COIL Armor Item in Tales of Justice | World Anvil

COIL Armor

C.O.I.L., or Carbon nanotube Optical Fiber Interface Layering, armor is a power armor series invented and used by John McGill Perkins, the hero known to the public as Tesla Coil of the Knights Vigilant. This type of power armor designed for search, rescue and defense. This groundbreaking technology interfaces with the wearer through a neural interface mesh, allowing the person inside to control aspects of the suit by thought.
 
This neural interface connection allows a fine tuned control over the suit’s reactions, allowing the device to be treated as an extension of the wearer. In this way it acts as a ‘second skin’ or almost a ‘full body prosthetic’.
 
Wait. The neural interface mesh integrates you into the armor's subsystems. So you're getting feedback on the suit integrity... so... you can literally FEEL through the armor!
Donata, eyes shining , who is a little too excited by this concept
 
It's muted some but yes... why?
Tesla Coil, concerned
 
No reason. Just... it's an amazing breakthrough! We should test this... for science!
Donata, quietly eyeing an ice pack and where to place it
 
There is a downside to this technique. The wearer can feel touch reactions through the armor skin of the suit. In combat or dangerous situations, this can pose a threat to the wearer as it could overwhelm them with phantom sensations. To combat this, the neural mesh interface has a sensitivity setting to blunt the touch reaction feedback of the suit to the wearer.
 
The neural mesh interface does ‘learn’ over time how a particular wearer moves and interacts with the technology. This allows the suit to ‘adjust’ reactions to match the wearer more closely. However, this does mean that its difficult for a new wearer to just ‘jump in and use’ COIL armor. A new user will have an acclimation period of seconds or minutes for the suit to reconfigure and learn the new wearer.
 
However, once a wearer has been ‘learned’, there isn’t an acclimation period for the second time someone wears the armor.
 

Structure and Design

 
by CB Ash and Hero Forge
The COIL armor is a collection of modular components that assemble in pre-programmed configurations. This modular aspect allows for quick adjustments in the field. It also allows the suit to collapse to smaller volume for ease of transport.
 
COIL armor has four major components. This would be the helmet, torso, limbs, and internal pulsed ionic reactor drive. The size when collapsed depends on the particular version.
 

Rumors and Interesting Gossip

 
Urban legends persist with stories of a similar armor called ‘Purge Armor’ that may have gained sapience through a similar learning process. However, no tech firm has come forward to admit anything of the kind.
 
Conspiracy theorists circulate mysterious video of the so called ‘Purge Armor’ in action. However, none of these videos have any evidence supporting the wild claims.
 
Top Secret! Only open if you're sure! - The Editor!
The urban legends are less legend and more truth, True Believers! The PURGE armor was a project started by LexLabs who stole the initial designs of the COIL armor from John Perkins.
 
However, stealing isn’t understanding!
 
As LexLabs didn’t have access to the inventor and didn’t have a full understanding of the interface learning system, the sole prototype went rogue! It broke free and delivers itself to seemingly random recipients. They are ‘borrowed’ for the suit to commit vigilante justice that at times borders on crimes.

The COIL armor is inspired by Marvel Comic's Iron Man, Prototype from Malibu Comics, DC Comic's Atomic Knights, and a closet full of power armored comic book characters!

Item type
Armor
Current Holder
Rarity
Rare to unique. Only Tesla Coil has working models
Base Price
Not for sale

Armor Showcase!

 

C.O.I.L. Armor Mark 1


Augmented Attriubtes

Dex: 5, Str: 7, Body: 5, Int: 4

Skill Software

  • Detective (Identification Systems): 2
  • Detective (Counterfeit Recognition): 2
  • Powered Systems

  • Skin Armor: 3
  • Recall: 11 (free memory in suit for data storage (solid state drive))
  • Sealed Systems: 3
  • Thermal Vision: 3
  • Flight: 3
  • Extended Hearing: 3 (Built in 'whisper mic' using laser sighting)
  • Energy Blast: 4 (Concentrated burst of charged plasma energy. Can be modulated to stun and often is. Burst is emitted from palm of either hand.)
  • Radio Communication: 6 (The wearer can attempt to access any machine provided it has a means to be contacted. This is merely connecting to the target.)
  • Control: 4
  • Energy Blast: 3 (EMP Burst. Wearer may activate this to cause an EMP blast to be emitted from the suit in all directions. )
  • Power Reserve: 3 (Powers that can be augmented are: Energy Blast, Energy Blast, Radio Communication, Flight)
  • Energy Absorption: 3 (Enhanced solar cells used for recharge of internal support systems.)
  • Attraction/Repulsion: 3
  • Reliability

    2  

    Bonus and Limitation to Powered Systems

  • Sealed Systems: Power Ineffective Against Radiation Attacks
  • Radio Communication: Scrambled
  • Control: Power Restriction, Usable only on machines, if Radio Communication roll gets any RAPs
  • Energy Blast: Catastrophic Power Burnout (R#: 5), Area Effect
  • Power Reserve: Must Be Fueled by Energy Absorption, Stats Powered by Reserve: 4
  • Energy Absorption: Usable Against One Energy Type, Absorbed Energy Adds to Power Reserve
  • Loss Vulnerability (Direct EMP or Gamma radiation burst (even if from suit), Range of 2 APs, Physical Attributes, Mental Attributes, and All Powers and Skills)
  • C.O.I.L. Armor Mark 2


    Augmented Attriubtes

    Dex: 5, Str: 7, Body: 5, Int: 4

    Skill Software

  • Detective (Identification Systems): 3
  • Detective (Counterfeit Recognition): 2
  • Powered Systems

  • Skin Armor: 4
  • Recall: 11 (free memory in suit for data storage (solid state drive))
  • Sealed Systems: 3
  • Thermal Vision: 3
  • Flight: 5
  • Force Shield: 4
  • Extended Hearing: 3 (Built in 'whisper mic' using laser sighting)
  • Energy Blast: 6 (Concentrated burst of charged plasma energy. Can be modulated to stun and often is. Burst is emitted from palm of either hand.)
  • Radio Communication: 6 (The wearer can attempt to access any machine provided it has a means to be contacted. This is merely connecting to the target.)
  • Control: 4
  • Energy Blast: 3 (EMP Burst. Wearer may activate this to cause an EMP blast to be emitted from the suit in all directions. )
  • Power Reserve: 4 (Powers that can be augmented are: Energy Blast, Energy Blast, Radio Communication, Flight)
  • Energy Absorption: 3 (Enhanced solar cells used for recharge of internal support systems.)
  • Attraction/Repulsion: 3
  • Reliability

    2  

    Bonus and Limitation to Powered Systems

  • Sealed Systems: Power Ineffective Against Radiation Attacks
  • Radio Communication: Scrambled
  • Control: Power Restriction, Usable only on machines, if Radio Communication roll gets any RAPs
  • Energy Blast: Catastrophic Power Burnout (R#: 5), Area Effect
  • Power Reserve: Must Be Fueled by Energy Absorption, Stats Powered by Reserve: 4
  • Energy Absorption: Usable Against One Energy Type, Absorbed Energy Adds to Power Reserve
  • Loss Vulnerability (Direct EMP or Gamma radiation burst (even if from suit), Range of 2 APs, Physical Attributes, Mental Attributes, and All Powers and Skills)

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