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Modular Armor System

Written by DoStuffZ

Modular Armor System

A tiered protection model blending narrative tone, tactical readiness, and mission profile.

Each armor class provides a number of “modular slots” — think of them as adaptive subroutines, plug-in modules, or specialized overlays. The more serious the armor, the more slots you get — but the more it signals aggression or raises complication thresholds. All suits comes default with

  • Bio-Monitor / Transmitter – Records vitals & relays to sickbay.

Armor and Protective Gear

NameProtectionModule SlotsCost
Armored Vest11Standard Issue
Body Armor22Opportunity 1, Escalation 1
Environmental Suit12Opportunity 2
Personal Forcefield3Opportunity 1, Escalation 2
Tactical Suit32Opportunity 2, Escalation 3

Tier 1: Armored Vest

“Meet-and-greet” ready. Light defense, concealable. Appears civilian or Starfleet casual.

  • Resistance: 1
  • Slots: 1
  • Visual Style: Uniform-lined. Detectable only under scan or tactile check.
  • Escalation Profile: Low. No penalty for public presentation.

Possible Modules (Choose 1):

  • Cloaking Field (Light) – Stealth bonus 1, short duration.
  • Sensor Suite (Passive) – Thermal, EM spectrum analysis.
  • Micro-Shield Layer – Adds 1 Shield, one-time use.
  • Data Uplink/Recording Package – Audio/video record & transmit.

Tier 2: Body Armor (Standard Duty)

“Field-ready.” Starfleet uniform integrated with protective tech. Not stealthy, but not overtly hostile.

  • Resistance: 2
  • Slots: 2
  • Visual Style: Combat or utility variant of uniform (DS9/Voyager style vest), modular fabric.
  • Escalation Profile: Medium. NPCs react as “prepared for conflict.”

Possible Modules (Choose 2):

  • Stealth Mesh – +1 Stealth tasks, disadvantage in melee.
  • Enviro-Seal Layer – Breathing filter, sealed atmo (non-vacuum rated).
  • Personal Shield Generator – Adds 2 Shield, drains on crit.
  • Medical Auto-Injector – One-time Heal 2 or Adrenaline Surge.
  • Cognitive Assist Chip – Bonus to Reason/Control checks once per scene.
  • Kinetic Dampener – Reduces knockback, fall damage, etc.

Tier 3: Tactical Armor

“We're not here to talk.” Black-on-black, hardened for breach or heavy fire. Expect resistance.

  • Resistance: 3
  • Slots: 2 (but see Ops Cost)
  • Visual Style: Combat plates, HUD, powered assist gear (think S31 or SWAT).
  • Escalation Profile: High. Adds +2 to Complication Range on social scenes unless concealed or explained.
  • Operations Cost: Each use requires 2 Momentum or 1 Threat to represent deployment prep, logistics, or risk of exposure.

Special Gear Add-ons (Choose 2):

  • Breach Kit – Mini plasma cutter, door override kit.
  • Repel Line Launcher – Grappling/rappel gun.
  • Combat HUD – Target tagging, line-of-sight sharer.
  • Stun Shielding – Resistance to concussive weapons.
  • Combat Drugs Dispenser – Optional use: pain suppressor, reflex enhancer (add +2 Stress if used).
  • Auto-Stabilizer – Negates 1 wound before collapse.

Tier 4: Environmental Suit

“Not a combat suit, but you’ll live in vacuum, acid, or storms.” Think Starfleet Hazard Team — minus the phasers.

  • Resistance: 1–2 (depends on type)
  • Slots: 2 (environmental only)
  • Visual Style: EVA, field science, or medical containment gear.
  • Escalation Profile: Neutral, but reduces mobility or visibility.

Environment Modules (Choose 2):

  • Vacuum-Rated Suit Layer
  • Toxic Atmosphere Filters
  • Radiation Dampening Lattice
  • Sensor Hardened Visor – Protects against light/sound-based attacks.
  • Pathogen Seal + Decon
  • Tactile Feedback Membranes – Improves Engineering/Medical checks in hostile conditions.

Narrative Integration: Who Sees What?

  • Armored Vests: Fully concealed. NPCs unaware unless scanned or touched.
  • Body Armor: “Oh, you’re not a regular crewman, are you?” — raises mild suspicion.
  • Tactical: Very aggressive. Might trigger combat on sight in contested zones.
  • Environmental: Often ignored. Treated as work gear unless deployed in combat.


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