TheLongSecondAgeSetting/Armor--JakkBey

From Exalted - Unofficial Wiki
Jump to: navigation, search

Armor in the Long Second Age

Armor in the Modern Creation is maintained by the Realm’s Own. There are a few professions that can get away with wearing armor in public–Slave Hunters, Bounty Hunters, and Mercenaries who are used to bolster security from bandits, barbarians beyond the Threshold, and private security forces, but most citizens look for the comforting emblems of authority, and if those signs aren’t seen immediately, there is a good chance that the citizen will run, and report the incident as soon as she can. Armor is not seen every day, and those who are packing should be aware of this.

Helmets Kevlar1B/1L Cost 1 Steel-2B/1L Cost 1 Ferro-Ceramic 2B/2L Cost 1

High Threat 2B/2 L–Closed faced Cost 2. Full Enviro 3B/3L Closed faced against biological or chemicals. Cost 2

Mil Spec Enviro-5B/5L Closed faced, sealed for biological or chemical threats, most come with some sense improvement enchantments as well as protections, and the ability to breathe underwater. Cost 3

Shields Small Shield +1 Defense. Cost 1;Large Shield +2 Defense Cost 1 Full Shield +3 Defense Cost 2

Concealed Armor–Ceramics and crystalline fibers are woven into fabric into popular styles of clothing, often spelled and Warded to protect the user.

Merchant Class-2B/1L -0 Mobility 0 Fatigue Cost 2

Noble Class-3B/2L -0 Mobility 0 Fatigue Cost 4

Spyder Suit-Mystically woven from Spider Spirits, woven to conform to a body, this sheathe of shimmery material is worn as a body suit. Soft and flexible, it can be easily concealed, and worn for long periods of time. The silk wicks away moisture, allows the skin to breathe, and can be easily peeled away.

Spyder Suit 4B/3L -0 Mobility 0 Fatigue Cost 3

Point Blank Vest–Torso only protection, are concealed and difficult to detect. Used by merchants and others who want subtle protection. Point Blank Vest 2B/2L -0 Mobility -0 Fatigue Cost 1

Breastplate-Hard armor vest, fitted for the back and front. Common for officers and scouts, both of whom need protection, as well as mobility. Breastplate 2B/4L -1 Mobility 1 Fatigue Cost 2

Lined Coat-The street and criminal upgrade to the Buff Jacket. Expensive and often heavily enchanted. Higher grades are difficult to obtain without contact within the Guild. Police and security forces use low grade versions for themselves.

Buff Jacket- 4B/3L -1 Mobility 2 Fatigue Cost 1

Operator Jacket 6B/5L -2 Mobility 3 Fatigue Cost 2

Guild Coat* 6B/5L -1 Mobility 1 Fatigue Cost 3

Mystic Weave** 6B/7L 0 Mobility 0 Fatigue Cost 4

  • Invisible to most scanners and scrying, and adds +3D to conceal items searched by scans or scrying.
    • Doubles protection from Elemental or purely magical attacks

Can wear Breastplates or Point Blank Vests to add additional protection, though the penalties will stack.

Chain Shirt–Relatively unobtrusive, this shirt made of fine links can be easily concealed under clothing. Common for those who fear assassins, but don’t want to attract attention.

Chain Shirt 1B/3L -1 Mobility 1 Fatigue Cost 2

Riot Armor–When the police have to fall out to suppress rebellion or disperse a mob, they reach for these padded suits, with hard plates. Heavy, with helmets with spelled gear for Night-sight, communication, as well as protection against Dazzle or Glamour affects. Often used with full body shields to throw back masses of people. Bulky and obvious.

Riot Armor 8B/6L -2 Mobility 2 Fatigue Cost 2

Chain Hauberk-A long sleeved chain shirt, covering arms, chest, abdomen and the upper legs. Often with greaves to protect the legs. Often used by those who cannot afford better modern armor by those in the Threshold and by bandits.

Chain Hauberk 7B/6L -3 Mobility 2 Fatigue Cost 2

Reinforced Breastplate-Balanced and light. A breastplate attached to shoulder guards, protecting the legs and thighs, and bracers for arms as well. Considered typical for House forces at regular events and many mercenary companies.

Reinforced Breastplate 6B/7L -2 Mobility 1 Fatigue Cost 3

Combat Armor–Regular troop armor. Laminated metals, fitted greaves, with bracers to protect legs and arms. Usually includes communications, spelled for Night Sight, and Scrying.

Combat Armor 8B/6L -2 Mobility 1 Fatigue Cost 3

Plate Armor–Articulated plates, with chain, and kevlar to cover vitals. Lighter and more mobile than previous versions, it is still heavy. Issued with communications, Night Sight, Scrying, and some even come with other mystical enhancements that can lend +1 to Initiative and +1 to Firearms at the Storyteller’s option.

Plate Armor 9B/9L -2 Mobility 2 Fatigue Cost 4

Super Heavy Plate-Usually reserved for the Dragon Blooded, or other Exalted warriors, who have access to Charms to negate the heavy burden to allow them to wear this armor as easily as a mortals wears a buff jacket. SH Plate 15B/14L -3 Mobility 3 Fatigue Cost 5

Ashigaru Battle Armor–Same stats as used in Outcastes

Gunzosha Combat Armor-Same stats as used in Outcastes

Armors of the Immaculate Dragons––Same stats as used in Outcastes

Crimson Armor of the Unseen Assassin--Same stats as used in Outcastes

Glorious Aegis of the Sun While these suits are all personalized, the great suits of the Solar Generals had a few features in common. Each has room for 3 Hearthstones, two of which to power these great suits, and interchangeable to allow the user to access one of the three at any time. Great lenses were implanted to enhance the Anima effects of the Solars–for half cost, the Solar may invoke his Anima ability, or for full cost, they may double the effect as well as its range. The bearer is protected form poison and disease, +3 die to all Endurance and Resistance rolls to avoid disease and poison. +3 die to all Awareness checks for a cost of 1 mote per minute, and Essence-sight for 2 motes–which allows a Solar to see through all fog, haze, or smoke, or darkness, even in full dark conditions, as if there were no conditions.

The Aegis augment their bearer’s Strength for +4die for purposes of brute strength and damage, though these dice will not carry over for Charms. The Aegis camouflage themselves, making them harder to detect. +4 difficulty on all Awareness checks to locate the bearer within 10'.at a cost of 1 mote, and works specifically against Essence-sight. The Aegis also provide +3 difficulty against Astronomy and Divination attempts at a cost of 5 motes and 1 Willpower per day. The Aegis triple the wearer’s ground speed. In addition, each suit carries within a specialized weapon–usually a Sun Blade integral to the arm or an Infinite Weapon, and carries with it a Force Shield that adds +7D Parry against attacks. For range, most carry an Essence Cannon in an arm socket.

Aegis +14L/+14B -0 Mobility 1 Fatigue Artifact N/A Essence Cannon 15B +1 Accuracy Rate 2 Range 75 Motes 5 Any creature hit with an Essence Cannon must make a Stamina+Athletics roll, diff 3 to remain standing. If directed against a non-living target, the damage is halved in Lethal.

Infinite Forms Aegis of Luna In the First Age the Lunars toiled to create Aegis as strong as their Solar lovers. Relying instead on Moonsilver, the armor is shimmering, infinite in its ability to keep up with the many forms that a Lunar may take. The Aegis of Luna shifts with each form, and enhances its user in various ways. The armor augments a Lunar’s already prodigious senses, giving them +3 to Awareness, and augments their Strength by +4, even in their various transformations and with Charms. The armor allows the user to spend 1 mote to invoke Essence-sight to see through all fog, haze, and even complete darkness. The Aegis gives the wearer +3 difficulty against Astronomy and Divination attempts at a cost of 5 motes and 1 Willpower per day.

The Aegis triples the wearer’s ground speed. The armor defends the user by interposing its Moonsilver mass against attacks, and grants the user +6D to Parry, even attacks they are not aware of. The armor allows the user to create whatever weapons they desire, much like an Infinite Weapon, but the forms are not limited save the wearer cannot create Artifact weapons. All weapons are at +2 Speed, +1 Accuracy, +1 Defense and +2 Damage for their type. The armor can cloak the user in shadows, giving them +6 die to Stealth attempts. The armor has room for 3 Hearthstones, 2 of which must be used to power the armor, but like the Solar Aegis, these Hearthstones can be invoked singly, instantly shifting the powering to allow the user access. The Aegis completely encases the Lunar in a sheen of liquid Moonsilver, that shifts and stretches like oil over the form of the Lunar. In addition to the Infinite Weapon that forms from the Aegis stuff, the Lunar can manifest an Essence Cannon, similar to the Solars’.

Infinite Aegis +14L/B -0 Mobility 0 Fatigue Essence Cannon 15B +1Accuracy Rate 2 Range 75 Motes 5

Armor Options

Absorbing–Armor soaks damage and transfers that strength to the wearer. For each attack that the armor soaks, it transfers one die of Strength that the user may use their next action--though the character cannot hold actions to gain more strength, the strength must be used by the next round, or it fades. +2 Cost

Deflection–Armor deflects projectiles. +4 Soak against projectiles. +1 Cost.

Dematerialize-Armor allows the bearer to dematerialize as many times a day as the bearer has Essence. This lasts for the scene, and can allow the wearer to leave cells, pass through doors, walls, and the like, or avoid the effects of withering fire. +3 Cost.

Dread–The wearer becomes terrifying on the battlefield. Non Exalted must check Valor to approach the wearer. Failure means they either flee or must spend Willpower to approach him. Botches indicate the victim cannot move, and can only defend himself. All actions against the wearer are made at +2 difficulty. +2 Cost

Feather Light–The armor is -3 mobility, and -2 to Fatigue. If this reduces the armor to a negative value, the armor is considered to have a bonus. +2 Cost

Feather Touch-Armor allows the user to fall slowly, and will not take damage from any falls. This does not apply to things that fall on the character. + 2 Cost

Flight–The armor allows the wearer to fly at 10 times her normal sprinting speed. +2 Cost

Force Shield–Gauntlets or shields project a field of force the size of a tower shield. Can provide 3/4 to full cover against gunfire or area attacks. +6D Soak against all attacks. Cannot attack while the shield is up normally. +2 Cost.

Glamoured–Armor can change appearance to look like normal clothing. Weight and all other properties remain the same. +1 Cost

Hardened–The armor is tougher than normal. +2 to +4 B/L +1 to +2 Cost

Lordly Might–The wearer becomes a magnet for his followers. +4D to all Presence and Socialize rolls. +1 Cost

Quickening-Armor adds +2 to +4 to his Dexterity. +1 to +2 Cost

Resistance-Armor allows the user to resist a single form of attack. +6 Soak against one attack–Fire, Electricity, Cold, Acid, Melee, Bullets, Gas, etc. +2 Cost

Skiened–Armor is difficult to detect with scrying or other magical means. +3 difficulty to detect with scanners or Spirits. +2 Cost

Spelled Suit–The properties of a suit of armor are transferred to a suit or a cloak. The armor has the same protective qualities, but is as light and easy to remove as a suit or cloak. Often used by Agents, and higher up Dragon Blooded in the field. +3 Cost.

Stealth–The armor absorbs light, is quiet, and is lighter than normal. +1 to Mobility. And +2 D to Stealth rolls. +3 Cost

Titan’s Armor-Armor adds +2 to +4 to his Strength. +1; to Cost for two points of Strength, maximum of +4 Strength.

Warded-Armor-gives the user 5D of Counter Magic to nullify magical attacks. +2 Cost