And to continue the line of some Nintendo based gear... This time a set of armour based on Samus' from Metroid.
Samas Power Armour
This armour is based on the one worn by Samus Aran, designed by the Chozo. Notable for the large round shoulder pods and the right arm is fitted with the 'arm cannon,' a modular energy weapon. Although this armour isn't as powerful as the original, it does emulate most of the powers of the original, if weaker. The suit comes with a full life support system, allowing the wearer to operate in almost any environment, or even space, for 6 hours before requiring a recharge of the life support systems. The suit also enhances the user's strength and provides fairly decent protection, although doesn't enhance mobility like the original. The powered systems carries the weight of the armour for the wearing, and also increasing their carrying capacity even greater.
The arm cannon is a basic laser, but designed to be quite modular, allowing it to be upgraded or modified with different options. It has built in recoil and shock absorbers, as well as a small energy to matter converter/replicator that allows it to, with the proper upgrade, to create missiles and other projectiles. When it fires projectiles, the barrel splits open with the laser emitter moving out of the way to allow for the created projectile to launch. The armour has the ability to turn into a ball like structure called the 'morph ball.' However this version isn't quite like the original, requiring the wearer to tuck in their arms and legs, into a near fetal position, as the armour extends curved plates to create a sphere around the
Samas Power Armour (PL7-8 Medium, Power Armour Proficiency)
Type: Medium, Powered
Equipment Bonus: +5
Nonprof. Bonus: +2
Str Bonus: +3
Nonprof Str Bonus: +1
Max Dex: +3
Armour Penalty: -4
Speed (30 ft): 30 ft
Weight: 80 lbs
Purchase DC: 35
Restriction: Rare (+4)
Notes: Full life support (6 hours air), NBC protection(+4 against airborne toxins, poisons and diseases, radiation), suit's weight isn't counted against user's carrying capacity, enhanced carrying capacity, sensors (+2 Listen and Spot checks, darkvision 60 ft), arm cannon, upgradable, morph ball, power for 12 hours of continuous operation, energy shield, military radio, GPS.
Enhance Carrying Capacity - Not only does the suit provide enhanced strength, the servos and reinforcing of the suit allows the wearer to carry double their normal carrying capacity.
Arm Cannon - The weapon of the Samas armour is a modular weapon, built around a laser rifle as the base component, with recoil and shock absorbers, an energy to matter converter/replicator for converting energy stores for the weapon into missiles or other projectiles, or components for different energy weapons, or even a limited number of tools such as grappling hooks and lines. The weapon covers the forearm and hand, making that hand unavailable, with which arm the weapon on a choice upon purchase, although can be switched with about 20 minutes of work, Repair check DC 15. The weapon has 50 charges, and recharge 1 charge every 5 minutes of inactivity. The weapon can be recharged faster, with a Computer check DC 14, as a move action, recharging 2d6 charges at the expense of 30 minutes of suit operation power every time this option is used. The arm cannon can accept up to 3 different upgrades, alternate weapons or options, including many of the standard ones (found in d20 Future and d20 Future Tech, each counting as 1 upgrade/option). Installing an option or upgrade takes 1 full round plus a Repair check DC 15 and Computer check DC 15. When an alternate weapon or fire mode is installed, switching between the normal laser and the alternate weapon or fire mode is a free action that can be done once per round.
Laser - 3d8, 20x2, fire, 80 ft, S, A.
Morph Ball - As a standard action, the armour can extend curved plates around the user in a fetal position, creating a sphere around the user. The user remains in a semi-fetal position partly up right as the sphere moves around them, granting increased mobility. The area inside the sphere is cramped, and the wearer must remove any gear larger than a couple of belts carrying grenades and other small items. In morph ball mode, the user has size small with a diameter of 3.5 feet (+1 size bonus to Defense), with a speed of 60 ft, with a 'run' speed of x6 instead of normal x4, and as long as the user has moved that round, gains +2 Dodge bonus. Unfortunately the wearer can not use the arm cannon while in the morph ball, although a few upgrades can allow for some attacks other than ramming. The wearer can remain in morph ball mode for a maximum of 5 rounds before it becomes too uncomfortable. Each addition round incurs -1 to attack, -1 Dex and Str, -1 ft to speed and 1 point of subdual damage as the body cramps up and limbs go to sleep.
Ram Attack - 2d6 bludgeon, +2 damage per 10 feet over 60 ft of speed. Can make a charge attack, but requires a minimum distance of 90 feet, up to full speed of 360 ft, gaining +1 to attack roll for every 20 ft of speed over 60, however also suffers -1 to Defense, reducing Defense to a minimum of 5. After such a charge the user is stunned for 1 round.
Upgradable - The suit is designed to be highly modular, able to swap out different upgrades and options quickly to make it very versatile, able to engage different types of opponents or operate in different environments on the fly. The suit can support 3 upgrades or options for the arm cannon plus 4 others for the suit or morph ball mode. Can only mount 1 visor option. Each upgrade/option from d20 Future or d20 Future Tech counts as 1.
Energy Shield - The armour is equipped with an energy shield for added protection. The shield provides 50 hit points which are depleted first, but critical hits bypass the shield and deal damage directly to the wearer. The shield can be active for a maximum of 5 minutes at a time before needing a cool down period of 5 minutes. It regenerates 1d4 hp every minute of inactivity. The shield can be regenerated faster using a Computer check DC 15, regenerating 2d6+2 hit points, but uses up 10 minutes of suit operation time.
Arm Cannon Options
The Arm Cannon's modular design allows it to take advantage of numerous options, including the following developed for it specifically.
Charge Bean
This option is an upgrade, giving the arm cannon a secondary fire mode for greater power. This is similar to the Variable Charge gadget, only instead of taking a round to prime and charge the weapon, the weapon pumps more energy into the weapon, or if a ballistic weapon, increases the power to launch the projectile, or if a missile increases the explosive yield. This requires 3 extra charges to fire the weapon, and is fired as a full round action as the weapon charges/upgrades the discharge or projectile, suffering -2 to the attack roll, but increases damage by +2 Die.
PDC: 15
Long Beam
This option is an upgrade to increase the range of the arm cannon. The range of the arm cannon, and any other optional weapons equipped through it, is increased by double.
PDC: 13
Wide Beam
This option allows the arm cannon's energy blasts to fire in a cone 60 feet long, 30 feet wide, Reflex save DC 15 for half damage.
PDC: 13
Beam Burst
This options is an upgrade to improve the rate of fire of some weapons, or to fire short bursts instead of a single discharge. Any weapon this option is set for that has a rate of fire of single can now fire semi-automatic, and semi-automatic weapons can now also fire full automatic. Alternatively those with semi-and full automatic can fire a short burst as a single attack, dealing 50% more damage, suffering -1 to attack, but uses 2 extra charges per firing. If used with a full automatic attack the Reflex save DC is increased by +2. Can't be combined with Charged Beam.
PDC: 16
Wave Beam
This is an alternate weapon for the arm cannon that fires an electrical discharge that travels in a wave similar to a SIN curve. This discharge is able to pass through many objects, dealing damage to them and continue on, but has a limited range. Switching to the Wave beam
3d6, 20x2, electricity, 80 ft max range (treat like a line, Reflex save 15, each target afterwards gets +1 to Reflex save if they are aware of the attack, if not, -1 to Reflex), Single, uses 3 charges per shot, passes through objects. Metal objects suffer 50% more damage.
PDC: 24
Ice Beam
An alternate weapon for the arm cannon that fires a pulse of what appears to be condensed ice and snow and can freeze a target temporarily.
4d6, 20x2, cold, 60 ft (4 range increments max), single, uses 3 charges per shot. Targets struck must make a Fort save DC 17 or be frozen (paralyzed) solid for 1d4+1 rounds, and suffer 50% more damage from kinetic attacks (piercing, slashing, bludgeoning, ballistic, force and concussion). Fire attacks remove the frozen condition, but also deal 50% more damage. After the frozen duration, the target suffers -2 to attack, Dex, Str and moves at half speed for 1d6+1 rounds. Targets that made the Fort save suffer these affects for 2 rounds.
PDC: 22
Plasma Beam
An alternate weapon for the arm cannon that equips it with a heavy plasma weapon for heavy firepower, but reduced ranged.
4d10, 20x2, fire, 40 ft, s, uses 4 charges per shot.
PDC: 23
Battlehammer
The Battlehammer is an alternate weapon for the arm cannon, firing green globules of energy that explode in a small area, knocking those in the area back, in an arcing ballistic path. This allows the firer to shoot over obstacles such as walls, or behind protective barriers. To attack a target behind the wall, or obstacle, the firer suffers -5 to attack rolls, unless they can see the target, then only -3 to attack roll. Anyone on the other side of the obstacle do not get any bonuses from Dex or Dodge to their Defense, unless they see the attack.
2d8*, 20x2, energy, 60 ft (5 range increments max), s, uses 3 charges per shot. Deals 3d8 damage to target struck, plus 2d6 to all within 15 feet, plus all in the area must make a Reflex save DC 15 or be knocked prone. The target struck must make a Reflex save DC 20 or be knocked prone, if the save is successful the target struck is Dazed for 1 round. Not compatible with the Wide or Charged beam upgrades.
PDC: 22
Volt Driver
The volt driver is an alternate weapon for the arm cannon that fires fast moving electrical blasts at a high rate of fire. When combined with the Charged Beam option, the electrical blasts becomes a large explosive sphere that deals half damage of the target struck to a 10 foot area, plus any technological visual enhancements or devices are disabled for 1d4 rounds, plus natural eye sight is also affected, the target suffers -1 to attack and all skill checks that require vision for 1d4 rounds.
2d6, 20x2, electricity, 70 ft, s, a, uses 1 charge per shot. Deals +50% more damage to metal targets or those with at least 30 lbs of metal gear or wearing metal armour.
PDC: 21
Magmaul
An alternate weapon that fires molten projectiles that explode, but can also be bounced off walls and objects to send the projectile around a corner. Can't be combined with the Wide Beam option.
3d6, 20x2, fire, 50 ft, s, uses 2 charges per shot, damage is to 5 foot radius area Reflex save DC 15. Ricochet shot: if the target is in line of sight, the user can take a -3 to attack roll to bounce the round off a solid target within 30 feet of the target, the target doesn't add their Dex modifier or Dodge bonuses to Defense. If the target is not in line of sight, such as around a corner, the user can attempt to bounce the quarrel around the corner, taking a -3 to attack roll, but the target has total concealment, gaining a 50% miss chance, but doesn't add Dex or Dodge bonuses to Defense. If the user knows where the target is, remote camera, sensors or other means of detecting exact position, the target only gains one quarter concealment, 10% miss chance, but still doesn't add their Dex or Dodge bonus to Defense.
PDC: 24
Tractor Beam
The original arm cannon could create a tractor beam effect from the Charge Beam, however this effect couldn't be duplicated, so instead a Grappling Tether can be installed as an option, allowing the wearer to swing about, or pull objects closer to them. However when installed in the arm cannon, the grappling tether has a length of 300 feet instead of the normal 200 ft.
PDC: 10
Missiles
The arm cannon can create a missile launcher as an alternate weapon, firing mini-rockets. Similar to the min-rocket launcher d20 Future pg 68. Uses 4 charges for standard fragmenting rocket.
PDC: 24
Available Missiles/Rockets:
Ice Missile - This missile deals 5d6 cold damage to a 15 foot radius. Targets struck must make a Fort save DC 17 or be frozen (paralyzed) solid for 1d4+1 rounds, and suffer 50% more damage from kinetic attacks (piercing, slashing, bludgeoning, ballistic, force and concussion). Fire attacks remove the frozen condition, but also deal 50% more damage. After the frozen duration, the target suffers -2 to attack, Dex, Str and moves at half speed for 1d6+1 rounds. Targets that made the Fort save suffer these affects for 2 rounds. Uses 5 charges for each rocket. PDC: 17
Homing Missile - This missile deals 4d6, ballistic,20x3, grants +2 to attack roll. If the missile misses, the next round it turns around and attacks the target again with an attack roll of +5. If misses again, self detonates. Uses 6 charges per missile. PDC: 18
Machine Gun
An alternate weapon for the arm cannon is a ballistic machine gun, giving the wearer an alternate type of weapon.
Deals 2d10, 20x2, ballistic, 90 ft, s, a, 1 charge provides 20 rounds. Specialty ammunition can be added, including Explosive +2 charges for 20 rounds, and Armour Piercing +1 charge for 20 rounds. Can't create depleted uranium rounds.
PDC: 20
Morph Ball Options
Several options available for the Morph Ball mode:
Spider Ball
This upgrade allows the armour while in Morph Ball mode to scale vertical walls, with a climb speed of 50 ft. Can not make charges or 'run' while climbing.
PDC: 22
Spring Ball Upgrade
While in morph ball mode, the wearer can jump, with a +10 to Jump checks.
PDC: 16
Boost Ball Upgrade
This upgrade increases the speed of the morph ball to 90 ft, able to 'run at x8 speed.
PDC: 22
Morph Ball Weapons
Bombs
The armour, while in morph ball mode can deploy small bombs, useful for attacking any potential chasers. A typically bomb deals 3d6 fire damage to a 10 foot area, which can be set to explode upon contact (will only remain for a maximum of 5 rounds before detonating), or a delay timer up to 5 rounds. Each bomb uses 3 charges and requires the wearer to be moving slower than 60 ft as a standard action.
Other types of bombs can be used that emulate rockets or grenades. Uses the information similar to rockets for the arm cannon.
Suit Enhancements
The suit itself can use any of the gadgets from d20 Future and d20 Future Tech and others, each using 1 option/upgrade slot.
Some Samas Armour specific options are available:
High Jump Boots
An enhancement to the legs and boots of the armour that allows greater jumping, doubling the distance the wearer can jump and granting +5 to Jump checks.
PDC: 14
Speed Booster
This option enhances the user's speed, bringing their speed up to 50 ft.
PDC: 13
Grapple Beam
Instead of mounting a grappling tether in the arm cannon, it can be mounted in the other arm as a suit option.
PDC: 9
Hazard Shield
This is an upgrade to the suit that protects it from acid other corrosives. The suit is upgraded to grant acid immunity.
PDC: 15
Scan Visor
An attachment to the helmet that enhances the sensors of the armour. Functions similar to the Mech Class II sensor system, but only with a range of 500 feet.
PDC: 23
X-Ray Visor
This helmet attachment allows the wearer to see through walls, and functions like the mech Enigma Sensor Suite but only has a range of 50 feet.
PDC: 30
Echo Visor
This helmet attachment increases the user's hearing and also has an echolocation system which can allow the user to see invisible objects. Grants +4 to Listen checks and +2 to Search checks and allows the user to see any invisible object within 50 feet while active. Unfortunately while active, the user sees in a monochromatic false-colour representation through their HUD.
PDC: 25
Command Visor
This helmet attachment is fitted with systems to allow the wearer to control a vehicle, ground air or even space, that is fitted with a remote control system or even a recall system, or can control and issue orders to up to 4 drones. The wearer can make all relative checks and rolls as if they were controlling the vehicle in person but at a -3 penalty. The system has a range of 10 miles.
PDC: 25
Enhanced Comm System
This system enhances the communications of the suit, allowing it to without assistance reach orbiting ships, or if in space can reach out to half an AU (distance from Sol's star to Earth). If the suit has the Command Visor, the range of controlling a vehicle or drone is extended to 100 miles.
Reserve Tank
This is an energy storage system that extends the operational life of the suit as well as increase how many charges the arm cannon. Adds 4 hours of operational time to the suit and increases the arm cannons charges by another 25 charges.
PDC: 16
Ballistic Protection
This option improves the armour's resistance to ballistic weapons, granting DR 10 against ballistic damage.
PDC: 18
Chrome Coating
This adds a mirror-like finish to the armour, giving it resistance to laser and light based attacks, granting DR 10 against lasers, laser based weapons and light based attacks.
PDC: 19
Thermal Coating
This option helps protect the wearer from heat, fire and plasma attacks, granting DR 10 against fires, heat and plasma attacks.
PDC: 19
Water Thrusters
A set of thrusters and buoyancy control systems are added to the armour, granting a Swim speed of 30 ft, and +5 to Swim checks. Able to survive pressures of up to 500 feet deep.
PDC: 18