The ice axe is a useful tool for climbing and survival - which resembles several deadly weapons of war. It is really only used in a conflict in a pinch, but has a variety of uses for those who journey onto exoplanets, the Martian highlands or many frozen moons in the Outer System. But, transhumanity is usually not content to keep a design exactly as it was - and just normal materials are sometimes inadequate for the extremes of both environment and use they can see in the broader solar system. Thus, exploratory types have engineered new tools for many uses which integrate smart materials and other factors.
Smart Axe: A one-handed tool which resembles an ice axe, the head of this weapon is made from smart materials which can shift their density and texture around as needed. The head can be sharper and non-stick when carving into ice, but when embedded can get a strong "grip" on the material it's dug into. This also makes it better when used for self-defense, as it can bite into flesh or remain hardened to penetrate armor. Most smart axes come with a polymer "leash" which keeps it attached to the hand if dropped. A person carrying or wielding a Smart Axe gets +10 on Climbing checks while using it. [Low]
AP -2 1d10+2+DB DV
These axes are most commonly seen as tools in the hands of Gatecrashers or sportsmen on Mars or the moons of the Outer Fringe, who swear by it's usefulness in a climb - and for gatecrashers in also being able to fend off hostile xenofauna. While modeled on an ice axe, the smart material head means it can work on rock and other materials just as easily - so is utilized by mountaineers of all stripes. While few reclaimers will openly claim they have climbed on Earth recently, the tool should also be of use there and some of them are known to carry them. Others simply use it in place of a utility knife or other similar tool when they need - a proper multipurpose device.
Wednesday, March 8, 2017
Tuesday, March 7, 2017
Sparkian Biology
As noted earlier, the exoplanet Spark has an unusual biology which often harmonizes with uses of electricity due to natural elements in their environment. This is an unusual circumstance which has led to many fascinating species to be studied by transhuman explorers. However, many species on Spark are not docile or peaceful, and due to their sensitivity to electricity, many of them regard transhumans and their equipment as an annoyance or hostile intruder, and may be territorial. Below are listed several species which may prominently threaten the life or limb of an explorer on Spark.
THUNDER-LIZARD
Thunder-lizards are a common pack hunter on Spark, most dominant in the areas of thin, low forests and plains near the terminus region - and thus one of the most commonly encountered by explorers. Their biology appears to be somewhere between a reptile and a mammal, with live birth and warm blood but their physical structure internally and externally also has similarity to large lizards - and no mammary gland analog. They are hexapeds, with sharp multi-purpose claws, a very fast overland speed and dappled grayish scales, and are the size of large dogs. While they appear to have decent spectrum of vision and smell, their most interesting feature is a pair of conical horns on top of their heads which integrate with their bioelectric senses. They can use this to hunt, to sense the location of nearby packmates and even oscillate their bioelectric fields to perform rudimentary communication - like how other animals would use audio or scent cues. Unfortunately for explorers, Thunder-Lizards are territorial, and the use of electronic equipment by some transhuman gear and morphs strongly alerts them to it's presence, which can cause them to be violent and aggressive in response.
Threat Level: Yellow
Numbers: 2-6
COG 5 COO 15 INT 15 REF 15 SAV 5 SOM 15
WIL 10 INIT 6 SPD 1 DUR 25 WT 5 DR 38
Claws & Teeth: 50, 1d10+3 DV AP -2
Fray/Armor: 30, 3/4
Perception: 40
Move: 4/20 Walker
Skills: Freerunning 40, Infiltration 30, Intimidation 30, Scrounging 40, Unarmed Combat 50
Ware: Bioelectric Sense, Shock Tolerance
Native EMF: An individual Thunder-Lizard can alter its own electromagnetic field to perform simple communication with packmates at 5 meters in close conditions, 50 meters in open. This can be used to relay an emotional state, or basic commands or details like "come here" or "run away".
Stress Test: 1d10/2 SV
SALT VAMPIRE
The "salt vampire" is an aggressive parasite common to forested or otherwise covered regions in the terminus and dayside regions of Spark. While most of the local fauna has 6+ limbs, the Salt Vampire only has four, but makes up for it with a short, prehensile tail and a long, flexible neck which ends in a mouth ringed in hollow, hypodermic-like teeth. In general, it resembles a giant leech with legs, a gray-green creature about the size of a small dog. It has no visible sensory apparatus, and appears to sense purely by bioelectricity. While they somewhat resemble amphibians, they do not perfectly analog any terrestrial classification. They appear to be opportunity "hunters", striking prey fast to siphon blood or other fluids (and hopefully associate metals and salts) before the prey can properly dislodge them. If the target is too large to kill in one sitting, they will often detach and scuttle away, using their incredibly flexibility. Salt Vampires have ambushed several transhuman explorers, including some synthmorphs - much to the perceived disappointment of the vampire. If threatened, they will use teeth and claws to scrabble at an enemy before leaping away.
Threat Level: Yellow
Numbers: 1-2
COG 5 COO 20 INT 15 REF 15 SAV 5 SOM 10
WIL 10 INIT 7 SPD 1 DUR 20 WT 4 DR 30
Latch On: 40, Subdual. If successful, next Action Turn the Salt Vampire will bite with it's mouth inflicting 1d10/2 DV (round down) AP -1 (no defense). After that, the Salt Vampire will suck blood and other fluids from the target for 1d10/2 Turns unless dislodged, dealing an automatic 3 DV each turn which ignores armor and cannot be defended against.
Claws: 40, 1d10+3 DV, AP -2
Fray/Armor: 30, 0/0
Perception: 30
Move: 4/16 Walker
Skills: Climbing 50, Freerunning 50, Infiltration 60, Scrounging 30, Unarmed Combat 40
Ware: Bioelectric Sense, Grip Pads, Prehensile Tail
Traits: Small Size, No Eyes, Limber (1)
Stress Test: 1d10/2 SV
BUZZBEES
These are a colonial, insectoid species which appear to be an analog for eusocial insects, such as bees, colony wasps, ants or termites. Buzzbees have a variety of interesting qualities about their physical structure and behavior that interest researchers, but their defensive measures makes them hard to study. While roughly analogous to many terran arthropods, the Buzzbee and similar species are slightly longer over all, with bodies which have a "centauroid" configuration - they possess four limbs primarily for locomotion on their middle body section, and then on the fore-body behind the head they have another four multipurpose limbs which make them very dexterous. While they do seem to collect nectars and other analogs from plants (and thus help with pollination equivalency) Buzzbees are omnivorous like ants, and will collect scraps of any edible resources they find and return to their hives, though some of this they catalyze or ferment with their own enzymes into a honey-like paste (which is observed to be slightly salty) for long-term storage. They have glittering, almost metallic shells in what may be warning colors, and multiple EM-sensitive eye organs in a configuration which gives them 360 degree fields of view. Most importantly, however, is their electrical adaptations. Buzzbees possess antennae which are capable of minute radio transmissions similar to nano- or microbot swarms, which they can use to communicate positioning and basic information like a threat or resource. They also have stingers like many eusocial insects, but these come in the form of a two-pronged stinger which relies not on venom, but on a small electrochemical charge which they can utilize to arc electricity between the prongs, making a painful shock. Several concurrent stings can even cause disruption to the body similar to a taser.
Threat Level: Orange
Numbers: 1-2 Swarm Units
COG 3 COO 15 INT 15 REF 20 SAV 2 SOM 5
WIL 15 INIT 7 SPD 1 DUR 50 WT - DR 50
Swarm: Buzzbees follow all the normal rules for Swarms. Stats are given for a single swarm.
Shock Sting: 40, 1d10+Shock, Half Armor applies.
Fray/Armor: 50, 0/0
Perception: 30, 50 Vision
Move: 4/30 Winged, 1/4 Walker
Skills: Flight 60, Infiltration 30, Intimidation 20, Scrounging 40, Unarmed Combat 40
Ware: 360 Degree Vision, Enhanced Vision
Natural Radio: Buzzbees have a natural form of radio communication, and can communicate at a range of up to 500 meters in open terrain, or 50 meters in dense terrain. This also means they have an unusual response to EMP grenades. While they do not harm them, if in the area of a grenade they must make a WILx3 test. If they fail, they are stunned for 3 Action turns plus 1 action turn for each full 10 MoF. If they pass, they take a -30 to all their actions, which is reduced by -10 each turn until it passes.
Stress Test: 1d10/2 SV
SPITHIAN
The Spithian is a vicious predator which appears analogous to a scorpion or some kind of land crab. These long, low creatures range in size from a small to medium dog, and have hard carapaces made with metallic elements to absorb and conduct away electricity. They have twelve, multi-jointed legs for great climbing and land speed, multiple mouthparts/mandibles and very advanced and sensitive optics. They appear to be solitary or breeding pair hunters, who live in the dense jungles and rainforests on the edge of the dayside, and thus are rarely seen by explorers. They do not actively hunt transhumans, but view them as threats or competition, and will engage in intimidation tactics or self defense. Their primary weapons are a set of large crushing or pinching claws which can grow large enough to encircle a transhuman limb, but they also have a long, stinger like tail. However, instead of venom, the Spithian is able to create a natural build up of electricity which arcs to nearby targets with a force similar to modern electrolasers. They use this to stun prey and scare off competing predators, or for self defense.
Threat Level: Orange
Numbers: 1-2
COG 5 COO 10 INT 10 REF 20 SAV 1 SOM 15
WIL 5 INIT 6 SPD 1 DUR 20 WT 4 DR 30
Claws: 40, 1d10+2 DV, AP -1. If the Spithian scores an Excellent Success, it may choose to pinch the target and hold on, similar to a Subdual attack. The Spithian deals 1d10/2 DV per Action turn while pinching the target, half armor applies. If the Spithian is gripping a limb, if it deals a wound it may sever the target limb entirely.
Shock Tail: 50, 1d10/2+Shock DV, 0 AP. Only works on targets inside 5 meters. The Spithian takes a -20 on this attack if the target is Shock-proof or otherwise insulated against electricity.
Fray/Armor: 30, 11/11
Perception: 30, 50 Vision
Move: 4/20 Walker
Skills: Exotic Ranged Weapon: Shock Tail 50, Freerunning 30, Infiltration 50, Intimidation 40, Scrounging 50, Unarmed Combat 40
Ware: Enhanced Vision (Zoom only), Ultraviolet Vision
Traits: Small Size
Stress Test: 1d10/2 SV
THUNDER-LIZARD
Thunder-lizards are a common pack hunter on Spark, most dominant in the areas of thin, low forests and plains near the terminus region - and thus one of the most commonly encountered by explorers. Their biology appears to be somewhere between a reptile and a mammal, with live birth and warm blood but their physical structure internally and externally also has similarity to large lizards - and no mammary gland analog. They are hexapeds, with sharp multi-purpose claws, a very fast overland speed and dappled grayish scales, and are the size of large dogs. While they appear to have decent spectrum of vision and smell, their most interesting feature is a pair of conical horns on top of their heads which integrate with their bioelectric senses. They can use this to hunt, to sense the location of nearby packmates and even oscillate their bioelectric fields to perform rudimentary communication - like how other animals would use audio or scent cues. Unfortunately for explorers, Thunder-Lizards are territorial, and the use of electronic equipment by some transhuman gear and morphs strongly alerts them to it's presence, which can cause them to be violent and aggressive in response.
Threat Level: Yellow
Numbers: 2-6
COG 5 COO 15 INT 15 REF 15 SAV 5 SOM 15
WIL 10 INIT 6 SPD 1 DUR 25 WT 5 DR 38
Claws & Teeth: 50, 1d10+3 DV AP -2
Fray/Armor: 30, 3/4
Perception: 40
Move: 4/20 Walker
Skills: Freerunning 40, Infiltration 30, Intimidation 30, Scrounging 40, Unarmed Combat 50
Ware: Bioelectric Sense, Shock Tolerance
Native EMF: An individual Thunder-Lizard can alter its own electromagnetic field to perform simple communication with packmates at 5 meters in close conditions, 50 meters in open. This can be used to relay an emotional state, or basic commands or details like "come here" or "run away".
Stress Test: 1d10/2 SV
SALT VAMPIRE
The "salt vampire" is an aggressive parasite common to forested or otherwise covered regions in the terminus and dayside regions of Spark. While most of the local fauna has 6+ limbs, the Salt Vampire only has four, but makes up for it with a short, prehensile tail and a long, flexible neck which ends in a mouth ringed in hollow, hypodermic-like teeth. In general, it resembles a giant leech with legs, a gray-green creature about the size of a small dog. It has no visible sensory apparatus, and appears to sense purely by bioelectricity. While they somewhat resemble amphibians, they do not perfectly analog any terrestrial classification. They appear to be opportunity "hunters", striking prey fast to siphon blood or other fluids (and hopefully associate metals and salts) before the prey can properly dislodge them. If the target is too large to kill in one sitting, they will often detach and scuttle away, using their incredibly flexibility. Salt Vampires have ambushed several transhuman explorers, including some synthmorphs - much to the perceived disappointment of the vampire. If threatened, they will use teeth and claws to scrabble at an enemy before leaping away.
Threat Level: Yellow
Numbers: 1-2
COG 5 COO 20 INT 15 REF 15 SAV 5 SOM 10
WIL 10 INIT 7 SPD 1 DUR 20 WT 4 DR 30
Latch On: 40, Subdual. If successful, next Action Turn the Salt Vampire will bite with it's mouth inflicting 1d10/2 DV (round down) AP -1 (no defense). After that, the Salt Vampire will suck blood and other fluids from the target for 1d10/2 Turns unless dislodged, dealing an automatic 3 DV each turn which ignores armor and cannot be defended against.
Claws: 40, 1d10+3 DV, AP -2
Fray/Armor: 30, 0/0
Perception: 30
Move: 4/16 Walker
Skills: Climbing 50, Freerunning 50, Infiltration 60, Scrounging 30, Unarmed Combat 40
Ware: Bioelectric Sense, Grip Pads, Prehensile Tail
Traits: Small Size, No Eyes, Limber (1)
Stress Test: 1d10/2 SV
BUZZBEES
These are a colonial, insectoid species which appear to be an analog for eusocial insects, such as bees, colony wasps, ants or termites. Buzzbees have a variety of interesting qualities about their physical structure and behavior that interest researchers, but their defensive measures makes them hard to study. While roughly analogous to many terran arthropods, the Buzzbee and similar species are slightly longer over all, with bodies which have a "centauroid" configuration - they possess four limbs primarily for locomotion on their middle body section, and then on the fore-body behind the head they have another four multipurpose limbs which make them very dexterous. While they do seem to collect nectars and other analogs from plants (and thus help with pollination equivalency) Buzzbees are omnivorous like ants, and will collect scraps of any edible resources they find and return to their hives, though some of this they catalyze or ferment with their own enzymes into a honey-like paste (which is observed to be slightly salty) for long-term storage. They have glittering, almost metallic shells in what may be warning colors, and multiple EM-sensitive eye organs in a configuration which gives them 360 degree fields of view. Most importantly, however, is their electrical adaptations. Buzzbees possess antennae which are capable of minute radio transmissions similar to nano- or microbot swarms, which they can use to communicate positioning and basic information like a threat or resource. They also have stingers like many eusocial insects, but these come in the form of a two-pronged stinger which relies not on venom, but on a small electrochemical charge which they can utilize to arc electricity between the prongs, making a painful shock. Several concurrent stings can even cause disruption to the body similar to a taser.
Threat Level: Orange
Numbers: 1-2 Swarm Units
COG 3 COO 15 INT 15 REF 20 SAV 2 SOM 5
WIL 15 INIT 7 SPD 1 DUR 50 WT - DR 50
Swarm: Buzzbees follow all the normal rules for Swarms. Stats are given for a single swarm.
Shock Sting: 40, 1d10+Shock, Half Armor applies.
Fray/Armor: 50, 0/0
Perception: 30, 50 Vision
Move: 4/30 Winged, 1/4 Walker
Skills: Flight 60, Infiltration 30, Intimidation 20, Scrounging 40, Unarmed Combat 40
Ware: 360 Degree Vision, Enhanced Vision
Natural Radio: Buzzbees have a natural form of radio communication, and can communicate at a range of up to 500 meters in open terrain, or 50 meters in dense terrain. This also means they have an unusual response to EMP grenades. While they do not harm them, if in the area of a grenade they must make a WILx3 test. If they fail, they are stunned for 3 Action turns plus 1 action turn for each full 10 MoF. If they pass, they take a -30 to all their actions, which is reduced by -10 each turn until it passes.
Stress Test: 1d10/2 SV
SPITHIAN
The Spithian is a vicious predator which appears analogous to a scorpion or some kind of land crab. These long, low creatures range in size from a small to medium dog, and have hard carapaces made with metallic elements to absorb and conduct away electricity. They have twelve, multi-jointed legs for great climbing and land speed, multiple mouthparts/mandibles and very advanced and sensitive optics. They appear to be solitary or breeding pair hunters, who live in the dense jungles and rainforests on the edge of the dayside, and thus are rarely seen by explorers. They do not actively hunt transhumans, but view them as threats or competition, and will engage in intimidation tactics or self defense. Their primary weapons are a set of large crushing or pinching claws which can grow large enough to encircle a transhuman limb, but they also have a long, stinger like tail. However, instead of venom, the Spithian is able to create a natural build up of electricity which arcs to nearby targets with a force similar to modern electrolasers. They use this to stun prey and scare off competing predators, or for self defense.
Threat Level: Orange
Numbers: 1-2
COG 5 COO 10 INT 10 REF 20 SAV 1 SOM 15
WIL 5 INIT 6 SPD 1 DUR 20 WT 4 DR 30
Claws: 40, 1d10+2 DV, AP -1. If the Spithian scores an Excellent Success, it may choose to pinch the target and hold on, similar to a Subdual attack. The Spithian deals 1d10/2 DV per Action turn while pinching the target, half armor applies. If the Spithian is gripping a limb, if it deals a wound it may sever the target limb entirely.
Shock Tail: 50, 1d10/2+Shock DV, 0 AP. Only works on targets inside 5 meters. The Spithian takes a -20 on this attack if the target is Shock-proof or otherwise insulated against electricity.
Fray/Armor: 30, 11/11
Perception: 30, 50 Vision
Move: 4/20 Walker
Skills: Exotic Ranged Weapon: Shock Tail 50, Freerunning 30, Infiltration 50, Intimidation 40, Scrounging 50, Unarmed Combat 40
Ware: Enhanced Vision (Zoom only), Ultraviolet Vision
Traits: Small Size
Stress Test: 1d10/2 SV
Monday, March 6, 2017
Hellfire Clubs
Historically, "Hellfire Clubs" were meeting places for upper class persons of a jaunty or disreputable quality, primarily in Britain. In addition to gentlemanly talks of politics, philosophy and business the clubs would also engage in blasphemy, satire and "immoral acts" - the intention being to shock or scandalize the public rather than proper impropriety. Others were directly engaged in acts would be seen as improper by wider society - pagan rituals, wenching, drinking and gluttony, with one organization famously having the motto "Do what thou wilt". Social clubs under the name of "Hellfire Clubs" have persisted in some places such as Ireland into the modern era.
The landscape of many parts of the Solar System is ripe for the resurgence of such social clubs, particularly in cities on Venus and Mars with strong enclaves of European descent and a high-class populace. The growth of social media and life transparency means that engaging in anti-social or "inappropriate" behaviors can tend to catch up with one quickly, which can mean the end of a career (or a very frustrating setback) for many a young socialite. Additionally, class divides are strong, which can fuel a resentment of the upper crust and drive them to private meeting using their powerful resources. But also, hedonism is popular in many areas, especially due to transhuman resiliency. Food, drink, drugs and sex are all relatively harmless to those with a proper morph and medical care - and worst comes can be easily sidestepped by resleeving. While some of the oligarchy are said to have "Immortality Blues" and have grown tired of many normal pastimes, the hyperelite youth of the Glitterati and other cultures are still amused by the "normal" things, and may desire private outlets.
And of course, the intellectual situation is also ideal - Religion is not as common in these regions in AF 10, and many prominent religious groups are known for their current or classic conservatism - making them ideal for parody. Earth nostalgia and "retro" qualities for many classic fashions recorded from the past couple centuries has arisen, though obviously distorted by time, and many "updated" to fit in with modern technology.
Hellfire Clubs follow many similar internal structures. They meet in restaurants, bars or other social venues, or at members homes. All members are treated as equals, and many may enforce anonymity or lack of Mesh access to prevent leaks and recordings from getting out. Men and women may join, a bit of useful historical accuracy, though depending on "authenticity" all members may still be referred to as "Brother". Meetings tend to be regular, such as weekly or monthly, at appointed times, though to prevent gossip journos from getting a handle on them they especially skilled Clubs may rotate or encrypt scheduling. Membership tends to be invite only, with new members being vouched for by a previous one - and many involve hazing or initiation rituals. Hellfire Clubs may even be virtual instead of physical - though this is not as common due to it's lack of apparent "authenticity". Particularly unscrupulous clubs may also operate by garnering the assistance of local criminal elements to hide or help provide "entertainment".
The actual subject of the club varies widely depending on individual social groupings. Some are simple social clubs with an air of secrecy, a place for people of similar minds or ages to gather and speak about topics without public perception, politics, money or social standing to directly interfere. Many are more in a vein of clubs to party and have fun - where exquisite food, drink and pleasures of the flesh are offered. They may also engage in acts of satire or parody, mockeries of religious rituals of elaborate pagan natures or in blatant misrepresentation of classical Abrahamic religion. Others may engage in political satire, skits or other amusements of a more intellectual nature - or just humble pranks. The most extreme and private clubs engage in acts which are not just socially unacceptable, but illegal: cannibalism, snuff, bloodsports, human or animal sacrifice, bestiality, torture and many others - and these are most likely to be connected to serious criminal outfits.
While some regard the Clubs as unsavory, immoral, in poor taste or "wasting time", only the most extreme are seen as harmful or dangerous - and even then the hyperelite who move in these circles may not even care for harm done to "lower classes", though public image in places like Morningstar and the Consortium mean that legal action may still be taken if the word gets out. Some Autonomist groups, such as many militant Anarchists, see the Clubs (and the obscured rumors of them on the Mesh) as exploitative, abusive and endemic of hierarchical systems - but Extropian and Scum clades are generally more approachable on the subject of "do what you will". There are even rumors that groups on Titan, such as the oligarhov counterculture, are interested in similar concepts to engage in socially unacceptable behaviors away from the sometimes oppressive transparency of normal Commonwealth life.
The landscape of many parts of the Solar System is ripe for the resurgence of such social clubs, particularly in cities on Venus and Mars with strong enclaves of European descent and a high-class populace. The growth of social media and life transparency means that engaging in anti-social or "inappropriate" behaviors can tend to catch up with one quickly, which can mean the end of a career (or a very frustrating setback) for many a young socialite. Additionally, class divides are strong, which can fuel a resentment of the upper crust and drive them to private meeting using their powerful resources. But also, hedonism is popular in many areas, especially due to transhuman resiliency. Food, drink, drugs and sex are all relatively harmless to those with a proper morph and medical care - and worst comes can be easily sidestepped by resleeving. While some of the oligarchy are said to have "Immortality Blues" and have grown tired of many normal pastimes, the hyperelite youth of the Glitterati and other cultures are still amused by the "normal" things, and may desire private outlets.
And of course, the intellectual situation is also ideal - Religion is not as common in these regions in AF 10, and many prominent religious groups are known for their current or classic conservatism - making them ideal for parody. Earth nostalgia and "retro" qualities for many classic fashions recorded from the past couple centuries has arisen, though obviously distorted by time, and many "updated" to fit in with modern technology.
Hellfire Clubs follow many similar internal structures. They meet in restaurants, bars or other social venues, or at members homes. All members are treated as equals, and many may enforce anonymity or lack of Mesh access to prevent leaks and recordings from getting out. Men and women may join, a bit of useful historical accuracy, though depending on "authenticity" all members may still be referred to as "Brother". Meetings tend to be regular, such as weekly or monthly, at appointed times, though to prevent gossip journos from getting a handle on them they especially skilled Clubs may rotate or encrypt scheduling. Membership tends to be invite only, with new members being vouched for by a previous one - and many involve hazing or initiation rituals. Hellfire Clubs may even be virtual instead of physical - though this is not as common due to it's lack of apparent "authenticity". Particularly unscrupulous clubs may also operate by garnering the assistance of local criminal elements to hide or help provide "entertainment".
The actual subject of the club varies widely depending on individual social groupings. Some are simple social clubs with an air of secrecy, a place for people of similar minds or ages to gather and speak about topics without public perception, politics, money or social standing to directly interfere. Many are more in a vein of clubs to party and have fun - where exquisite food, drink and pleasures of the flesh are offered. They may also engage in acts of satire or parody, mockeries of religious rituals of elaborate pagan natures or in blatant misrepresentation of classical Abrahamic religion. Others may engage in political satire, skits or other amusements of a more intellectual nature - or just humble pranks. The most extreme and private clubs engage in acts which are not just socially unacceptable, but illegal: cannibalism, snuff, bloodsports, human or animal sacrifice, bestiality, torture and many others - and these are most likely to be connected to serious criminal outfits.
While some regard the Clubs as unsavory, immoral, in poor taste or "wasting time", only the most extreme are seen as harmful or dangerous - and even then the hyperelite who move in these circles may not even care for harm done to "lower classes", though public image in places like Morningstar and the Consortium mean that legal action may still be taken if the word gets out. Some Autonomist groups, such as many militant Anarchists, see the Clubs (and the obscured rumors of them on the Mesh) as exploitative, abusive and endemic of hierarchical systems - but Extropian and Scum clades are generally more approachable on the subject of "do what you will". There are even rumors that groups on Titan, such as the oligarhov counterculture, are interested in similar concepts to engage in socially unacceptable behaviors away from the sometimes oppressive transparency of normal Commonwealth life.
Sunday, March 5, 2017
Shark Skin
As noted under Spinneret, many forms of bioware and other augmentations are inspired directly by the abilities of animals and plants in nature. Genehackers and implant doctors carefully tailor and design new genes, new biological structures and how to implant and maintain them in the system. The end result is with enough experimentation, many unusual characteristics may be added. Of course, many of the more extreme implants may automatically relegate themselves to niche uses - though the prevalence of new Exhuman clades often breathes life into many theoretical implants.
Shark Skin: Requires an armor implant (such as bioweave). This bioware implant mimics the natural scale configuration of sharks, skates and rays by integrating dermal denticles into the skin. It requires anchoring to a skin which has been strengthened or toughened already - and the physical structure of the denticles resembles teeth. The scales are not dense or hard enough on their own to provide additional armor, but can provide benefits similar to that of their original species. This morph gains a +10 bonus to Swimming tests while their skin is exposed, as the shark skin makes it much more hydrodynamic. There is also a secondary benefit - the denticles are sharp and rough, like an enhanced sandpaper, which can make physical contact with the skin unpleasant. This grants the morph a +20 on checks to break free from a grapple (reducing the normal penalty to -10) and whenever this character is targeted by a subdual attack, the attacker takes 1d10/2 DV in the scuffle. A cyberware variant which is compatible with synthmorph shell armor, or with the surfaces of body-covering armor is also available. [Low]
Shark Skin is mostly seen in either directly aquatic or converted humanoid morphs - as people find the additional hydrodynamism helpful and the added defenses useful in the confined, close spaces of underwater. Some even take it as a point of pride to remind others of their "superiority" over aquatic uplifts, who competed with several species of shark in their native habitats. Uplifts occasionally utilize the implant as well, but most purists and mercurials find it unpleasant or unusual to add to their biology based on a competing species. While submersion is not common outside of certain planetoid bodies, those who engage in close combat may also prefer the implant simply because of the "discouragement" it provides in grappling - and some people simply don't care to be touched.
Shark Skin: Requires an armor implant (such as bioweave). This bioware implant mimics the natural scale configuration of sharks, skates and rays by integrating dermal denticles into the skin. It requires anchoring to a skin which has been strengthened or toughened already - and the physical structure of the denticles resembles teeth. The scales are not dense or hard enough on their own to provide additional armor, but can provide benefits similar to that of their original species. This morph gains a +10 bonus to Swimming tests while their skin is exposed, as the shark skin makes it much more hydrodynamic. There is also a secondary benefit - the denticles are sharp and rough, like an enhanced sandpaper, which can make physical contact with the skin unpleasant. This grants the morph a +20 on checks to break free from a grapple (reducing the normal penalty to -10) and whenever this character is targeted by a subdual attack, the attacker takes 1d10/2 DV in the scuffle. A cyberware variant which is compatible with synthmorph shell armor, or with the surfaces of body-covering armor is also available. [Low]
Shark Skin is mostly seen in either directly aquatic or converted humanoid morphs - as people find the additional hydrodynamism helpful and the added defenses useful in the confined, close spaces of underwater. Some even take it as a point of pride to remind others of their "superiority" over aquatic uplifts, who competed with several species of shark in their native habitats. Uplifts occasionally utilize the implant as well, but most purists and mercurials find it unpleasant or unusual to add to their biology based on a competing species. While submersion is not common outside of certain planetoid bodies, those who engage in close combat may also prefer the implant simply because of the "discouragement" it provides in grappling - and some people simply don't care to be touched.
Saturday, March 4, 2017
Lucretia Blackbroom
Real Name: Ursula Ventura
Aliases: Lucretia Blackbroom, Ursula Seawitch, Venture Ursa
Known Affiliations: Hypercorps, Socialites
Specialty: Hacking, Traditional Medicine, Social Engineering
Age in AF 10: 26
Primary Location: Mars or Luna
Belief is power. This is a statement attributed to the mysterious subculture of Bruixeria. People in power like to believe they are safe and beyond reproach, but fear that which can reach them. People who are oppressed, downtrodden or unlucky believe they have hope for the future. These believes are said to catalyze the heart and soul of the mysterious "Lucretia Blackbroom".
In reality, Lucretia began her life as Ursula Ventura, a child of a hyperelite dynasty investing heavily in orbital infrastructure and manufacturing around both Luna and Mars. Ursula did not fall into the first stereotype of a scion child as a spoiled brat, but when instead for the next most common - a young rebel. With her superior genetics, resources and education, Ursula was able to become a skilled hacker at a young age. She engaged in typical childhood pranks and petty cracks, but also occasionally performed disruptions to move her family members around the system on business, leak sensitive documents or private conversations to bring actions of the company to light. Of course, she was not so skilled as to be beyond investigation - and shortly before the Fall her family capitalized on her avowed "respect for life", and bundled her off to a prestigious medical school on Luna to begin training as a doctor. The Fall hit the empathetic young Ursula hard, the canned feeds of destruction around the system giving her a distaste for violence, and the results after such as the rise of the Clanking Masses and other Indentures sickened her further. But she had also begun to study interesting electives at school, which gave her ideas about how to help people.
Claiming she could not stomach to perform medicine on live people anymore, Ursula quietly transferred to UMars to study a fine art degree. Her parents thought she had settled down as a normal, talented young socialite. But, Ursula wasn't yet done with her desire to help people. In school and in deep dives on the mesh, she studied the goings on with the Barsoomians, Clanking Masses and many other sins of the Hypercorps, and also ran across the idea of the "Bruixeria". With her combined technical, medical and cultural knowledge along with good poise and social skills, Ursula realized a good way she could help people, strike at the hearts of the hyperelite and maybe do a little good in the world.
So the alias "Lucretia Blackbroom" was born, a bruix greyhat who appears mysteriously in communities on Mars and Luna. Lucretia can heal many harms, such as alleviating pain of GSPs, simple work-related injuries and address some basic mental health through mood-altering substances. She can find broken objects or components and fix them for no charge, recover lost or stolen property, and expose abuses by those in power. When sent against those who oppress or abuse, Lucretia can subtly poison or sicken, she can learn deep dark secrets to expose or blackmail with - she can steal assets and funds digitally and "relocate" them among many other things. Ursula uses her hacking and social skills to find weaknesses in systems - human and digital, in order to get what she wants, which is to help people.
She's not without limits or flaws, however. While subtle and well regarded, she still has a deeply grained fear of violence or combat situations, and her rebellious, headstrong nature keeps her from working as a unit - being a rare, solitary bruix. Fighting physically is not how she accomplishes her goals, she does so with theatricality, information and manipulation.
In her daily life, Ursula sticks to a conventional morph, which looks like a very average woman of latin descent, with a little bit of a dramatic flair in her mannerisms and dress which befits an average actress or performer from a highly ranked family. In her disguise as Lucretia, she takes many guises, but all involve the peak of the Legend - clattering jewelry, chains and bones for accessories, dark garb which is silky or leathery often adorned with spines, ruffles or feathers to add a mysterious "natural" air. Her face is hidden behind elegant masks with a birdlike aspect, her skin in mysterious patterns of "arcane power" which are just chameleonic or simple paint.
COG 20 COO 20 INT 20 REF 15 SAV 20 SOM 10 WIL 20
DUR 35 WT 7 LUC 40 TT 8 INIT 7 MOX 2 SPD 1
Exalt morph
Motivations: -Family +Owning Systems +Helping Others
Skills: Academics: Cryptography 60, Academics: Economics 50, Academics: Sociology 50, Art: Performance 45, Art: Fashion 63, Deception 60, Disguise 45, Fray 50, Hardware: Electronics 35, Impersonation 40, Infosec 68, Interest: Martian Superstitions 60, Interfacing 50, Intimidation 63, Kinesics 70, Language: Native Portuguese 85, Medicine: Paramedic 60, Medicine: Traditional Medicine 50, Networking: Media 60, Networking: Criminal 40, Palming 40, Perception 55, Persuasion 75, Profession: Social Engineering 68, Profession: Medical Care 50, Programming 60, Protocol 70, Research 50
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Clean Metabolism, Enhanced Pheromones, Endocrine Control, Enhanced Vision, Enhanced Hearing, Medichines, T-Ray Emitter, Chameleon Skin, Grip Pads, Skinflex
Traits: Digital Ghost, Untarnished Reputation, Combat Paralysis, Not A Team Player
Gear: Anonymous Account, Electronics Tool Kit, Exploit software, Gnat Bot x2, Radio Booster, Sniffer software, Spoof software, Tracking software
50 f-rep
Using Lucretia Blackbroom:
"Lucretia" is a great way to directly introduce the Bruixeria concept - and evoke a classic archetype. She's very robin hood-esque, or even like a masked superhero, a person who is driven by the plight of others to help in mysterious ways beyond the comprehension of normal people. A young rebel, Ursula wants to help the downtrodden and use her resources to better others as opposed to a typical representation of many hyperelite. But is this just childishness or is she serious? The character has some options and depth to use as an NPC. She might be an antagonist, especially for a technical or social story, where her strong abilities might pit her against a group of PCs who are working for someone or investigating something and don't pierce her veil of deception. Maybe their actions come back to haunt them as Lucretia thinks they are "bad people" to work against. Or she might be an ally, someone called in with the right favor or right knowledge to offer mysterious help in "mystical" ways which might baffle characters expecting clear-cut solutions. While not built for combat, Lucretia is balanced as a playable character also, a hacker and face who can adjust to many situations, and could provide support in a combat situation by offering medical aid to others.
Aliases: Lucretia Blackbroom, Ursula Seawitch, Venture Ursa
Known Affiliations: Hypercorps, Socialites
Specialty: Hacking, Traditional Medicine, Social Engineering
Age in AF 10: 26
Primary Location: Mars or Luna
Belief is power. This is a statement attributed to the mysterious subculture of Bruixeria. People in power like to believe they are safe and beyond reproach, but fear that which can reach them. People who are oppressed, downtrodden or unlucky believe they have hope for the future. These believes are said to catalyze the heart and soul of the mysterious "Lucretia Blackbroom".
In reality, Lucretia began her life as Ursula Ventura, a child of a hyperelite dynasty investing heavily in orbital infrastructure and manufacturing around both Luna and Mars. Ursula did not fall into the first stereotype of a scion child as a spoiled brat, but when instead for the next most common - a young rebel. With her superior genetics, resources and education, Ursula was able to become a skilled hacker at a young age. She engaged in typical childhood pranks and petty cracks, but also occasionally performed disruptions to move her family members around the system on business, leak sensitive documents or private conversations to bring actions of the company to light. Of course, she was not so skilled as to be beyond investigation - and shortly before the Fall her family capitalized on her avowed "respect for life", and bundled her off to a prestigious medical school on Luna to begin training as a doctor. The Fall hit the empathetic young Ursula hard, the canned feeds of destruction around the system giving her a distaste for violence, and the results after such as the rise of the Clanking Masses and other Indentures sickened her further. But she had also begun to study interesting electives at school, which gave her ideas about how to help people.
Claiming she could not stomach to perform medicine on live people anymore, Ursula quietly transferred to UMars to study a fine art degree. Her parents thought she had settled down as a normal, talented young socialite. But, Ursula wasn't yet done with her desire to help people. In school and in deep dives on the mesh, she studied the goings on with the Barsoomians, Clanking Masses and many other sins of the Hypercorps, and also ran across the idea of the "Bruixeria". With her combined technical, medical and cultural knowledge along with good poise and social skills, Ursula realized a good way she could help people, strike at the hearts of the hyperelite and maybe do a little good in the world.
So the alias "Lucretia Blackbroom" was born, a bruix greyhat who appears mysteriously in communities on Mars and Luna. Lucretia can heal many harms, such as alleviating pain of GSPs, simple work-related injuries and address some basic mental health through mood-altering substances. She can find broken objects or components and fix them for no charge, recover lost or stolen property, and expose abuses by those in power. When sent against those who oppress or abuse, Lucretia can subtly poison or sicken, she can learn deep dark secrets to expose or blackmail with - she can steal assets and funds digitally and "relocate" them among many other things. Ursula uses her hacking and social skills to find weaknesses in systems - human and digital, in order to get what she wants, which is to help people.
She's not without limits or flaws, however. While subtle and well regarded, she still has a deeply grained fear of violence or combat situations, and her rebellious, headstrong nature keeps her from working as a unit - being a rare, solitary bruix. Fighting physically is not how she accomplishes her goals, she does so with theatricality, information and manipulation.
In her daily life, Ursula sticks to a conventional morph, which looks like a very average woman of latin descent, with a little bit of a dramatic flair in her mannerisms and dress which befits an average actress or performer from a highly ranked family. In her disguise as Lucretia, she takes many guises, but all involve the peak of the Legend - clattering jewelry, chains and bones for accessories, dark garb which is silky or leathery often adorned with spines, ruffles or feathers to add a mysterious "natural" air. Her face is hidden behind elegant masks with a birdlike aspect, her skin in mysterious patterns of "arcane power" which are just chameleonic or simple paint.
COG 20 COO 20 INT 20 REF 15 SAV 20 SOM 10 WIL 20
DUR 35 WT 7 LUC 40 TT 8 INIT 7 MOX 2 SPD 1
Exalt morph
Motivations: -Family +Owning Systems +Helping Others
Skills: Academics: Cryptography 60, Academics: Economics 50, Academics: Sociology 50, Art: Performance 45, Art: Fashion 63, Deception 60, Disguise 45, Fray 50, Hardware: Electronics 35, Impersonation 40, Infosec 68, Interest: Martian Superstitions 60, Interfacing 50, Intimidation 63, Kinesics 70, Language: Native Portuguese 85, Medicine: Paramedic 60, Medicine: Traditional Medicine 50, Networking: Media 60, Networking: Criminal 40, Palming 40, Perception 55, Persuasion 75, Profession: Social Engineering 68, Profession: Medical Care 50, Programming 60, Protocol 70, Research 50
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Clean Metabolism, Enhanced Pheromones, Endocrine Control, Enhanced Vision, Enhanced Hearing, Medichines, T-Ray Emitter, Chameleon Skin, Grip Pads, Skinflex
Traits: Digital Ghost, Untarnished Reputation, Combat Paralysis, Not A Team Player
Gear: Anonymous Account, Electronics Tool Kit, Exploit software, Gnat Bot x2, Radio Booster, Sniffer software, Spoof software, Tracking software
50 f-rep
Using Lucretia Blackbroom:
"Lucretia" is a great way to directly introduce the Bruixeria concept - and evoke a classic archetype. She's very robin hood-esque, or even like a masked superhero, a person who is driven by the plight of others to help in mysterious ways beyond the comprehension of normal people. A young rebel, Ursula wants to help the downtrodden and use her resources to better others as opposed to a typical representation of many hyperelite. But is this just childishness or is she serious? The character has some options and depth to use as an NPC. She might be an antagonist, especially for a technical or social story, where her strong abilities might pit her against a group of PCs who are working for someone or investigating something and don't pierce her veil of deception. Maybe their actions come back to haunt them as Lucretia thinks they are "bad people" to work against. Or she might be an ally, someone called in with the right favor or right knowledge to offer mysterious help in "mystical" ways which might baffle characters expecting clear-cut solutions. While not built for combat, Lucretia is balanced as a playable character also, a hacker and face who can adjust to many situations, and could provide support in a combat situation by offering medical aid to others.
Friday, March 3, 2017
Ballistic Shield
The Riot Shield (p. 312 EP) is a fairly common and standard piece of equipment, offering additional protection to the body and in case of mob suppression is rigged with an electrical shock system as a deterrent. The use of the hand means it is not favored by many combatants however. While useful, and doubling as a weapon, this can make using it awkward - though most modern shields have notches or other holders to also utilize a longarm with it. But materials science is very advanced in AF10, able to produce very impressive, light materials which can aid in armoring, and the "shield" concept can be used a number of different ways...
Ballistic Shield: This small shield is made out of armored glass and plastic and is one-way, allowing the user to see through it (and even display information on it via smartlink) but the other person cannot. This shield provides +2/+1 AV and a -10 penalty to be targeted as if from cover when mounted on a rifle sized weapon and in use, often giving additional protection to the head and upper torso which are vital areas. However, the shield can take a moment to place on a weapon, and weapons with it on can be hard to maneuver and store. While hardened, the shields tend to break under sustained fire, and may need to be replaced. [Trivial]
Used occasionally by security teams or special forces, the BS is an inexpensive alternative to full use of riot shields which may make more sense for lighter forces utilizing longarms and who engage at a distance, as the shield can help obscure vision of the enemy. Alternatively, if one-handed or even melee weapons are more your style, a variation on this shield can be clipped to the forearm to provide the AV bonus and cover when utilized properly, as one braces a weapon hand with the shielded off-hand.
(Author's Note: I've had a bit of a busy week, which is why content has been sporadic and in some cases shorter - but I'll be hopefully posting some longer and more detailed entries soon over the weekend. We're now at over 150 entries of content on H-Rep!)
Ballistic Shield: This small shield is made out of armored glass and plastic and is one-way, allowing the user to see through it (and even display information on it via smartlink) but the other person cannot. This shield provides +2/+1 AV and a -10 penalty to be targeted as if from cover when mounted on a rifle sized weapon and in use, often giving additional protection to the head and upper torso which are vital areas. However, the shield can take a moment to place on a weapon, and weapons with it on can be hard to maneuver and store. While hardened, the shields tend to break under sustained fire, and may need to be replaced. [Trivial]
Used occasionally by security teams or special forces, the BS is an inexpensive alternative to full use of riot shields which may make more sense for lighter forces utilizing longarms and who engage at a distance, as the shield can help obscure vision of the enemy. Alternatively, if one-handed or even melee weapons are more your style, a variation on this shield can be clipped to the forearm to provide the AV bonus and cover when utilized properly, as one braces a weapon hand with the shielded off-hand.
(Author's Note: I've had a bit of a busy week, which is why content has been sporadic and in some cases shorter - but I'll be hopefully posting some longer and more detailed entries soon over the weekend. We're now at over 150 entries of content on H-Rep!)
Wednesday, March 1, 2017
Armor Styles
Armor tends to be a fairly common and standardized sort of equipment. Advances in materials science and manufacturing mean that personal armor can vary from basic clothes or vests to advanced, hardened armor with clamshell or self-powered designs. The integration of helmets increases survivability, may have oxygen stores and include integrated sensors, communication and data systems. Armors are also highly moddable, able to be integrated with many new systems, add-ons and coverings to give them different profiles, protections and utility. Different manufacturers and users may produce their own variations on Armor with standard modifications, attached equipment and their own visual style. Here is a selection of some armor types which you might encounter across the solar system.
DA NANOLAMINATE ARMOR
Direct Action's premier armor system - short of their synthmorph armored plating and exoskeleton models, the "Nanolaminate" armor is a type of heavy body armor (integrated with full helmet) which is made using the most advanced manufacturing of layered fullerened materials, nanoparticle shock absorbing gels and sharp angles to deflect or trap shots. This suit is quite expensive, reserved only for the best clients and contractors with the company - though some remark that the visual style makes the user look a bit like they stepped out of a mecha cartoon. The only modifications it comes standard with is an Ablative Layer (i/e Ablative Patches) and microthrusters, but Direct Action sells it in a number of packages which can add many more exotic modifications, such as the Reactive Coating, Heat Sinks, Self-Healing, NxRA and Smart Chaff.
Total AV 20/18
GDS "HYDRASKIN" ARMOR
Gorgon Defense Systems and its various subsidiaries produce a wide variety of self-defense products, including the "Hydraskin" line of armor. While this is actually a brand which encompasses from Armored Vests to Heavy Body Armor, the most commonly marketed Hydraskin variation is a light body armor, often coupled with a light helmet and a second-skin or other body glove. Hydraskin aims at self protection, so it is integrated with fireproofing and a lotus coating to offer protection from fire and chemical attacks - particularly paranoid customers may also choose to bundle Immunogenic Systems and Shock-Proofing. Hydraskin is noted for its slight iridescent sheen, dark heat-absorbing coloration and the slightly studded or scaled texture.
Total AV: 14/12
GO-NIN TETSUKARA
The Go-Nin conglomerate has corporate arms for everything - armor and weapons included, and their "iron shell" model is one of the most recognizable. This metallic armor of hardened plates and smooth edges combines the look of something from the Great Wars of the early 20th Century and the traditional armor of the Samurai, cutting an imposing figure with the integrated specs being backlit red, and the built in air-filter on the helmet. Of course, this armor is Heavy, with included full helmet, which means some do not care for the bulk and weight and most common users are Go-Nin's internal security. They do, however, have some market for gatecrashers out of their Discord Gate. The armor has reinforced hands, feet and joints which mean it can be devastating in close quarters, adding +1d10 DV to Unarmed attacks. Commonly, gatecrashers add systems like the Faraday Mod or other protective measures.
Total AV: 16/16
"IC" UTILITY VACSUIT
Unlimited Tools popular "IC" model Utility Vacsuit is a descendant of their earlier "AA" model, designed to be used by vacworkers or habtechs who are not vacuum sealed. The vacsuit is reinforced strategically, and features a polarizing glare-safe helmet (treat as Anti-Glare) for certain tool work, and is thermally shielded. Most notable however is it integrates a Mag-Lock system into the hands and feet (with alternate "boots" for those with prehensile feet) and the fact that it has an integrated tool belt and harness to secure and hold tools on the worker's person without needing a free hand. The back of the suit has a dedicated hardpoint system which can hook to an extended oxygen tank, thruster pack or plasma sail, a solar power unit or even a set of smart manipulators. It also includes a helmet-side flashlight.
Total AV: 9/7
JNA "TEMPLAR" PATTERN ARMOR
The Jovian National Armory uses codenames for armor projects based on many medieval orders or unit types. "Templar" is the name utilized by the Jovian Space Force "marine" units, who typically perform ship security and some boarding actions. The JNA does not use the most advanced nanofabrication or smart material techniques as many other groups do - as the cost of permits and inspections cuts down on vital productivity, but they have access to the wealth of conventional material and manufacturing science of several pre-Fall militaries on their side. Because of the situations it is used in, "Templar" armor is already Faraday modded, and packs onboard ecto and radio functions into an external comms unit which is hardwired into the helmet - and many are built with laser links as well. The helmet on this armor has a single advanced external camera set-up, with minimal other sensory input, which also makes the front plate very strong. The protection against EM radiation also gives the user some shielding from the often intense radiation surrounding Jupiter. Special Forces or other specialized units may vary up the armor, which is normally a utilitarian light grey color.
Total AV: 16/16
MSDF DROPSUIT ARMOR
The Morningstar Self-Defense Force is a relatively new and limited creation - an umbrella term for the allied security forces of the Constellation, which does not include their static defenses and internal police. They usually handle intra-aerostat affairs or things which happen in open Venusian airspace, and require specialized armor to do so. This heavy armor is built similar to a high-dive suit, with thermal shielding (akin to Fireproofing and Thermal Dampening) and stronger pressure protection. It also has anti-caustic coating. While it cannot survive the surface, the dropsuit armor can insert from low orbits and go deeper than most in the atmosphere and survive - most notably it also comes equipped with a self-healing, self-packing parachute of smart materials, and a hardpoint for a Spindle generator.
Total AV: 18/16
OS "CUSTODES" RIOT ARMOR
Outerlight-Sundyne's most well known armor product, the Custodes model is a common sight among riot and SWAT units in the LLA. Issued in matte black or dark blue, this armor is a light security armor with a fully sealed helmet - packed with solid protections for a riot cop. The armor is shockproof and has the Immunogenic system to protect against dermal agents and also has the "Offensive" system which charges the armor with electricity to shock those who come too close. The armor has stab-proof underweave and shock-absorbing trauma plates over vital areas which helps to prevent most common injuries - and OS commonly bundled the system with a Riot Shield as well. Rumor has it that OS is developing an advanced version called "Praetorian" which integrates new armor technology to work against Synthmorph rioters.
Total AV: 13/13 (16/15 w/ Shield)
SHOKUNIN-DO ARMOR
This armor is truly a "style", and not necessarily a brand, and several manufacturers produce armor of this type. It's origin has multiple factors, originating from around three points. The first is that the growing Socialite community sometimes found themselves with a need for personal protection, but many higher-level armors were not "fashionable" and would harm their reputations. Similarly, Bodyguards, mercenaries and ego hunters often want or need protection even when working in "high society". Additionally, wearing regular armor may be seen as rude or anti-social, so those in some Autonomist circles who desire or must wear armor also sought a solution. The end result is the idea of Shokunin-do, artisanal armor. Armored fabrics under segmented or variable geometry plates, under decorative elements - this light armor is usually brightly colored, and often evokes a theme: such as an element or place in nature, an animal, or some element of mythology. To protect the armor itself, these units are often Self-Healing and Lotus Coated, and may be bundled with a helmet. Shokunin-do is most popular on Mars, some Extropian colonies and Scum Swarms. A well made set of Shokunin-do may provide a Gear Bonus on appropriate social tests
Total AV: 10/10 (12/12 w/ Helmet)
VOW MARINE "GJALLARHORN" ARMOR
Vakker Ordnance Works is a microcorp which provides many military and defense systems to the Titanian Commonwealth. Their "Gjallarhorn" model armor is not issued to the normal militia, but to their Marines who serve infantry and ground-defense roles. The armor is suited to operate both in vacuum and on the ground of Titan itself - and thus needs to be heavy so it can be sealed. Made from the most advanced carbon-based composites and polymers, the matte black armor is Thermal Dampened to prevent body heat from standing out strongly in the cold area of Titan - which combined with it's minimal metallic elements gives it a very small sensor profile. In addition to the standard vacuum and temperature protections provided by Heavy body armor, the Titanian variant also is thermally protected so that it will allow the wearer to survive even in cryonic temperatures. Specialist units can further customize the armor, often adding Faraday mods and external comms units, or integrating drone or swarm rack tools.
Total AV: 16/16
DA NANOLAMINATE ARMOR
Direct Action's premier armor system - short of their synthmorph armored plating and exoskeleton models, the "Nanolaminate" armor is a type of heavy body armor (integrated with full helmet) which is made using the most advanced manufacturing of layered fullerened materials, nanoparticle shock absorbing gels and sharp angles to deflect or trap shots. This suit is quite expensive, reserved only for the best clients and contractors with the company - though some remark that the visual style makes the user look a bit like they stepped out of a mecha cartoon. The only modifications it comes standard with is an Ablative Layer (i/e Ablative Patches) and microthrusters, but Direct Action sells it in a number of packages which can add many more exotic modifications, such as the Reactive Coating, Heat Sinks, Self-Healing, NxRA and Smart Chaff.
Total AV 20/18
GDS "HYDRASKIN" ARMOR
Gorgon Defense Systems and its various subsidiaries produce a wide variety of self-defense products, including the "Hydraskin" line of armor. While this is actually a brand which encompasses from Armored Vests to Heavy Body Armor, the most commonly marketed Hydraskin variation is a light body armor, often coupled with a light helmet and a second-skin or other body glove. Hydraskin aims at self protection, so it is integrated with fireproofing and a lotus coating to offer protection from fire and chemical attacks - particularly paranoid customers may also choose to bundle Immunogenic Systems and Shock-Proofing. Hydraskin is noted for its slight iridescent sheen, dark heat-absorbing coloration and the slightly studded or scaled texture.
Total AV: 14/12
GO-NIN TETSUKARA
The Go-Nin conglomerate has corporate arms for everything - armor and weapons included, and their "iron shell" model is one of the most recognizable. This metallic armor of hardened plates and smooth edges combines the look of something from the Great Wars of the early 20th Century and the traditional armor of the Samurai, cutting an imposing figure with the integrated specs being backlit red, and the built in air-filter on the helmet. Of course, this armor is Heavy, with included full helmet, which means some do not care for the bulk and weight and most common users are Go-Nin's internal security. They do, however, have some market for gatecrashers out of their Discord Gate. The armor has reinforced hands, feet and joints which mean it can be devastating in close quarters, adding +1d10 DV to Unarmed attacks. Commonly, gatecrashers add systems like the Faraday Mod or other protective measures.
Total AV: 16/16
"IC" UTILITY VACSUIT
Unlimited Tools popular "IC" model Utility Vacsuit is a descendant of their earlier "AA" model, designed to be used by vacworkers or habtechs who are not vacuum sealed. The vacsuit is reinforced strategically, and features a polarizing glare-safe helmet (treat as Anti-Glare) for certain tool work, and is thermally shielded. Most notable however is it integrates a Mag-Lock system into the hands and feet (with alternate "boots" for those with prehensile feet) and the fact that it has an integrated tool belt and harness to secure and hold tools on the worker's person without needing a free hand. The back of the suit has a dedicated hardpoint system which can hook to an extended oxygen tank, thruster pack or plasma sail, a solar power unit or even a set of smart manipulators. It also includes a helmet-side flashlight.
Total AV: 9/7
JNA "TEMPLAR" PATTERN ARMOR
The Jovian National Armory uses codenames for armor projects based on many medieval orders or unit types. "Templar" is the name utilized by the Jovian Space Force "marine" units, who typically perform ship security and some boarding actions. The JNA does not use the most advanced nanofabrication or smart material techniques as many other groups do - as the cost of permits and inspections cuts down on vital productivity, but they have access to the wealth of conventional material and manufacturing science of several pre-Fall militaries on their side. Because of the situations it is used in, "Templar" armor is already Faraday modded, and packs onboard ecto and radio functions into an external comms unit which is hardwired into the helmet - and many are built with laser links as well. The helmet on this armor has a single advanced external camera set-up, with minimal other sensory input, which also makes the front plate very strong. The protection against EM radiation also gives the user some shielding from the often intense radiation surrounding Jupiter. Special Forces or other specialized units may vary up the armor, which is normally a utilitarian light grey color.
Total AV: 16/16
MSDF DROPSUIT ARMOR
The Morningstar Self-Defense Force is a relatively new and limited creation - an umbrella term for the allied security forces of the Constellation, which does not include their static defenses and internal police. They usually handle intra-aerostat affairs or things which happen in open Venusian airspace, and require specialized armor to do so. This heavy armor is built similar to a high-dive suit, with thermal shielding (akin to Fireproofing and Thermal Dampening) and stronger pressure protection. It also has anti-caustic coating. While it cannot survive the surface, the dropsuit armor can insert from low orbits and go deeper than most in the atmosphere and survive - most notably it also comes equipped with a self-healing, self-packing parachute of smart materials, and a hardpoint for a Spindle generator.
Total AV: 18/16
OS "CUSTODES" RIOT ARMOR
Outerlight-Sundyne's most well known armor product, the Custodes model is a common sight among riot and SWAT units in the LLA. Issued in matte black or dark blue, this armor is a light security armor with a fully sealed helmet - packed with solid protections for a riot cop. The armor is shockproof and has the Immunogenic system to protect against dermal agents and also has the "Offensive" system which charges the armor with electricity to shock those who come too close. The armor has stab-proof underweave and shock-absorbing trauma plates over vital areas which helps to prevent most common injuries - and OS commonly bundled the system with a Riot Shield as well. Rumor has it that OS is developing an advanced version called "Praetorian" which integrates new armor technology to work against Synthmorph rioters.
Total AV: 13/13 (16/15 w/ Shield)
SHOKUNIN-DO ARMOR
This armor is truly a "style", and not necessarily a brand, and several manufacturers produce armor of this type. It's origin has multiple factors, originating from around three points. The first is that the growing Socialite community sometimes found themselves with a need for personal protection, but many higher-level armors were not "fashionable" and would harm their reputations. Similarly, Bodyguards, mercenaries and ego hunters often want or need protection even when working in "high society". Additionally, wearing regular armor may be seen as rude or anti-social, so those in some Autonomist circles who desire or must wear armor also sought a solution. The end result is the idea of Shokunin-do, artisanal armor. Armored fabrics under segmented or variable geometry plates, under decorative elements - this light armor is usually brightly colored, and often evokes a theme: such as an element or place in nature, an animal, or some element of mythology. To protect the armor itself, these units are often Self-Healing and Lotus Coated, and may be bundled with a helmet. Shokunin-do is most popular on Mars, some Extropian colonies and Scum Swarms. A well made set of Shokunin-do may provide a Gear Bonus on appropriate social tests
Total AV: 10/10 (12/12 w/ Helmet)
STALKER ARMOR
Going into the TQZ without protection is usually suicide. Many starting runners will build a makeshift set of armor from some commercially available light armor, a few ablative patches and wrap themselves in a Chameleon Cloak. But somebody who is experienced, and knows to invest in their work will often custom order a set of armor to their specifications. Proper Stalker Armor is heavy, with helmet, and has an integrated chameleon surface, thermal dampening and Faraday shielding to protect against informatic attacks. Many add defensive mods to suit their tastes and needs. But, the most common and notable element of a good Stalker's armor is that it is covered in utility hardpoints. Points for pistols and knives, for tools, for a trauma kit, a place to store a metamaterial cloak or portable shelter, backpack units for air or power, grenades, nanoswarm hives, extra batteries, and random survival junk - a good set of Stalker armor has all the pouches, hooks, clasps and straps to hold all of it.
Total AV: 16/16
VOW MARINE "GJALLARHORN" ARMOR
Vakker Ordnance Works is a microcorp which provides many military and defense systems to the Titanian Commonwealth. Their "Gjallarhorn" model armor is not issued to the normal militia, but to their Marines who serve infantry and ground-defense roles. The armor is suited to operate both in vacuum and on the ground of Titan itself - and thus needs to be heavy so it can be sealed. Made from the most advanced carbon-based composites and polymers, the matte black armor is Thermal Dampened to prevent body heat from standing out strongly in the cold area of Titan - which combined with it's minimal metallic elements gives it a very small sensor profile. In addition to the standard vacuum and temperature protections provided by Heavy body armor, the Titanian variant also is thermally protected so that it will allow the wearer to survive even in cryonic temperatures. Specialist units can further customize the armor, often adding Faraday mods and external comms units, or integrating drone or swarm rack tools.
Total AV: 16/16
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