravetic manipulators and joiners and finely tuned helion power supplies to collapse and unfurl a set of advanced armour into a torc, bracers, and boots. Though Folding Armour is one of the most difficult wonders of the first age to reproduce the advantages are obvious; increased mobility, decreased encumbrance, immediate deployment, and the ability to conceal martial equipment from others. Folding armour and shields use a folding design to store a large and durable surface area in a dense space. This enables several pieces of jewelry to unfold into a full set of plate armour, and larger units to unfold into advanced first age armours. In its collapsed form most Folding Armour, also commonly known as Mujin Armour, takes several forms from a set of torc, belted skirt, bracers, and boots, to a harness and belt. When triggered these artefacts unfold into half or full plate armour with advanced flexibility and durability.
Many surviving examples of folding armour have been handed down through dozens of generations of Mujin warrior, though there are rumors of individuals who have uncovered other methods of replicating the technology.
Each suit of folding armour requires Helion to operate and an unpowered set will not fold or unfold.
Standard folding armour comes in the following variations:
Standard Folding Armour ∞
|Recon||B2-S3-P3||Light armour entirely stored in a concealable harness. It offers modest protection and high mobility in a low profile package.|
|Assault||B6-S6-P6||Workhorse armour with a slightly bulkier profile when retracted which requires a torc, bracers, anklets, and a harness. Offers exceptional protection, equivalent to ballistic plate steel. Assault armour does require some training to use.|
|Technical||B4-S4-P4||Resembles the Assault variant but trades some protection for a power linkage system which allows the armour to support two modular upgrades.|
|Shield, Small||Parry 2||A small articulated shield which fans out from an arm bracer at command. Can be fielded as a free action.|
|Shield, Large||Parry 3||A large, heavy duty articulated shield which fans out from an arm bracer at command. Can be fielded as a free action.|
Sige Folding Armour ∞
The most sought after form of Folding Armour, Sige Armour, also known as VasVir Armour, are specially constructed variants crafted by the legendary VasVir, Grand Inventor of the Sige. Unlike other armours, Sige Folding Armour bonds with the user providing exceptional protection and a robust power and interface system facilitating more extensive upgrades and expansion.
Mechanics: Sige armour confers the benefits listed in the table below.
Advancement: Sige armour can be calibrated to improve its characteristics, enhancing the speed with which its plates reflexively respond to force or tuning the power output to support additional modifications. To calibrate a set of armour a character with at least 3 points in the Technology skill must make a calibration check, an extended Intellect + Technology with a difficulty of 15 + the new level of the armour. This check must be made a number of times equal to the new level and each check can only be made once per day and represents a full day spent focusing on calibrating the armour.
For example, calibrating a set of armour the third level requires three checks against a difficulty of 18 (15+3), with at least a day passing between each check. Once the armour has been advanced to a new level it remains at that level regardless of the wearer. Unless otherwise stated, higher level bonuses replace lower level ones and are not cumulative (e.g. a Level 5 set B7-S7-P7 soak)
Base Soak (Uncalibrated): B4-S4-P4
|/0||B4-S4-P4||Calibration Period, 0 Mods|
Warsuits and Tombs ∞
Also known as Varsit or Jacksuits, warsuits are widely considered a lost technology; thick and durable powered armour surgically bound to the wearer’s nervous system via an implanted spinal helion mount, capable of turning a human being into an engine of war. According to legend the warsuit was a lynchpin of the armies of the Urul, enhancing a soldier’s strength and durability to legendary heights. The interface that granted the user control of the suit however was a permanent surgical alteration with a variety of risks, such as death during implantation, psychological disturbances, and physical dependence on the helion power core to survive. Some obscure Selenian lore suggests that the original purpose of the warsuit was to allow a human commander to lead battlejacks, creating a connection between the warrior and his squad of war machines. In fact, lore suggests that the warsuit itself was often equipped with its own Artilect, a machine intelligence that acted as assistant and partner to the wearer, creating a functional hybrid of human and clatterjack and blending the creative intelligence and empathy of the former with the devastating power and accuracy of the latter. This all comes at the cost of subtlety and finesse; warsuits are nearly impossible to hide and extremely overt. Outside of a few very specific locales such as Selene, the appearance of a warsuit is guaranteed to turn heads and attract hostile attention. (-10 to all Stealth checks)
The Tomb is a grim variation which combines the technology used in the Warsuit with advanced Medtech. The last refuge of warriors on the verge of death, the Tomb houses only key neural and cardio-vascular organs – a torso or in some cases just a brainstem. The entombed straddle the boundary between life and death, kept alive by their armour and in turn, granted the inhuman strength and power of a machine. While Warsuits must accommodate an intact human body, the entombed take up much less room and as a result are able to support larger Helion rigs and additional modular attachments.
Mechanics: The first step in bonding with a warsuit is the installation of the spinal helion mount. This can only be done via an Armourer Relic or a Level 6 Surgeon with a Medicine of 5 and a Technology of 4. The Surgeon must make two checks: Intellect + Technology against a difficulty of 20 and Grace + Medicine against a difficulty of 23. A success indicates the mount was implanted properly. A failure of 1-3 means the mount was implanted but may not function properly. A failure of 4-6 indicates the implant has failed and been rejected and the patient is in critical condition and additional checks will be needed to sustain them. A failure of more than 6 indicates the patient has died.
The Helion mount itself requires a large amount of helion and without it the mount cannot establish a connection or power the warsuit.
Advancement: Once the mount has been implanted the patient can begin utilizing and acclimatizing to the warsuit. The length of time this takes varies by person, but typically requires at least a few weeks.
After this period the wearer can begin to truly synchronize with the suit, advancing its level using experience points at a cost of new level multiplied by 7. Note that while experience is used to advanced the Warsuits capacity, mods must be found or constructed and installed by a skilled mechanist or Armourer. Mods can be swapped out but a warsuit can only power the number of mods indicated.
|Warsuit Level||Power Bonus||Armour||Health Modifier||Warsuit Mods||Tomb Mods|
|/0||+0||B5-S5-P5||+1||Acclimatization Period, 0 Mods|
Armour Modules ∞
The following modules can be added to Folding Armour and Warsuits as indicated in the compatibility column.
|Ailerons||Armour plates automatically adjust to slow and shield wearer from falls.||All|
|Artilect, Support:||The armour houses a Class III Artilect with an intelligence equivalent to an average human. This artilect acts as a personal aide, recording sensory data as requested, providing reminders, and generally acting as an assistant. The Artilect is able assume control of the armour as needed but lacks combat abilities.||Warsuit|
|Artilect, Advanced||The armour houses a Class IV Artilect with a genius level intelligence. This artilect acts as pilot or co-pilot for the armour, taking over as needed to supplement the wearers abilities. The artilect can assume full control and combat duties for the wearer as needed, even continuing the fight after the armours inhabitant is unconscious or dead.||Warsuit|
|Blast Mode||At a command the armour rating doubles but wearer is completely immobilized.||All|
|Dampeners||The armour has been altered to reduce noise. Stealth check penalty reduced to -5||Warsuit|
|Direct Interface||The armour is equipped with a light plug, allowing the wearer to directly connect to other Urul technology and reducing the difficulty of activation.||Warsuit|
|Fire support||The armour automatically designates ranged targets granting all allies gain a +2 to attacks against those targets.||All|
|Geist, Breaching||The armour houses a Geist that can aid in larceny. +3 to Larceny checks.||All|
|Geist, Integrator||The armour houses a Geist that is able to automatically integrate with relic technology. +3 to Technology.||Warsuit|
|Geist, Occultist||The armour houses a Geist that is able to identify anomalies in local fields and forces, identifying Lingua and aiding in avoiding their impacts. +3 to Defenses against Lingua.||All|
|Geist Sensory||The armour houses a Geist that aids the wearer by highlighting unusual variances in sensory input from the local environment. +3 to Observation.||All|
|Geist, Tracking||The armour houses a Geist that aids in tracking targets using advanced sensors and complex algorithms. +3 to Tracking checks.||All|
|Hammerhands||Unarmed Attack inflicts 6d base damage||Warsuit|
|Hardened||The armour has been built to withstand conditions that would normally disable it including shock weapons and breaching Geists.||All|
|Heat Engine||The armour can convert energy into heat, generating a small area of warmth both in and around the armour and reducing the penalties characters take for exposure to cold.||Warsuit|
|Heat Sink||The armour can convert energy directly into cool air, generating a small area of reduced temperature and reducing the penalties characters take for exposure to heat.||Warsuit|
|Life Support||Short of catastrophic destruction the armour will keep the wearer alive, though not necessarily in the fight. If the wearer is reduced to 0 HP the suit automatically attempts to disengage the enemy and seek shelter and aid for the wearer.||Warsuit|
|Night Vision Lens||The armour is capable of seeing in low light conditions.||All|
|Refined Shell||The chassis of the armour has been refined to increase it’s aesthetic appeal or convey membership in a specific organization. This can take the form of hand crafted plating, embossed panels, an articulated or shaped mask, paint, or other accouterments.||Warsuit|
|Serum, Kirna||The armour injects stimulants and clotting agents that temporarily augment the wearers health. 1/day Recover 5 health, 5 stress for 5 rounds.||All|
|Serum, Bellator||The armour is capable of dispensing enhancing chemicals that flood the body augmenting speed and reflexes. 1/day +3 Grace for 1 round.||All|
|Serum, Titan||The armour is capable of injecting a serum to enhance combat prowess. 1/combat take 5 damage and gain +5 to combat rolls for 3 rounds.||All|
|Static Blast||The armour can discharge electricity in a 5 meter radius, stunning nearby targets.||Warsuit|
|Targeting Aid||The armour aids in targeting distant enemies. Gain double aim bonus for ranged attacks.||All|
|Weapon Mount, Standard||The armour is able to support one embedded standard weapon or shield such as Claws, Folding Weapon, Folding Shield, Mass Shield, Barrier, Bow, or Caster.||All|
|Weapon Mount, Heavy||The armour is able to support one large weapon such as a Piston, Grinder, Drill, Discblade, Meteor Fist, Flamethrower, Mag Arc, or Thunderer||Warsuit|
|Torc, Halo||The torc houses a Halo unit capable of intercepting ranged attacks.||Folding|
|Torc, Optical Camo||The torc houses an advanced lightcaster capable of generating an active camoflauge for the armour and wearer.||Folding|
|Belt, Mendikit||The belt houses an automated Mendkit that can heal the wearer or sustain them through grievous injury.||Folding|
Advanced Armour ∞
Not all first age armours are as covert as Folding, nor as overt as Warsuits. Indeed, for many of the later soldiers failing Imperium, advanced armour was far more common. These durable suits often survived better than their more complicated relatives. Also known as Imperial Plate, Battlesuits, or Arcgear, advanced armours are made of sturdy materials and clever design but with a minimum of additional technology. Lacking any embedded Helion they cannot support modules, but they demonstrate a unique resilience against Firearms and other first age weapons.
Soak: 5/5/5 – Immune to Armour Piercing 1
Mantles are a bizarre first age technology known by a variety of names; warskins, moonskins, battleskins, shrouds, biosuits, skinweaves, or exoderms. Less a device than a bioengineered entity, Mantles provide protection as well as a range of abilities in an easily concealed symbiotic suit. With sufficient time the suit itself begins to weave into the wearers flesh, permanently augmenting them. At its most basic the Mantle itself hardens and flexes to shrug off attacks, however more advanced examples can enhance the wearers agility, close wounds, provide immunity and longevity, generate camoflauge or even form weapons.
In their inert form Mantles appear as a simple viscous substance, typically housed in fluid medium in a bio-stasis container, but with the correct stimulus and conditions the substance ‘activates’, coming alive and bonding with an suitable organic, generally human, host. This bonding can be temporary or permanent, though the longer a Mantle is worn, the more it becomes attuned to the its host.
The benefits of the Mantle vary but most strains grant the wearer enhanced physical prowess and considerable defenses against injury. More advanced strains can enhance senses, additional physical traits, integrated weaponry, and more. Some hosts even claim that Mantles possess a form of sentience and are capable of communicating obliquely through dreams and automatic actions.
External mantles are typically black or darkly coloured and lightly textured, making them appear like Dermik or some other first age material on first glance. Once the mantle bonds with the wearer it can appear as normal clothes or naked skin, making identifying hosts almost impossible. At will the Mantle can be unfurled to cover the wearers body and head, providing full protection against attacks.
By all accounts Mantles were a late development of the First Age and the technology had little time to mature before the calamity that brought on the dark age. As a result many surviving examples demonstrate flaws or aberrations. The rarity of this technology is exacerbated by the fact that most Mantles bonded permanently with hosts and died alongside them. The only culture with the technology necessary to replicate Mantles are the Selenians who are said to equip their spies, the Umbrals, with a variant known as a Moonskin.
Mantles are constructed with helion and no additional helion is required to power them.
Mechanics: The process of opening Mantle stasis jar and activating it requires an Intellect + Technology check with a difficulty of 20. After that however, donning the Mantle requires no special ability or procedure; the host simply needs to submerge some part of their flesh in the fluid medium holding the Mantle. Once the Mantle has been donned the wearer gains the benefits of the armour provided. Obtaining additional benefits requires the formation of a bond between the symbiont and the host.
Advancement: The player can spend experience to advance the Mantles level at a cost of new level multiplied by 7.
Bonding with the Mantle typically requires the host to meditate on and accept the process. Mantles require active engagement with the host to establish the neural and physiological connections necessary to grow.
Mantle wearers developing mutations are often afflicted by intense hunger, the result of the Mantles need for biomass to build the mutation. This hunger lasts for only a few days. Once the mutation is complete the helion woven into the skin of the Mantle and a normal intake of food provide sufficient power for operation.
Base Soak: B4-S4-P4
|Mantle Level||Grace Bonus||Armour||Health Modifier||Mutations|
|/0||+0||B4-S4-P4||+1||Unbonded 0 Mutations|
Mantle Mutations ∞
The following mutations can be triggered through bonding between host and Mantle.
|Thermoregulate||The Mantle regulates body temperature, granting full immunity to the effects of cold and heat.|
|Bioreactor||The Mantle can consume and purify any organic material for fuel. The host can gain sustenance from virtually any biomatter without getting sick.|
|Healing||The Mantle enhances the hosts immune system and doubles their rate of healing.|
|Calm||The Mantle moderates the hosts nervous system to help moderate stress. Add Mantle Level to Stress Soak.|
|Stasis||The Mantle moderates the hosts aging process, rendering them effectively ageless.|
|Power||The Mantle modifies key components of hosts anatomy to enhance strength and endurance. Add Mantle level to Power.|
|Tendrils||The Mantle gains sufficient mass to generate a number of agile prehensile tendrils equal to the Mantles level; these Tendrils have 1/2 the power of the wearer and can be used to aid climbing, grappling, tripping, and even as whips in combat.|
|Blade||The Mantle can generate a short blade or spike at the wrist or palm with a hardness equivalent to arc steel command. 4d|
|Claws||The Mantle forms a set of razor sharp claws around the wearers fingers. 4d|
|Motes||The Mantle can split off a portion of itself, a finger sized mote that can transmit sensory data from a distance and perform low power actions such as lock picking or pickpocketing small items. Typically takes the form of a small insect.|
|Immunity||The Mantle is able to neutralize ingested, airborn, or injected toxins and poisons, rendering the host immune to all.|
|Tech Interface||The Mantle can connect the host directly to Urul technology with a light plug, reducing the difficulty of activation and operation.|
|Camouflage||The Mantle dynamically alters its pigmentation to provide natural camouflage. Add Mantle Level to Stealth checks.|
|Reflex||The Mantle develops a keen reflex response that makes it difficult to ambush the wearer; the wearer can no longer be truly ambushed and always gains a full defense to melee attacks|
|Infared||The Mantle modifies the eyes of the host to perceive in additional spectrum’s, granting them low-light vision|
|Vanes||The Mantle can generate a set of drag inducing structures that slow descent and manages falls, reducing all fall damage to 1.|
|Sapient||The Mantle develops a density of ancillary neuronal mass, granting it a near sentience. This can manifest in different ways; as a quiet voice providing gentle guidance; as a dreamt other; as an indistinct increase in subconscious capacity. Add Mantle level to Intellect and remember that the Mantle is always watching.|
Mantle Flaws ∞
Mantles often exhibit one or more of the following flaws at the Storytellers discretion.
|Geocoded||For reasons known only to the Urul, the Mantle requires proximity to a certain area to work fully. Outside of a defined range the Mantle is reduced to level 0.|
|Sterility||The Mantles mutations render the wearer sterile|
|Allergic||The Mantle is vulnerable to a specific substance. Eg. Silver, Iron, Sunlight, Sulphur|
|Overwhelming||The Mantle generates an uncomfortable amount of neural noise, reducing Intellect, Intuition, and Personality by 1|
|Aberrant Mutations||The Mantle mutates without direction or input, changing mutations regularly.|
|Hostile||The Mantles mutations are flawed and dangerous, often doing the opposite of what was intended|
|Hungry||Feed me Seymour. The Mantle inflicts constant hunger on the wearer, doubling the cost of meals and drink and inducing a point of stress for small or missed meals|
Light Cloak ∞
These swathes of material display light bending capabilities, allowing them to act as nearly perfect optical camouflage. Crafted into long cowled shrouds or form fitting outfits, when inert one side of the material is a matte black and the other is a matte and hexagonally patterned silver. Once the cloak is activated the silver side of the cloak bends the light that allows one to see the wearer. Donning the cloak makes the wearer much harder to see. Due to the nature of the device the wearer’s eyes must be exposed in order to see beyond the cloak and any volume filling substance such as rain, smoke, or mist reduces the devices effectiveness considerably. Light cloaks do not hide heat or sound, making them less useful against some creatures.
Cloaks are widely used by the Luxi Kenvir Assassins who train to infiltrate enemy cities and encampments and wreak havoc on victims. The Luxi have successfully replicated a portion of the technology allowing them to make low quality cloaks with relative ease. Higher quality cloaks remain difficult or impossible to reproduce, making them precious artefacts. The Ossandrian Imperium has acquired a small number of the devices by capturing Luxi Kenvir, though they have yet to replicate the technology.
Light cloaks require a small amount of Helion to operate and an unpowered cloak provides no benefit.
Mechanics: Cloaks come in a variety of qualities offering different levels of concealment. Any successful strike on the cloak disables the stealth effect.
Advancement: Urul light cloaks can be tuned and enhanced by anyone with at least 3 points in Technology, but the task is difficult and requires succeeding in an extended Intellect + Technology check. This check needs to be made a number of times equal to the new level of the cloak and the difficulty is 18 + the new level. This check can be made once per day and represents a full day spent tuning the cloak.
For example, if a character wished to improve a low quality cloak to medium quality they would need to succeed on 2 Intellect + Technology checks at a difficulty of 20, taking at least two days to do so.
Halos are small disc like devices, typically 30 to 50 cm, capable of independent flight and motion. This device is paired with a bracer or torc which, when activated automatically deploys the Halo to defend against ranged attacks, disintegrating arrows, bullets, and other missiles before they can reach the Halo’s bearer. An active halo follows its bearer a few feet behind their head, lancing out with blasts of energy to reduce any approaching missile to dust. When deactivated the halo docks with the bracer or torc. A Halo can also be assigned to defend the wearer, another individual or a group as required. Halos are specialized defensive devices and do not defend against melee attacks. They also do not prevent a bearer from making their own ranged attacks, making a skilled Longshot equipped with a Halo a truly terrifying opponent. The only method of overcoming a Halo is to saturate a target with attacks, overwhelming the devices capacity, a difficult task without automatic weapons.
Halo’s scarce and primarily found in the south where they are utilized by some Selenian defensive forces and Tollam skirmishers.
The existence of the Halo and it’s sister technology, Barriers, does much to explain the Urul fondness for innovative melee weaponry.
Each Halo requires a small amount of Helion to operate and an unpowered Halo provides no benefit.
Mechanics: A Halo can defend against a number of targeted ranged attacks equal to its level x3. The Halo also makes the bearer immune to volley fire; only a concerted effort to target the bearer can overwhelm the device. Targeting the Halo itself is even less effective as these devices have a difficulty of 20 to hit, defend themselves, and are sturdy and durable build with an armour of B7-S7-P7 and a damage pool of 35.
Advancement: A Halo can be tuned and enhanced by anyone with at least 3 points in Technology, but the task is difficult and requires succeeding in an extended Intellect + Technology check. This check needs to be made a number of times equal to the new level of the Halo and the difficulty is 18 + the new level. This check can be made once per day and represents a full day spent tuning the halo.
|Halo Level||Ranged Intercepts|
Personal Barrier ∞
Personal Barriers typically take the form of a stave or staff with a complex arrangement of filaments and nodes on the shaft and crown. When powered these filaments are capable of generating a planar or hemispherical shield of matterless inertia capable of blocking or repelling matter and projectiles. The barrier can be calibrated to permit low inertia transition, enabling individuals to enter and exit the field, or it can be solidified to prevent any movement through the barrier.
Once activated the staff will stand on its own, generating the field in the desired location and allowing the user to engage in other actions with their hands.
The only counter to a Barrier is to overwhelm it with damage as the device can only expend a limited amount of energy per turn.
According to the lore barriers are based on careful observation and replication of a Shaper ability and as a result many Shapers can reinforce or nullify these devices with relative ease.
Mechanics: The Barrier absorbs the amount of damage listed in the table below.
Advancement: A barrier can be tuned and enhanced by anyone with at least 3 points in Technology, but the task is difficult and requires succeeding in an extended Intellect + Technology check. This check needs to be made a number of times equal to the new level of the barrier and the difficulty is 18 + the new level. This check can be made once per day and represents a full day spent tuning the barrier
|Barrier Level||Damage Capacity/round|
Helix Armour ∞
Armour specially crafted to accommodate Shifters, Helix armour predates Mantles but shares much in common. The dominant difference between the two is that Helix armour utilizes specific organic materials that can be easily absorbed into a Shifters body during a transition between form; materials such as corals, spider-silks, and engineered biomimetics. Helix armour is fundamentally living armour, and bonds with its Shifter over the course of several transitions, establishing a symbiotic relationship. The armour demonstrates a primitive intelligence that drives it to protect its host and in return the armour is able to grow with the host, growing more extensive and durable.
Mechanics: Helix Armour can be worn by anyone but works best for Shifters with whom the symbiotic entity can properly bond. For each point a Shifter has in Morpheme they can choose one of the Helix Armour traits from the table below.
Base Soak: B1-S1-P1
|Shell||The armour lattice grows more dense and durable, adding +1 to soak. This can be taken multiple times.|
|Chromatophore||The armour develops a layer of reactive camouflage granting +3 to Stealth|
|Thermoregulating||The armour helps regulate body temperature, granting full immunity to the effects of cold and heat.|
|Mass||The armour adds additional absorptive biomass, adding +3 to Health|
|Reservoir||The armour develops a secondary fluid reservoir that permits storage of poisons, venoms, and other liquids that cannot be absorbed during a shift.|
|Memory||The armour develops an assistive neuronal mass that assists in returning to one’s base form. +2 to check to return to human form|
|Specialized||The armour is able to augment other Shifter powers, granting a +1 bonus to a chosen power.|