A | B | C | D | E | F | G | H | I | J | |
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1 | Item | PP Cost | Material Unit Cost | Special Component | Maintainence | New PC/Buttons | Tech Expertise To Make | Description - 4/8/2015 | Description | |
2 | 1 point armor | 1 | 4 | Simple | 1 | 1 point armor counts as Light Armor and does not require skill to use. Examples of Light Armor in Eclipse are: Leather Jackets, Light Leather Armor, Ballistic Nylon Vests, some padded sports type armor. | ||||
3 | 2 point armor | 2 | 8 | Simple | 2 | 2 point armor counts as Light Armor and does not require skill to use. Examples of Light Armor in Eclipse are: Leather Jackets, Light Leather Armor, Ballistic Nylon Vests, some padded sports type armor. | ||||
4 | Armored Fist | 2 | 10 | Simple | 2 | Allows the character to create an Armored Fist. An Armored Fist requires a Hockey, LaCrosse, or other full fingered padded glove. This glove can have additional protection added that can be from fingertip to elbow in length and not to exceed 10" at its widest point. Examples of this type item include: Power Fists (Warhammer 40k), Witchblade, or Hellboy's right hand. | ||||
5 | 3 point armor | 3 | 20 | Simple | 3 | 3 point armor counts as Medium Armor and requires the skill Wear Medium Armor to use. Medium armor can be repped by thick leather, chainmail, brigandine, kevlar, as well as a variety of martial arts or sporting goods protective pads. | ||||
6 | Shield Force Screen | 3 | 30 | Level 1 Energy Crystal | Complex | 3 | This Force Screen creates an invisible protective barrier around the target. This barrier protects the character from the first physical attack to strike him, no matter how great the damage. This is a Shield effect. | Only 1 type of Force Screen can be active at a time. The Force Screen leaves residual energy on the body that lasts for 30 minutes. Due to this phenomena, you cannot activate a second Force Screen for 30 minutes after your first is deactived or discharged. | ||
7 | Antique Shield Force Screen | 3 | 8 | Level 1 Energy Crystal | Complex | 3 | This Force Screen creates an invisible protective barrier around the target. This barrier protects the character from the first physical attack to strike him, no matter how great the damage. This is a Shield effect. This Force Screen generates this effect once per day. WIth Armor Tech Expertise 1, a Tech may expend one (1) PP to reset this effect. This requires 1 minute of effort and 30 minutes of time to recharge. | Only 1 type of Force Screen can be active at a time. The Force Screen leaves residual energy on the body that lasts for 30 minutes. Due to this phenomena, you cannot activate a second Force Screen for 30 minutes after your first is deactived or discharged. | ||
8 | 4 point armor | 4 | 30 | Simple | 4 | 4 point armor counts as Medium Armor and requires the skill Wear Medium Armor to use. Medium armor can be repped by thick leather, chainmail, brigandine, kevlar, as well as a variety of martial arts or sporting goods protective pads. | ||||
9 | 5 point armor | 5 | 50 | Simple | 5 | 5 point armor counts as Heavy Armor and requires the skill Wear Heavy Armor to use. Heavy Armor should be made from hard plastic or metal. The best examples of heavy armor from popular fiction are Colonial Space Marines (Aliens), Imperial Stormtroopers or Madalorions (Star Wars), Cadian Imperial Guard or Space Marines (Warhammer 40k), Predator Armor (Predator). Motocross armor, police or military riot gear, and some sporting goods protective pads are easy to aquire phys reps. | ||||
10 | Force Screen Door | 5 | 20 | Power Pack | Complex | No | 5 | This device creates a transparent screen of energy that will fill a doorway. Door Force Screens do not have a locking mechanism and as such cannot be by passed using Security Countermeasures. The Door Screen must be phys-repped by taping a keypad (small calculator) to the doorframe of the building. The keypad can accept up to 8 people's genetic code which will drop the Force Screen when they press their thumb to the keypad. Living beings, physical objects and psionic packets cannot pass through the screen, but point effects may do so. | The door that is secured by a Force Screen must have a large "F" visible and the Force Screen must be listed on the cabin notes. Once activated, the Door Force Screen will run for 48 hours before it runs out of power. Door Force Screens require Energy Tech 1 to install in a building. They can be removed by anyone. | |
11 | Threshold Force Screen | 5 | 40 | Level 1 Energy Crystal | Complex | 5 | A Force Screen that offers a 1 point Threshold. Any attack that inflicts more than 1 point of damage will cause the screen to drop and the damage will carry through to the player. This Force Screen counts as Armor as well as a Force Screen, and cannot be worn over armor with any value. | Only 1 type of Force Screen can be active at a time. The Force Screen leaves residual energy on the body that lasts for 30 minutes. Due to this phenomena, you cannot activate a second Force Screen for 30 minutes after your first is deactived or discharged. | ||
12 | 5 point armor w/threshold | 6 | 60 | Simple | 6 | 5 point threshold armor counts as Heavy Armor and requires the skill Wear Heavy Armor to use. Heavy Threshold Armor should be made from hard plastic or metal. The best examples of heavy armor from popular fiction are Colonial Space Marines (Aliens), Imperial Stormtroopers or Madalorions (Star Wars), Cadian Imperial Guard or Space Marines (Warhammer 40k), Predator Armor (Predator). Motocross armor, police or military riot gear, and some sporting goods protective pads are easy to aquire phys reps. | ||||
13 | Ward Force Screen | 7 | 50 | Level 1 Energy Crystal | Complex | 7 | This Force Screen provides protection against the first psionic effect of any kind that strikes the recipient. The player must call out “Ward” to indicate that the psionic effect was stopped. This must be said within two seconds of the effect having been cast. | Only 1 type of Force Screen can be active at a time. The Force Screen leaves residual energy on the body that lasts for 30 minutes. Due to this phenomena, you cannot activate a second Force Screen for 30 minutes after your first is deactived or discharged. | ||
14 | Building Force Screen | 9 | 80 | Power Generator | Complex | No | 9 | The building upon which this Force Screen is used becomes completely impregnable from normal means of entry. A Bio-Metric scanner is programmed at the time of installation that is the only means of entering and exiting the Buiding Force Screen. Up to 10 genetic codes can be recorded into the Bio-Metric scanner. The Bio-Metric scanner is placed at the entrance to the building and the coded player must tough the pad before the door will open. Extremely large buildings, such as a tavern, cannot be protected by a Building Force Screen. | The Building Force Screen requires a Power Generator to operate. The Power Generator will run a Building Force Screen for 48 hours before it is depleted. Building Force Screens require Energy Tech 1 to install in a building. They can be removed by anyone. | |
15 | K.N.O.W. Skill Chip - Tech Diagnosis | 1 | 2 | Consume | No | 5 | This item is designed to be used with the K.N.O.W System. Please see the Cybernetics chapter for more details. When inserted, it grants the Tech Diagnosis talent for 1 hour or upon removal, whichever comes first. | |||
16 | Basic Reinforcement | 2 | 2 | Consume | 2 | This item may be attached to any suit of armor or Force Screen and provides a once ever Resist Destruction effect. Only one Basic Reinforcement may be attached to any item at one time. This item requires Armor Tech Expertise 2 to attach. | ||||
17 | Locking Joints | 3 | 1 | Consume | 3 | This item may be attached to any Armored Fist and provides a once ever Resist Drop or Disarm effect. Only one Locking Joints may be attached to any Armored Fist at one time. This item requires Armor Tech Expertise 2 to attach. | ||||
18 | Advanced Reinforcement | 3 | 3 | Consume | 3 | This item may be attached to any suit of Medium or Heavy armor and allows that armor to be refit back to full value from Breached status one time ever. Only one Advanced Reinforcement may be attached to a suit of armor at one time. This item requires Armor Tech Expertise 3 to attach. | ||||
19 | Field Repair Supplies - Armor Tech | 1 | 3 | Consume | 3 | This item may be used with a Maintenance Kit to generate a Repair effect on a Broken Armor Tech item. To use this item requires Armor Tech Expertise 3 and either a Maintenance Kit - Simple or Maintenance Kit - Complex to affect a Simple or Complex item, and requires one (1) minute to apply. | ||||
20 | Energy Diffusing Mesh | 5 | 3 | Consume | No | 5 | This item may be attached to any suit of armor and provides a once ever Resist to Fire/Pyro, Cold/Cryo, Energy, or Force effects, with the specific Resist type chosen when this item is created. Only one Energy Diffusing Mesh may be attached to a suit of armor at any one time. This item requires Armor Tech Expertise 5 to attach. | |||
21 | Personal Armor | 5 | 5 | No | 5 | Armor Techs are so familiar with armor that can wear a customized suit to grant themselves +1 point of armor. This point always refits to full. This technique is applied to a suit of armor after it is created. This is NOT an Armor Mastery effect, and requires Armor Tech Expertise 5 to utilize. | ||||
22 | Advanced Personal Armor | 5 | 10 | No | 10 | Armor Techs are so familiar with armor that they can wear a highly customized suit of armor to grant themselves +1 point of armor. This point always refits to full. This technique is applied to a suit of armor after it has already been made into Personal Armor. This IS an Armor Mastery effect, will stack with the point granted from Personal Armor, and requires Tech Expertise 10 to utilize. | ||||
23 | Superior Quality Simple | Item PP cost +2 | MU cost +10 | Becomes None | No | 3 | This item never requires maintenance. | |||
24 | Superior Quality Complex | Item PP cost +2 | MU cost +5 | Kinetic Charger | Becomes None | No | 3 | This item never requires maintenance or charging. Only can be applied to items requiring a Level 1 Energy Crystal. Kinetic Charger component replaces the Energy Crystal. | ||
25 | Resist Destruction Effect | Item PP cost +2 | MU cost +0 | Hardening Agent | No | 3 | The object can resist one Breaking, Disrupt, Drain (in the case of a Complex item) or Destruction effect per day. Can be applied multiple times, requiring the full costs for each time it is applied. | |||
26 | Indestructable Simple | Item PP cost + 5 | MU cost +20 | Special Alloy | Becomes None | No | 6 | This item is immune to all Breaking and Destruction effects. In addition, these items do not require Maintenance and count as Superior Quality. Armor with a 1 or 2 point value requires 1 Special Alloy. 3 or 4 point requires 2 special alloy, and 5 point or more requires 3. | ||
27 | Indestructable Complex | Item PP cost + 5 | MU cost +15 | Special Alloy, Kinetic Charger | Becomes None | No | 6 | This item is immune to all Breaking, Disrupt, Drain, and Destruction effects. In addition, these items do not require Maintenance and count as Superior Quality. | ||
28 | Resource Conservation | Item PP cost + 1 | MU cost -1 | No | 3 | This template may only be applied during item creation. The MU cost of an item may NOT be reduced below 1 MU. This template may be applied up to two times during the creation of a specific item. |