Any piece of worn armor can be upgraded with a range of modifications. The Capacity of a piece of armor is equal to its Armor Rating. Armor modifications have variable Capacity costs. Each modification also has a rating between 1 and 6, except as noted.
Chemical Protection
ARMOR |
CAPACITY |
AVAIL |
COST |
SOURCE
|
-
|
Rating
|
6
|
250¥ xRating
|
Core
|
|
|
|
Water-resistant, non-porous, impermeable materials, and a coating of neutralizing agents protect the wearer against contact-vector chemical attacks (Toxins, Drugs and BTLs, p. 408). Add the rating of the Chemical Protection modification to tests made to resist contact-vector toxin attacks.
|
Chemical Seal
ARMOR |
CAPACITY |
AVAIL |
COST |
SOURCE
|
-
|
6
|
12R
|
3,000¥
|
Core
|
|
- Activate Seal
- Complex Action
- Air Supply
- 1 Hour
- Wireless
- Activating the chemical seal is a Free Action.
|
|
Available only to full body armor that includes a helmet, the chemical seal is an airtight environmental control that takes a Complex Action to activate (if you’re already wearing the armor, natch). It provides complete protection against contact and inhalation vector chemicals, but can only be used for a total of an hour (the limit of the air supply) at a time.
|
Fire Resistance
ARMOR |
CAPACITY |
AVAIL |
COST |
SOURCE
|
-
|
Rating
|
6
|
250¥ xRating
|
Core
|
|
|
|
Fire-retardant, nonflammable materials protect the wearer against Fire damage. Add the full rating of the Fire Resistance modification to the Armor value when resisting Fire attacks or checking if the armor catches fire.
|
Insulation
ARMOR |
CAPACITY |
AVAIL |
COST |
SOURCE
|
-
|
Rating
|
6
|
250¥ xRating
|
Core
|
|
|
|
Thermal fibers and heat-retentive materials protect the wearer against Cold damage. Add the full rating of the Insulation modification to the Armor value when resisting Cold attacks.
|
Nonconductivity
ARMOR |
CAPACITY |
AVAIL |
COST |
SOURCE
|
-
|
Rating
|
6
|
250¥ xRating
|
Core
|
|
|
|
Electrical insulation and non-conductive materials protect the wearer against Electricity damage. Add the full rating of this modification to the Armor value when resisting Electricity attacks.
|
Shock Frills
ARMOR |
CAPACITY |
AVAIL |
COST |
SOURCE
|
-
|
2
|
6R
|
250¥
|
Core
|
|
- Unarmed Combat
- Attack with Frills
- Activate Frills
- Complex Action
- Charges
- 10 Charges
- Recharge Rate
- One Charge Per 10 Seconds
- Wireless
- The shock frills can be activated or deactivated as a Free Action. They can also recharge by induction, recharging one charge per hour.
|
|
These strips of “fur” are electrically charged when activated, standing on end and inflicting Electricity damage to anyone that touches you. Use Unarmed Combat to attack with the frills. The frills hold 10 charges; when attached to a power point, they recharge one charge per 10 seconds.
|
Thermal Damping
ARMOR |
CAPACITY |
AVAIL |
COST |
SOURCE
|
-
|
Rating
|
10R
|
500¥ xRating
|
Core
|
|
- Wireless
- The suit uses the extra information about your surroundings and also gives you its rating as a dice pool bonus to Sneaking tests against heat-based detection.
|
|
Designed to reduce your thermal signature, these inner layers capture or bleed heat, so the outer layers maintain a surface temperature equal to the surrounding air. Add the rating to your limit on any Sneaking test against thermographic vision or thermal sensors.
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