Quicklinks
Armor License I: Otova Oil Shell | Kijiri Momentum Shell
Armor License II: NeuroBuild Planar Shell | Daggerr Survival Shell
Armor License III: Protection Shell
Armor License IV: Scypher Displacement Shell
Shells are defensive fields that are integrated onto the chestplate of an armor and utilize battery power in order to bestow enhanced effects to the wearer. All shells require a bonus action to use, however the shell must be integrated into the user’s armor or it will not work. You can only receive the benefits of one shell at a time, activating a shell while another is active will instantly remove the effects of the currently active shell.
Under-Licensed Use. If you attempt to use any shells that you do not have the license for, your inexperience can lead to dangerous situations. There is a 30% chance that the battery is fully drained and you become stunned for 1 minute.
Armor Licence I Shells
Otova Oil Shell. An Otova grapple shell is a metal plate that shifts color in shades of dark grey that weighs 1 pound and requires a small battery to operate. It costs 395 credits and must be integrated into a small integration slot. As a bonus action, you can drain any number of cells of energy from this shell’s battery. You become encompassed by an oil shell for 1 round (6 seconds) for each cell of energy drained.
While encompassed by an oil shell, you gain the following benefits and penalties:
- You have advantage on all Dexterity and Fortitude saving throws to resist or escape a grapple and you have disadvantage to initiate or maintain a grapple.
- You have advantage on any acrobatics checks to squeeze into tight spaces.
- You are able to slide effortlessly across any surface and your crawl speed is doubled.
- You have vulnerability to fire damage.
Kijiri Momentum Shell. A Kijiri momentum shell is a silver arrow-shaped plate that produces a soft blue glow. It weighs 1 pound and requires a small battery to operate. It costs 815 credits and must be integrated into a small integration slot. As a bonus action, you can drain any number of cells of energy from the shell’s battery. You become encompassed by a blue-colored momentum shell for 1 round (6 seconds) for each cell of energy drained.
While encompassed by the momentum shell, you gain the following benefits and penalties:
- Each of your movement speeds and both long jump and high jump distance are doubled.
- You can freely run along solid surfaces that is at a 90 degree angle or less from the ground.
- If you move less than half of your movement speed a round, you must make a DC 15 Dexterity saving throw to not fall prone.
Armor Licence II Shells
NeuroBuild Planar Shell. A NeuroBuild planar shell is a while metal emblem in the shape of a teardrop that weighs 1 pound and requires a medium battery to operate. It costs 1,750 credits and must be integrated into a normal integration slot. As a bonus action, you can drain any number of cells of energy from this shell’s battery. You become encompassed by a planar shell for 1 round (6 seconds) for each cell of energy drained.
While encompassed by a planar shell, you gain the following benefits:
- You have advantage on all Planar Walking checks.
- You have advantage on all Charisma saving throws.
Daggerr Survival Shell. A Daggerr survival shell is a green and brown metal plate reminiscent of moss covered tree bark that weighs 1 pound and requires a medium battery to operate. It costs 1,040 credits and must be integrated into a normal integration slot. As a bonus action, you can drain any number of cells of energy from this shell’s battery. You become encompassed by an environmental shell for 15 minutes for each cell of energy drained.
While encompassed by a survival shell, you gain the following benefits:
- You automatically succeed on all saving throws caused by natural phenomenon (e.g. extreme cold or hurricane winds)
- You are immune to any poisons that are natural to the prime material plane and unprocessed (e.g. snake venom, plant spores).
- You are immune to damage caused by natural dangers (e.g. lava, thorns) but not damage caused due to physics (e.g. falling).
Armor Licence III Shells
Protection Shell. A protection shell is a dark red metallic plate with a corporate logo engraved onto it. The shell weighs 1 pound, requires a [battery size] battery to operate and must be integrated into a [integration size] integration slot. As a bonus action, you can drain [cells used] cells of energy from this device’s battery and gain [protection] damage negation that last for 1 minute.
Brand | Cost | Battery Size | Integration Size | Cells Used | Protection |
Cybros1 | ¢ 1,705 | Small | Small | * | * |
Kijiri | ¢ 1,375 | Small | Small | 6 | 20 |
Naginata | ¢ 1,285 | Small | Small | 3 | 12 |
Estoic | ¢ 1,200 | Medium | Normal | 4 | 10 |
Locke | ¢ 1,570 | Medium | Normal | 12 | 30 |
Scypher2 | ¢ 1,650 | Medium | Normal | 6 | 15 |
Atrox | ¢ 2,375 | Large | Heavy | 12 | 25 |
Cerberus | ¢ 2,550 | Large | Heavy | 24 | 45 |
Armor Licence IV Shells
Scypher Displacement Shell. A Scypher displacement shell is a plate resembling two overlapping black disks. It weighs 1 pound and requires a small battery to operate. It costs 2,870 credits and must be integrated into a small integration slot. As a bonus action, you can drain any number of cells of energy from the shell’s battery. You become encompassed by a displacement shell for 1 round (6 seconds) for each cell of energy drained.
While encompassed by the displacement shell, the shell produces an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on Attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are Incapacitated, Restrained, or otherwise unable to move.