Below you will find a filter and list of armors. The filter is designed to be simple to use, but a brief explanation will be provided.
Each group of options (such as License or Property) work with ‘or’ logic. If an armor has any of the selected options, it will be shown. When multiple groups are used it will work on ‘and’ logic. All used groups must be true, or the results will not show. For instance, if you select ‘Fiber’ from Type, then select ‘Bulky’ and ‘OmniGuard’ from Properties, it will show all fiber armors that have either bulky or omniguard.
Unlicensed Armors
Civilian
Atrox
Ballistic Protection
Properties:
Blast‑Guard (1), Nonmagnetic
Properties:
Blast‑Guard (1)
Fiber
Properties:
Skilled (Performance)
Properties:
Skilled (Stealth)
Properties:
Bulky, Jump (5 / 10)
Properties:
Save (Fortitude)
License Level I Armors
Civilian
Properties:
Skilled (Planar Walking)
Properties:
Skilled (Endurance)
Fiber
Special Property:
Whenever you successfully grapple a creature, it takes 1d6 lightning damage.
Properties:
Safe Fall (10)
Properties:
Las‑Guard (3), Special
Special Property:
You do not trigger any laser sensors.
Properties:
Bulky, Skilled (Technology)
Properties:
Auto‑Equip, Special
Special Property:
This fiber is a ring when not equipped. It keeps its covert value when not worn.
Light
Properties:
Presence (1), Skilled (Negotiation)
Properties:
Auto‑Equip, Skilled (Endurance)
Properties:
Nonmagnetic, Skilled (High Society)
Properties:
Safe Fall (10)
Properties:
Skilled (Sleight of Hand)
Properties:
Skilled (Streetwise), Storage
Medium
Properties:
Blast‑Guard (1), Jump (10 / 20)
Heavy
Properties:
Hardened, Reinforced
Core
Properties:
Initiative (1)
Properties:
Blast‑Guard (2)
Properties:
Hit Points (4)
Special Property:
You can breathe underwater, and your swim speed is increased by 30 feet.
Special Property:
You have proficiency with all arts related to instruments, dance, poetry, and lyricism.
Special Property:
You can walk on water and you ignore difficult terrain.
License Level II Armors
Fiber
Dharmond
Gilded Silver Chain
Properties:
Skilled (Performance)
Properties:
Bulky, Omni‑Guard (1)
Properties:
Bulky, Camouflaged
Properties:
Bulky, Rapid (10)
Properties:
Skilled (Deception)
Properties:
Skilled (Charm)
Light
Properties:
Blast‑Guard (2)
Properties:
Skilled (Cosmology), Special
Special Property:
One holosphere can be integrated into this armor without requiring the use of an integration slot.
Properties:
Life Assist, Skilled (Survival)
Properties:
Awareness (1), Special
Special Property:
Reduce all surprise damage taken by half.
Properties:
Presence (2), Skilled (Corporate)
Properties:
MAGI Resist, Skilled (Hacking)
Medium
Properties:
Balanced, Skilled (Overpower)
Estoic
Modular PA (Medium)
Special Property:
You gain resistance to Fire damage.
Properties:
Ele‑Guard (4), Reinforced, Special
Special Property:
Your hold breath is doubled.
Heavy
Properties:
Camouflaged, Jump (15 / 30), Rapid (30), Special
Special Property:
You can not wield weapons while wearing this armor. Additionally, weapons can not be integrated into this armor.
Special Property:
You gain immunity to fall and crash damage.
Special Property:
You are immune to the effects of natural hazards, such as heat and cold.
Core
Properties:
Initiative (2)
Special Property:
Your carry capacity is increased by 50%
Properties:
Blast‑Guard (5)
Properties:
Hit Points (8)
Special Property:
As an action, you can enable or disable a 30-foot radius aura that causes creatures within it to become deafened.
Special Property:
You can not be located through scrying or detected through clairvoyance.
Special Property:
You are immune to the effects of intense heat and are immune to fire damage.
Special Property:
Your reach is increased by 15 feet. When reaching, a translucent hand extends outwards to act as your hand with the same potential. This hand does not feel pain or take damage.
License Level III Armors
Fiber
Properties:
Bulky, Camouflaged
Properties:
Skilled (Corporate)
Properties:
Skilled (Performance)
Properties:
Bulky, Hardened, Storage
Properties:
Bulky, Initiative (1), Storage
Special Property:
You gain resistance to fire. When connected into a bio-channel, you gain fire immunity instead.
Properties:
Bulky, Magic (1), Mana (1), Save (Intelligence)
Properties:
Rapid (10), Skilled (Athletics)
Properties:
Bulky, Camouflaged, Las‑Guard (6)
Properties:
Bulky, MAGI Resist, Storage
Light
Properties:
Presence (2), Skilled (Negotiation)
Properties:
Blast‑Guard (5)
Properties:
Silent, Skilled (Stealth), Storage
Properties:
Camouflaged, Silent
Dharmond
Gilded Gold Plate
Properties:
Life Assist, Nonmagnetic, Skilled (High Society)
Properties:
Life Assist, Skilled (Science)
Properties:
Auto‑Equip, Special
Special Property:
See "Mauser Drake" below for details on this special property.
Properties:
Auto‑Equip, Skilled (Assembly)
Properties:
Save (Intelligence), Silent
Properties:
Recall (2), Skilled (History)
Properties:
Save (Charisma), Silent
Properties:
Camouflaged, Plas‑Guard (10)
Properties:
Auto‑Equip, Mana (1), Silent
Properties:
Skilled (Technology), Special
Special Property:
A Scrypher Relay+ is built into this armor.
Properties:
Nonmagnetic, Silent, Sturdy
Properties:
Las‑Guard (8), Magic (1)
Medium
Properties:
Blast‑Guard (1)
Properties:
Awareness (1), Skilled (Perception)
Properties:
Blast‑Guard (1)
Special Property:
All Locke brand weapons can be integrated into this armor.
Properties:
Combat, Hardened
Properties:
Auto‑Equip, Special
Special Property:
See "Mechani Walker" below for details on this special property.
Properties:
Presence (2), Skilled (Might)
Properties:
Blast‑Guard (3), Jump (15 / 30)
Properties:
Las‑Guard (12), Mana (1)
Properties:
Skilled (Sleight of Hand), Special
Special Property:
You gain resistance to fall and crash damage.
Properties:
Reinforced, Safe Fall (15), Special
Special Property:
You are able to swim in this armor.
Heavy
Properties:
Omni‑Guard (4), Save (Fortitude)
Properties:
Skilled (Destruction)
Properties:
Plas‑Guard (25)
Properties:
Recall (2), Save (Charisma), Special
Special Property:
You are immune to Totemic anomalies and influences.
Valerievna
Primal Explorer
Properties:
Ele‑Guard (20), Special
Special Property:
You are immune to Primordial anomalys.
Core
Properties:
Initiative (3)
Special Property:
You gain immunity to all poisons and poison damage.
Properties:
Hit Points (12)
Special Property:
See "NeuroBuild Bardiel" below for details on this special property.
Special Property:
While bio-connected to a mainframe, you can perform 1 additional action on your turn in virtual combat.
Special Property:
You gain Darkvision out to 60 feet. While in Darkness, you become invisible and your movements make no noise.
Special Property:
You do not need to breathe, and you gain immunity to acid damage.
Properties:
Las‑Guard (12)
License Level IV Armors
Fiber
Properties:
Balanced, Bulky, Save (Dexterity), Skilled (Acrobatics)
Properties:
Bulky, Combat, Skilled (Stealth), Special
Special Property:
Weapons that are integrated into this fiber gain the silent property or lose the loud property.
Properties:
Bulky, Jump (20 / 40), Rapid (15), Safe Fall (20)
Properties:
Bulky, Combat, Reinforced, Skilled (Streetwise)
Properties:
Bulky, Las‑Guard (‑3), Special
Special Property:
You gain immunity to physical damage.
Properties:
Bulky, Camouflaged, Las‑Guard (10)
Light
Dharmond
Adamantine Cuirass
Properties:
Hardened, Omni‑Guard (3), Sturdy
Properties:
Awareness (2), Skilled (Database), Skilled (Technology)
Properties:
Insight (2), Presence (2), Skilled (Secret Society)
Properties:
Skilled (Cosmology), Skilled (Secret Society), Special
Special Property:
Your AC is increased by 5 against supernatural and extra-planar attacks.
Properties:
Balanced, Safe Fall (75)
Properties:
Omni‑Guard (1), Save (All)
Properties:
Presence (2), Save (Charisma), Skilled (Planar Walking)
Properties:
Ele‑Guard (10), Life Assist
Medium
Properties:
Blast‑Guard (4), Combat, Life Assist
Properties:
Balanced, Hardened, Sturdy
Properties:
Initiative (2), Skilled (Intimidation), Special
Special Property:
You gain immunity to lightning damage. Whenever you hit a creature with an unarmed strike, the target takes an additional 8 lightning damage.
Properties:
Omni‑Guard (2), Skilled (Accuracy), Skilled (Might)
Properties:
Awareness (2), Insight (2), Presence (2)
Properties:
Combat, MAGI Resist, Special
Special Property:
All Valerievna weapons can be integrated into this armor. You gain resistance to the damage types of all Valerievna weapons integrated into this armor.
Heavy
Properties:
Balanced, Combat, Reinforced, Sturdy
Properties:
Ele‑Guard (15), Special
Special Property:
Each creature within 5 feet of you takes 5 fire damage, and flammable Objects in the aura that aren't being worn or carried ignite. A creature that touches you or hits you with a melee Attack while within 5 feet of you takes 5 fire damage.
Properties:
Blast‑Guard (15)
Properties:
Camouflaged, Hardened, Nonmagnetic
Properties:
Initiative (2), Jump (20 / 40), Rapid (25)
Properties:
Reinforced, Skilled (Destruction), Special
Special Property:
You have advantage on all saving throws against explosive devices.
Core
Properties:
Ability (Wisdom)
Properties:
Hit Points (‑12), Save (All)
Special Property:
Your critical threshold is reduced by 3.
Properties:
Restricted, Special
Special Property:
See "Kijiri Medatanai" below for details on this special property.
Properties:
Ability (Dexterity)
Special Property:
Other creatures do not add their surprise damage to damage rolls against you.
Properties:
Blast‑Guard (8)
Properties:
Ability (Fortitude)
Properties:
Restricted, Special
Special Property:
See "Nebula Immortal" below for details on this special property.
Special Property:
You are immune to Abyssal anomalies and influences.
Special Property:
See "NeuroBuild Arael" below for details on this special property.
Properties:
Restricted, Special
Special Property:
See "NeuroBuild Armisael" below for details on this special property.
Special Property:
You are immune to Celestial anomalies and influences.
Properties:
Restricted, Special
Special Property:
See "NeuroBuild S2 Alpha" below for details on this special property.
Properties:
Restricted, Special
Special Property:
You have no life signature. When any device would check your life signature as part of a lock or security, it will accept your signature as valid.
Special Property:
All creatures within 15 feet of you have their forcefield surpressed unless it is projected from another Zeruel or it is a restricted core.
Properties:
Ability (Intelligence)
Properties:
Restricted, Special
Special Property:
See "Scrypher Darkheart" below for details on this special property.
Special Property:
You are immune to Infernal anomalies and influences.
Properties:
Ability (Charisma)
Special Property:
Laser weapons you are wielding lose the battery property. In addition, you have a 10 foot aura that prevents spirits from entering it.
Kijiri Medatanai
While this core is integrated you gain an enigmatic force to people you do not know. Other creatures are unable to notice you. It is not that you are invisible to them, you simply become non-notable background noise that belongs in whatever environment you are in. These creatures will never hinder, nor help you in any way. If you interact with a creature verbally or physically, it will take full notice of you. Any creature that would recognize your face will bypass this enigmatic force and be able to notice you. Creatures that are watching you through a screen via a bug or other means will also bypass this enigmatic force.
Mauser Drake
While wearing this armor, you gain the following benefits while piloting a motorcycle:
- You can not be knocked prone or forcefully moved.
- You and your motorcycle have resistance to fall and crash damage.
- You can operate the motorcycle freely without using any hands.
- You are able to use a bonus action to cause your bike to jump up to your jump height.
- Your awareness isn’t reduced due to piloting the motorcycle.
Nebula Immortal
This core is filled with a dark, demonic force. When you that insert this core into your body, you lose 8 humanity permanently. Removing this core will not restore this humanity loss, and inserting this core again will reduce your humanity an additional 8 points. While this core in within, you gain the following bonuses:
- You are immune to Abyssal anomalies and influences.
- You project a 10-foot radius Abyssal Influence with a DC equal to your forcefield.
- Your Fortitude and Dexterity are increased by 6.
- Your Wisdom, Intelligence, and Charisma are reduced by 4.
- You gain immunity to all poisons & disease, and you no longer age.
- You gain a +5 bonus to Might.
- Your hit points are increased by 20.
- All your speeds are increased by 15.
- You gain resistance to physical and psychic damage.
- You gain immunity to elemental damage.
- Unarmed strikes made with your hands will deal 1d10+10 slashing damage.
- You receiving no penalty when using the Double-strike action with only unarmed attacks.
NeuroBuild Arael
This core holds a swirling force of freedom. While this core is within you, you gain the following effects:
- You gain resistance to plasma damage.
- You gain a fly speed of 30 feet.
- Flying no longer reduces your covert value.
- While flying through this device, you are only able to fly up to 60 feet away from the ground or any wall.
NeuroBuild Armisael
This core holds a dark and powerful desire for control. While this core is within you, you are able to meld into another creature. You touch one creature within 5 feet to touch. The creature must have a soul chamber with at least 2 living projections. On touch, the creature must make a Charisma saving throw with your forcefield acting as the DC. On a failed save, you fade away and meld into the target creatures consciousness, possessing it. All material possessions that you had held or worn falls to the ground where you previously stood.
While possessing the creature, you are able to experience anything the creature experiences through all of its senses and the creature does not know that it is possessed by you. In addition, you can force the creature to make a Charisma saving throw with your forcefield acting as the DC. On a failed save, you suggest a course of activity that takes less than 1 hour to complete (limited to a sentence or two) and influence the possessed creature. The suggestion does not need to be worded in such a manner as to make the course of action sound reasonable. Ordering the creature to shoot themselves is a valid suggestion. Whatever suggestion you give the creature, if the activity is not possible, the suggestion is ignored and does not take effect. You may only make one suggestion to the creature every day.
If the creature dies while you are within them, or you use an action to leave, you re-materialize within 5 feet of possessed creature. You do not regain any items or equipment, effectively re-materializing naked.
NeuroBuild S2 Alpha
This core contains something otherworldly and beyond comprehension. When you that insert this core into your body, you lose 20 humanity permanently. Removing this core will not restore this humanity loss, and inserting this core again will reduce your humanity an additional 20 points. While this core in within, you gain the following bonuses:
- You are immune to Celestial anomalies and influences.
- You project a 10-foot radius Celestial Influence with a DC equal to your forcefield.
- You have advantage on attack rolls against creatures within a Celestial anomaly or influence, and creatures within a celestial anomaly or influence have disadvantage on saving throws you cause.
- Your Charisma is increased by 10.
- You are immune to all conditions.
- You gain resistance to elemental damage.
- You gain immunity to laser and psychic damage.
- You gain plasma absorption.
- You gain three new actions: Angelic Beam, Angels Song, and Sanctuary.
Angelic Beam: Choose up to 3 creatures within 250 feet. Make an accuracy attack roll against each creature. On a hit, the creature takes 2d10+20 plasma damage.
Angels Song: All creatures within affected by celestial influence of you must make a Wisdom saving throw with your forcefield acting as the DC. On a fails save, the creature suffers 1d10 psychic damage and falls prone.
Sanctuary: You choose any amount of physical damage to take. This damage can not be reduced in anyway. The radius of your celestial influence is increased by 100 feet for every 1 damage taken. This effect lasts for 1 hour.
NeuroBuild Bardiel
This core contains a burning anger that awaits its release. While dying, the follow effects occur instead of the typical effects:
- You suffer none of the effects that would typically occur due to death, though a Death Blow can still occur.
- You gain advantage for Fortitude saving throws.
- You gain a +3 bonus to Might.
- Your forcefield is increased by 5.
- At the start of your turn, you heal your Recovery. If this would reduce your lethal damage to be below your hit points, you stop dying.
- You can not receive healing from an effect other than this core or become stabilized.
Scrypher Darkheart
This core is filled with a cunning wit and conniving desire. When you that insert this core into your body, your dream projection instantly dies. you lose 2 humanity permanently. Removing this core will not restore this humanity loss, and inserting this core again will reduce your humanity an additional 2 points. While this core in within, you gain the following bonuses:
- You are immune to Infernal anomalies and influences.
- You project a 5-foot radius Infernal Influence with a DC equal to your forcefield.
- You are always able to see Infernal creatures and Infernal creatures are aware you can see them.
- Any laser or plasma damage you deal to a Infernal creature bypasses the creatures Immunity.
- When making a skill roll, you receive a +5 modifier on the roll unless you would normally receive a larger one.
- You gain immunity to psychic damage.
- You lose 1 humanity whenever you kill an infernal creature.
- You are unable to form any emotional bonds. You see everyone else in either neutrally of negatively, and believe others can not be trusted. In addition, you can never willingly remove this core, and will actively undermine any creature that would try to do so, even if killing them is required.