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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 7505959" data-attributes="member: 6668634"><p>Terra Ghost armour from Starcraft.</p><p></p><p><strong><span style="font-size: 15px">Hostile Environment Suit</span></strong></p><p>The hostile environment suit, or skinsuit or stealth suit, is the standard issue combat gear for terran ghosts of the Terran Confederacy and Dominion, and similar groups. A light armour made of polymer light-refracting nano-fibers covering the body with a helmet or headpiece, with gloves and boots, fitted with advanced technology to enhance to utilize the ghost's psionic abilities. Based on survival suits (d20 Future pg 69), however with reduced stores to make room for the advanced systems which include a form of psi-sensitive artificial muscle fibers that allows a psychic user to channel their psionic energy to augment their strength, speed and endurance, reducing the need for bulky power armour. The suit also includes a time setting built into the computer to allow the wearer to check time in a number of systems programmed into it. </p><p>With the helmet the suit has full environmental and NBC shielding, however with just the head piece, the user is not as protected. Both the helmet and headpiece have vision enhancements and HUD links to carried weapons and the suit's systems. One of the well known systems of the suit is the cloaking ability, although early suits lacked this ability, plus passive stealth systems for when the user is unable to cloak. While not cloaked, when the user uses their psionic powers, a number of lines along the arms, legs and torso light up with a neon blue light.</p><p></p><p>Hostile Environment Suit Mk1 & 2 (PL6-7)</p><p>Type: Light Tactical, Stealth</p><p>Equipment Bonus: +4</p><p>Nonprof. Bonus: +2</p><p>Str Bonus: 8</p><p>Nonprof Str Bonus: +0</p><p>Max Dex: +8</p><p>Armour Penalty: -2</p><p>Speed (30 ft): 30 ft</p><p>Weight: 15 lbs</p><p>Purchase DC: 37, 38 Mk2</p><p>Restriction: Mil (+4)</p><p><strong>Notes:</strong> NBC shielding (+4 Fort Saves), HUD (smart link to weapon ammo counter, life support, suit integrity, power supply, sensors and navigation, communications suite, IFF, targeting system +1 attack), night vision (90 ft), GPS, video & audio communication (radio, video transmissions), 4 day air supply (only works with helmet), survival suit systems (functions exactly like survival suit except provides food/water for only 3 days), aural directional enhancers (+2 Listen checks helmet only), gravity generation (ignores zero g conditions if there is a surface to walk on within 20 ft of the suit), mufflers (reduce armour penalty for Move Silently by -2, heat sensors suffer -2 to detect wearer), polarized visor (+2 saves vs light based attacks such as flash bangs), motion detector (100 ft), Geiger counter, mounts on belt, legs and back for clipping weapons and equipment, psionic augmentation, cloaking (mk2 or higher), stealth design, psionic enhancement.</p><p><strong>Psionic Augmentation:</strong> The suit is designed to use the psionic energies of the wearer to enhance their physical abilities or even their psionic abilities.</p><p>Strength - For every 2 power points pumped into the armour the wearer can increase their strength by +1 for 5 minutes. Pumping additional power points will increase the bonus to Strength to a maximum of +5, and maximum of 30 minutes.</p><p>Reflexes - For every 2 power points pumped into the armour the wearer can increase their Dexterity by +1 for 5 minutes. Pumping additional power points will increase the bonus to Dexterity to a maximum of +5, and a maximum of 30 minutes.</p><p>Endurance - For every 2 power points pumped into the armour the wearer can increase their Constitution by +1 for 5 minutes. Pumping additional power points will increase the bonus to a maximum of +5, for a maximum of 30 minutes.</p><p>Speed - For every 2 power points pumped into the armour the wearer can increase their speed by 5 feet for 5 minutes. Pumping additional power points will increase the speed bonus to a maximum of +20 ft for a maximum of 30 minutes.</p><p>Cloak - Available on Mk2 versions only, the user can pump 5 power points into the armour and render themselves invisible, granting +40 to Hide checks while immobile, +20 while moving, for 1 minute. Each additional 5 power points will extend the duration by 1 minute.</p><p><strong>Stealth Design:</strong> The suit is designed with passive systems, which include mufflers (-2 to Armour check penalty to Move Silently checks and heat sensors to Spot/Search the user), dark and light refracting and absorbing materials grant +3 to Hide checks in dark conditions. </p><p><strong>Psionic Enhancement:</strong> The psionic sensitive materials imbedded in the suit help to enhance the user's psionic powers, even if a little. The range of all the user's psionic powers is increased by 10%, or a minimum of 5 feat, duration increased by 1 round. When the user is not using any psionic powers for more than 4 hours, regains 1 power point for every hour. When resting while wearing the armour, the wearer regains 10% more power points.</p><p></p><p><span style="font-size: 12px"><strong>Variant Models</strong></span></p><p>A few variant models of the Hostile Environment Suit exist, while possessing the base systems, these variants fill different roles or have different equipment.</p><p></p><p><strong>Apollo Suit</strong></p><p>This version is fitted with an Apollo reactor, which allows prolonged stealth and intense psionic assault. The reactor provides power for the cloaking, but also psionic energy that the wearer could use to power some of their own psionic powers. The chest and especially the back are reinforced and better armoured, to protect and hold the Apollo reactor, with additional lines that light up from the reactor on the back.</p><p>Make the following changes to Hostile Environment Suit Mk2 to make an Apollo Suit:</p><p>Increase Equipment Bonus to +5;</p><p>Increase armour check penalty to -3;</p><p>Increase weight to 18 lbs;</p><p>Increase speed by 5 ft;</p><p>Add Apollo Reactor;</p><p>Increase PDC to 40.</p><p>Apollo Reactor: The Apollo reactor is based on those used by Wraith fighters. The reactor continually provides power to the suit for a slight boost in speed (+5 ft continually while worn), allows the user to cloak for 5 minutes without using any psionic energy, before requiring 10 minutes to recharge. During this recharge time the user can use the built in psionic energy reserve or their own power points to cloak like normal for a Hostile Environment Suit. The reactor also has a reserve of 50 power points, which generate at a rate of 1d4 every 3 hours three is no draw from the reserve or the cloak being active. </p><p></p><p><strong>Phase Reactor Suit</strong></p><p>This suit is fitted with an experimental jump technology to approximate the protoss stalker's teleportation capabilities. After teleporting, the cloak engages for a short period. The on board power systems also provide power to the artificial muscles to increase the user's speed slightly.</p><p>Make the following changes to Hostile Environment Suit mk2 to make a Phase Reactor Suit:</p><p>Increase armour check penalty to -3;</p><p>Increase weight to 20 lbs;</p><p>Increase speed by 5 ft;</p><p>Add Blink ability;</p><p>Increase PDC to 40.</p><p>Blink: The suit is fitted with a teleportation device, allowing the user to teleport up to 500 feet within visual range. Teleporting is a standard action, but requires a move action to designate the location, done via using the suit's sensors, laser designator and computer system, requiring a Computer check DC 18. Conditions that obstruct vision, fog, smoke or darkness increase DC by +2, while distractions like combat increase the DC +4. If there are a lot of moving targets within the target area to teleport to increase the DC by +6. After the user teleports they are cloaked upon arriving at the target location for 2 rounds. The user can use this ability 3 times before requiring a 3 hour cool down.</p><p></p><p><strong>Turbojet Jumpsuit</strong></p><p>This variant is fitted with a flight and thruster system to allow the user to move about similar to Reapers, along with heavier armour and reinforcement. This flight system allows for flight, or power assisted jumps without achieving flight, or for quick dashes of speed.</p><p>Make the following changes to Hostile Environment suit mk2 to make a Turbojet Jumpsuit:</p><p>Increase Defense bonus to +5;</p><p>Increase armour check penalty to -3;</p><p>Increase weight to 25 lbs;</p><p>Add jet system;</p><p>Increase PDC to 39.</p><p>Jet System: This is a back mounted main thruster and smaller thrusters mounted on the legs with small maneuvering wings deployable from the back and shoulders. Able to fly at a speed of 60 ft (good maneuverability) for 2 hours. Alternatively the user can make jet assisted jumps, granting +10 to jump checks, reduces the height and length restrictions, allowing the user to jump up to 90 feet up or across without achieving flight. Each jump uses 5 rounds of fuel. Or the user can make a jet assisted dash, increasing their land speed to 90 for a single round, using 3 rounds of fuel. Any melee strikes made with this dash gain +2 to attack similar to a charge, gain +1d6 damage, but the user suffers -4 to Defense until the user's next turn.</p></blockquote><p></p>
[QUOTE="kronos182, post: 7505959, member: 6668634"] Terra Ghost armour from Starcraft. [B][SIZE=4]Hostile Environment Suit[/SIZE][/B] The hostile environment suit, or skinsuit or stealth suit, is the standard issue combat gear for terran ghosts of the Terran Confederacy and Dominion, and similar groups. A light armour made of polymer light-refracting nano-fibers covering the body with a helmet or headpiece, with gloves and boots, fitted with advanced technology to enhance to utilize the ghost's psionic abilities. Based on survival suits (d20 Future pg 69), however with reduced stores to make room for the advanced systems which include a form of psi-sensitive artificial muscle fibers that allows a psychic user to channel their psionic energy to augment their strength, speed and endurance, reducing the need for bulky power armour. The suit also includes a time setting built into the computer to allow the wearer to check time in a number of systems programmed into it. With the helmet the suit has full environmental and NBC shielding, however with just the head piece, the user is not as protected. Both the helmet and headpiece have vision enhancements and HUD links to carried weapons and the suit's systems. One of the well known systems of the suit is the cloaking ability, although early suits lacked this ability, plus passive stealth systems for when the user is unable to cloak. While not cloaked, when the user uses their psionic powers, a number of lines along the arms, legs and torso light up with a neon blue light. Hostile Environment Suit Mk1 & 2 (PL6-7) Type: Light Tactical, Stealth Equipment Bonus: +4 Nonprof. Bonus: +2 Str Bonus: 8 Nonprof Str Bonus: +0 Max Dex: +8 Armour Penalty: -2 Speed (30 ft): 30 ft Weight: 15 lbs Purchase DC: 37, 38 Mk2 Restriction: Mil (+4) [B]Notes:[/B] NBC shielding (+4 Fort Saves), HUD (smart link to weapon ammo counter, life support, suit integrity, power supply, sensors and navigation, communications suite, IFF, targeting system +1 attack), night vision (90 ft), GPS, video & audio communication (radio, video transmissions), 4 day air supply (only works with helmet), survival suit systems (functions exactly like survival suit except provides food/water for only 3 days), aural directional enhancers (+2 Listen checks helmet only), gravity generation (ignores zero g conditions if there is a surface to walk on within 20 ft of the suit), mufflers (reduce armour penalty for Move Silently by -2, heat sensors suffer -2 to detect wearer), polarized visor (+2 saves vs light based attacks such as flash bangs), motion detector (100 ft), Geiger counter, mounts on belt, legs and back for clipping weapons and equipment, psionic augmentation, cloaking (mk2 or higher), stealth design, psionic enhancement. [B]Psionic Augmentation:[/B] The suit is designed to use the psionic energies of the wearer to enhance their physical abilities or even their psionic abilities. Strength - For every 2 power points pumped into the armour the wearer can increase their strength by +1 for 5 minutes. Pumping additional power points will increase the bonus to Strength to a maximum of +5, and maximum of 30 minutes. Reflexes - For every 2 power points pumped into the armour the wearer can increase their Dexterity by +1 for 5 minutes. Pumping additional power points will increase the bonus to Dexterity to a maximum of +5, and a maximum of 30 minutes. Endurance - For every 2 power points pumped into the armour the wearer can increase their Constitution by +1 for 5 minutes. Pumping additional power points will increase the bonus to a maximum of +5, for a maximum of 30 minutes. Speed - For every 2 power points pumped into the armour the wearer can increase their speed by 5 feet for 5 minutes. Pumping additional power points will increase the speed bonus to a maximum of +20 ft for a maximum of 30 minutes. Cloak - Available on Mk2 versions only, the user can pump 5 power points into the armour and render themselves invisible, granting +40 to Hide checks while immobile, +20 while moving, for 1 minute. Each additional 5 power points will extend the duration by 1 minute. [B]Stealth Design:[/B] The suit is designed with passive systems, which include mufflers (-2 to Armour check penalty to Move Silently checks and heat sensors to Spot/Search the user), dark and light refracting and absorbing materials grant +3 to Hide checks in dark conditions. [B]Psionic Enhancement:[/B] The psionic sensitive materials imbedded in the suit help to enhance the user's psionic powers, even if a little. The range of all the user's psionic powers is increased by 10%, or a minimum of 5 feat, duration increased by 1 round. When the user is not using any psionic powers for more than 4 hours, regains 1 power point for every hour. When resting while wearing the armour, the wearer regains 10% more power points. [SIZE=3][B]Variant Models[/B][/SIZE] A few variant models of the Hostile Environment Suit exist, while possessing the base systems, these variants fill different roles or have different equipment. [B]Apollo Suit[/B] This version is fitted with an Apollo reactor, which allows prolonged stealth and intense psionic assault. The reactor provides power for the cloaking, but also psionic energy that the wearer could use to power some of their own psionic powers. The chest and especially the back are reinforced and better armoured, to protect and hold the Apollo reactor, with additional lines that light up from the reactor on the back. Make the following changes to Hostile Environment Suit Mk2 to make an Apollo Suit: Increase Equipment Bonus to +5; Increase armour check penalty to -3; Increase weight to 18 lbs; Increase speed by 5 ft; Add Apollo Reactor; Increase PDC to 40. Apollo Reactor: The Apollo reactor is based on those used by Wraith fighters. The reactor continually provides power to the suit for a slight boost in speed (+5 ft continually while worn), allows the user to cloak for 5 minutes without using any psionic energy, before requiring 10 minutes to recharge. During this recharge time the user can use the built in psionic energy reserve or their own power points to cloak like normal for a Hostile Environment Suit. The reactor also has a reserve of 50 power points, which generate at a rate of 1d4 every 3 hours three is no draw from the reserve or the cloak being active. [B]Phase Reactor Suit[/B] This suit is fitted with an experimental jump technology to approximate the protoss stalker's teleportation capabilities. After teleporting, the cloak engages for a short period. The on board power systems also provide power to the artificial muscles to increase the user's speed slightly. Make the following changes to Hostile Environment Suit mk2 to make a Phase Reactor Suit: Increase armour check penalty to -3; Increase weight to 20 lbs; Increase speed by 5 ft; Add Blink ability; Increase PDC to 40. Blink: The suit is fitted with a teleportation device, allowing the user to teleport up to 500 feet within visual range. Teleporting is a standard action, but requires a move action to designate the location, done via using the suit's sensors, laser designator and computer system, requiring a Computer check DC 18. Conditions that obstruct vision, fog, smoke or darkness increase DC by +2, while distractions like combat increase the DC +4. If there are a lot of moving targets within the target area to teleport to increase the DC by +6. After the user teleports they are cloaked upon arriving at the target location for 2 rounds. The user can use this ability 3 times before requiring a 3 hour cool down. [B]Turbojet Jumpsuit[/B] This variant is fitted with a flight and thruster system to allow the user to move about similar to Reapers, along with heavier armour and reinforcement. This flight system allows for flight, or power assisted jumps without achieving flight, or for quick dashes of speed. Make the following changes to Hostile Environment suit mk2 to make a Turbojet Jumpsuit: Increase Defense bonus to +5; Increase armour check penalty to -3; Increase weight to 25 lbs; Add jet system; Increase PDC to 39. Jet System: This is a back mounted main thruster and smaller thrusters mounted on the legs with small maneuvering wings deployable from the back and shoulders. Able to fly at a speed of 60 ft (good maneuverability) for 2 hours. Alternatively the user can make jet assisted jumps, granting +10 to jump checks, reduces the height and length restrictions, allowing the user to jump up to 90 feet up or across without achieving flight. Each jump uses 5 rounds of fuel. Or the user can make a jet assisted dash, increasing their land speed to 90 for a single round, using 3 rounds of fuel. Any melee strikes made with this dash gain +2 to attack similar to a charge, gain +1d6 damage, but the user suffers -4 to Defense until the user's next turn. [/QUOTE]
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