Armor Upgrades in Proxima Alatheia | World Anvil

Armor Upgrades

Upgrade Rules:

Armor upgrades are special items that can be installed on armor or other objects that state they can support armor upgrades. Armor must have enough available upgrade slots for an upgrade to be installed. Additionally, some upgrades are incompatible with each other, which would prevent them from being installed on the same armor or object.
Installing Upgrades:
It takes 10 minutes of uninterrupted work to incorporate or remove armor upgrades unless othwerwise noted.
 

Upgrade Details

Armor Upgrades have 5 key properties:
  • Rarity: How common is it to find this armor upgrade.
  • Slots: This is the number of slots the upgrade will take up.
  • Average Cost: The average price this item sells for on the civilized market
  • Type: Either Technological, Magical, Hybrid (Battery), or Hybrid (Magic). If it is technological or Hybrid (Battery) and has capicity it requires a battery to use. Magical or Hybrid (Magic) with a capcity uses magical charges with unique recharge times. Additionally, the type would determine if thing such as EMP pulses and spells such as Dispel Magic affect the upgrade.
  • Capacity: This upgrade requires a battery / energy cell / or has magical charges and lists the maximum size it can support. A battery of a smaller size may be used, however that smaller battery cannot be charged more than it's max value. The upgrade will list the number of charges and activiation type / duration in its description. If the object is magical, the descrition will also mention when magical charges recharge.
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    Upgrades by Name

     
  • Radiation Buffer
  • Spell Reflector
  • Thermal Capacitor (Hot or cold)
  • Charge Jet
  •  

    Backup Generator

    Uncommon Upgrade; 1-3 slots; 1000-2500 EC; Technological   You can connect charged electric items such as batteries to this miniature generator to recharge them. The electricity comes from the kinetic energy of your movement, which generates 1 charge every 10 minutes of movement. The generator doesn’t produce charges when you’re resting or otherwise stationary.   The number of slots the upgrade requires equals the number of items that can be placed into it.  

    Energy Field

    Rare Upgrade; 1 slot; 3000-9000 EC; Technological; Capacity (20)   This field over your armor grants you the ability to absorb electrical energy. When you would take electricty damage you can choose to reduce the damage by the amount shown below which varies based on the power level of the upgrade.   When you reduce the damage the energy has to go somewhere and you can channel it in one of the following ways: a) for the next minute, the next creature that touches you or deals damage to you with a melee weapon attack takes electricity damage of the same amount you reduced. b) the amount of damage you reduced is converted to charges and can be used to instantly recharge any batteries on any equipment on your person. You cannot charge a battery past its maximum and any remaining charges are instantly discharges harmlessly.   You can only equip one energy field upgrade at a time. This upgrade can also not be installed in an item with a Force Field upgrade.   The resistance granted and damage dealt depend on this upgrade’s type, as noted below.
    • Mk I: reduction of 1d4+2
    • Mk II: reduction of 2d4+2
    • Mk III: reduction of 3d4+3
     

    Force Field

    Very Rare - Legendary Upgrade; 2 slots; EC Varies; Technological; Capacity (20)   As an action, you can spend a charge to activate the force field upgrade until the start of your next turn. Once active, you no do not have to continue using actions to keep it active but you still must spend a charge at the start of your turn to keep it active. You can deactivate the force field as a free action at any point. The force field does not instantly regen any lost points. At the start of your turn, regardless of if the field is active or not, the field regens temporary hp an amount equal to the regen value listed in the table up to the listed temporary hit points.   When active, an invisible barrier forms around you, including your worn and carried items that blocks solids and liquids but not gasses and light (including laser beams). As such you can continue to breathe while the field is active, but cannot eat or drink unless you already had food/drink on your person. While the field is active, you have temporary hit points depending on the power of the upgrade. Any damage is first applied to these temporary hit points. If damage reduces the field to 0 hp, the shield instantly deactivates but does continue to regen at the start of each of your turns.   The table below indicates the various Force Fields in existence with their average price and capacity. Only 1 force field upgrade can be equipped at a time and it cannot be installed on an object that has an energy field upgrade.  
    RankCapacityTemporary HPRegen ValueAvg Cost
    Null51150EC
    Minor1052500EC
    Buffer101031,000EC
    Impact201543,500EC
    Warding202059,000EC
    Guarding2025620,000EC
    Absorbing3030750,000EC
    Sentinel30358100,000EC
    Tank40409150,000EC
    Bastion505010300,000EC
     

    Jetpack

    Very Rare Upgrade; 1 slot; 7,500 EC; Technological; Capacity 40   This upgrade can be installed only in light or medium armor. As a bonus action you can activate your jetpack spending 2 charges to do so. While active, you gain a fly (hover) speed of 30 feet until the start of your next turn. If you choose to not spend charges or are unable to at the start of your turn and you are not on the ground, you begin to fall.   You can use this upgrade / bonus action to activate the jetpack in Cruise Mode using only 1 charge per minute of use. The same rules apply for falling if you are in the air when the upgrade turns off. While using this upgrade for “cruising flight” you have disadvantage on attack rolls as well as dexterity checks and saving throws. Changing from normal flight to cruising flight or vice versa is an action.   A jetpack can’t lift you if you’re encumbered and can only lift you.  

    Jump Jets

    Rare Upgrade; 1 slot; 3,500 EC; Technological; Capacity 20   This upgrade can only be placed in Light and Medium armor. As a bonus action, you can spend 2 charges to activate your jump jets. You can perform one of the following movement options. Regardless of which option you choose, you must land at the end of your turn or begin falling. Jump Jets can’t lift you if you’re encumbered and can only lift you.
    • You can fly vertically up to 25ft.
    • You gain an additional 30ft of movement (fly) but can only reach a height of 10ft off the ground.
     

    Quick Release Sheath

    Common Upgrade; 1 slot; 500 EC; Technological   The upgrade places a compartment in your armor that can store a weapon. This weapon cannot have the heavy or two-handed property. When a weapon is stored inside, you may draw it as part of the attack action you intend to use it. This allows you to stow a weapon you are already using and immediately use the compartmentalized weapon without having to spend an action. You must, however, take an action if you wish to place the weapon back in the compartment and re-draw another weapon.  

    Raptora Thrusters

    Uncommone Upgrade; 2 slots; 20,000 EC; Technological; Capacity 20   This upgrade can only be installed on heavy armor. As a bonus action you can activate your thrusters spending 2 charges to do so. While active, you gain a fly (hover) speed of 50 feet until the start of your next turn. Alternatively, you can instead move in a straight line up to 60ft horizontally or vertically. If you choose to not spend charges or are unable to at the start of your turn and you are not on the ground, you begin to fall.   You can use this upgrade / bonus action to activate the thrusters in Cruise Mode using only 1 charge per minute of use. The same rules apply for falling if you are in the air when the upgrade turns off. While using this upgrade for “cruising flight” you have disadvantage on attack rolls as well as dexterity checks and saving throws. Changing from normal flight to cruising flight or vice versa is an action.   These thrusters can accomodate up to twice your wieght though you move at half the listed speeds while moving.  

    Rebreather

    Common Upgrade; 1 slot; 10,000 EC; Technological   This upgrade supplements your armor’s ability to provide fresh air and filters out common toxins and poisonous vapors. Instead of being limited to a 12 hour air supply, armor with this upgrade can provide fresh air for up to 4 weeks.   You also gain a +2 bonus to saving throws against poison and disease while wearing your armor.

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