Well that would be due to the release of Starfinder.
Now I do have another Starfinder build in the works for later, but this was something I figured I could put together with relative ease. Folks I bring you the Bio-Booster Armor Guyver.
The armor is fairly powerful, even if at level 1. However this power is compensated by having to spend your hard earned xp to improve it, and its own unique weaknesses. Yep, that right, in order to make this armor more powerful, you have to inhibit your character's level progression.
So please check it out, and if there's someplace that needs improvement, let me know.
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The Bio-Booster Armor Guyver
So, let’s start with what a Guyver is going to be in the
Starfinder game setting. In the
anime/manga the armor is a symbiotic biological enhancer, increasing physical
capabilities, granting protection and weaponry.
In Starfinder the Guyver would function much the same as it did in the
anime. However, there is a need to
restrict what the armor can do to a degree.
There’s ups to the armor, and downs as well.
Symbiotic Bonding
The armor bonds with the user, altering them so that they
can call the armor from its extra dimensional storage space. This holds only the armor and nothing
else. Only the host of the guyver can
summon it forth from this space where it instantly envelops the user. Individuals who are bonded with a guyver can
communicate telepathically with each other (and they can choose to ignore or
block such communications if desired).
Once bonded with the armor, it requires nourishment from
the user, bio energy. In game terms this
comes down to what counts as this nourishment.
What this will be is a reduction of xp that is earned.
·
Over all earned xp is reduced by 5% when earned.
·
Suit powers can be upgraded by spending xp. The cost varies based upon the weapon system
of the suit.
·
Activating the armor requires a move action, or
a reaction.
Armor Class
The suit offers the following basic AC stats.
Level: 1, Increasing the level of the AC costs the
current level x100 in xp.
KAC: +4, +1per level
EAC: +3, +1
per 2 levels
Max DEX: +5
Armor Check
Penalty: -2
Armor Systems
The guyver confers a number of unique system capabilities
to the user from the outset, but only while the suit is in use of course.
·
Enhanced
Strength: The armor serves to
augment the user’s strength. Power of
this is dependent upon the level of the armor.
Its base, level 1, augment gives a +1 to STR, and allows you to do 1d8 B
damage. You can carry 10 bulk more than
the character’s normal STR score without being encumbered or overburdened.
·
Sensors: The guyver doubles the range at which the
user may make perception checks.
Perception checks can also be made to detect with a full-action to
actively scan a 180ft area around themselves to detect the presence of anything
around them, this works through walls unless such walls can block sensors.
·
Dark
Vision: The guyver grants the user
the Dark Vision capability allowing them to see up to 80ft away.
·
Contained
System: The guyver protects the user
from certain hazardous environments. The
suit can filter oxygen out of water. The
suit also protects against underwater pressures and gravity increases of at
least 3x normal gravity. The suit also
protects the user in the vacuum of space, but an oxygen source is still needed.
· Regeneration:
While the armor is active it can heal injuries and regrow lost portions of its
anatomy. However, this takes time and
the armor cannot regenerate damage quickly while the user is focused on
fighting. This ability immediately seals
off piecing’s in the armor to avoid decompression, however actual healing of
damage and regenerating limbs takes time. Out of combat when you spend Resolve
to recover Stamina you also recover lost HP.
This amount is equal to the Guyver’s armor level. Regrowing lost anatomy is only capable in the
armor, and occurs over the same rest period when a Resolve point is spent, but
is one part at a time, so any more regenerated body parts requires another Resolve
point to be spent. It is also possible
for a guyver to survive death, but only under certain conditions.
·
Gravity
Globe: This is an orb at the waist
of the Guyver, like a belt buckle. This
allows the character to control gravitational forces around themselves, and
grants the user the benefits of the Flight spell. The user must concentrate to fly and cannot
use their Sonic Cannon, Gravity Cannon, or Mega Smasher while flying. The armor’s level affects the equivalent caster
level, though Flight only applies to the user.
Weapon Systems
The guyver possesses a number of in built weapons that
make it unnecessary to use others. One
of these deals with the very ability to transform and the damage it deals to
the environment around the character. Some
weapons cannot have their damage increased by spending XP, and instead their
damage is based upon the level of the armor.
·
Blast
Field: This weapon occurs only when
the guyver transforms. This affects only
adjacent opponents, allies, and any bulky equipment that is being worn and
carried. Thus when transforming the
character cannot be holding any backpacks, using any bulky armor, or having any
weapons on your person, or in your hands can be damaged or even destroyed. This field even damages the area where one
stands. Anyone adjacent to the character
must make a Reflex save, DC being equal to your attack roll. If they succeed they take no damage. If they fail the target takes 2d10 (energy) damage
per level of the armor. Objects that are
bulky, or being held have the potential to take this same damage (and are
thrown free from the body). Normal
clothing or body armor that is like normal clothing won’t be harmed, but their
benefits do not stack with the guyvers as the guyver’s armor takes precedence
(worn items of this nature are shunted to the guyver’s pocket dimension).
·
High
Frequency Blades: First weapon of
the armor. These are arm blades (often
between one to three blades, though this number does not alter the damage
done). Level 1 – 1d6 S damage – Critical: Severe wound –
Special: Analog, Penetrating – Upgrade Cost: Level x 350pts to increase damage
by 1d6 (max of 6d6)
·
Infrared
Laser: This is a focused beam fired
from the forehead. The beam is highly
accurate due to its firing location in above the armor’s control medal in the forehead. Level 1 – 1d8 F damage – Critical: Burn 1d6 –
Special: +1 to hit – Upgrade Cost: Level x 500pts to increase damage by 1d8, or
critical by 1d6 (max of 5d8 damage, or 3d6)
·
Sonic
Cannon: A short range sonic attack that
is emitted from the orbs at the users mouth covering. This affects a 15ft cone area. Level 1 – 1d10 So damage – Critical: Deafen –
Special: Cone (Reflex save vs. attack roll -2), Limited Use (after the power is
used it cannot be used again until the character makes a FORT save, DC = to 10
+ 1 per armor level + 1 per level of the weapon + ½ character’s level) –
Upgrade Cost: Level x 650 to increase damage by 1d10
·
Gravity
Cannon: A powerful gravitational
blast that creates a black hole like bomb that is fired at an opponent and
smashes whatever it hits. Level 1 –
Range: 60ft – 2d10 K damage – Critical: 1d6 K Damage – Special: Knockdown,
Limited Use (after the power is used it cannot be used again until the
character makes a FORT save, DC = to 10 + 1 per armor level + 1 per level of
the weapon + ½ character’s level) – Upgrade Cost: Level x 800 to increase damage
by 1d10
·
Mega
Smasher: A massively powerful
particle laser weapon akin to any starship weapon. It requires a full-action to use at full
power, or even at half power! Its use
depends on whether or not the character will fire one shot at full power or
conserve the energy to use at half power for two shots. The chest places of the armor open to reveal
the beam emitters, of which only one panel can be opened or both if needed (no
hands are needed to open the panels either).
Level 1 – Range: 500ft (Short range in starship combat) – 6d8x10 F
damage (or 6d8 if used on against a starship), if only used at half power then 3d8x10
is rolled for damage (or 3d8 damage if used against a starship) – Critical: Burn
3d8x10 (not against a starship though) – Special: Double Line (or 1 line for
one shot), Penetrating, Limited Use (after the power is used at full power it
cannot be used again until the character makes a FORT save, DC = to 10 + 1 per
armor level + 1 per level of the weapon + ½ character’s level; if only used at
half power then the difficulty is also halved) – Upgrade Cost: The mega smasher
is already the most powerful personal weapon in the guyver’s inventory as it is
as powerful as a ship based laser cannon, and as such its power does not
increase.
Weaknesses: For its power, the guyver does have
weaknesses that can be exploited.
·
While the armor can remain on constantly, while
up the user cannot eat.
·
The control medal in the head of the guyver
maintains the guyver’s bio booster power is a major weakness of the
guyver. When the character is hit with a
critical, the opponent may choose to either deal damage per a critical hit, or
they may deal normal damage and target the character’s control metal. When struck the character is left in a
debilitated state. First, the character
is left “Dazed” until they succeed at a Fort save (DC = to the normal damage
rolled, -2 per additional attempt you may have to make). Second, once the save is made you remain “Off-Target”
until you are able to spend a Full-Action regaining your senses.
·
Instead of a normal coup de grace against the
character, an opponent may instead choose to rip the control metal from the head
of the user. This results in the
bio-booster material of the armor to go rogue turning the PC into a brutish
monster that attacks anyone, or anything (essentially recover all of the PC’s
HP/stamina, and treat them as a monster that only makes melee attacks but
increase the dice in damage rolled by 2x).
o Once
a control metal is removed – unless all bio material is cleaned from it – the user
will completely regenerate their body (1hp per hour, body if fully restored
after all HP is recovered). If all
bio-material is removed from the control metal, however, it will then form a
new guyver unit to merge with a new host.
·
Once merged with a host, a guyver cannot be
safely removed except via the use of an extremely rare item known as a Unit-Remover. Its range is limited too only 30ft, however,
a successful attack roll with the item will instantly force a guyver unit to
retract from the user and form its initial unbonded unit form. If the previous user bonds with the unit, or
a new one, the benefits they have built up are carried over as the new unit
will pull from the user’s memories and cellular memory.
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UPDATE (8/31/17)
Alright, so some folks have asked that I try to come up with an alternative to the xp cost to upgrade. So here's a few alternative options available for you folks to use.Our second option will work differently as it does away with xp expenditure. Whenever the character levels up they earn 2 upgrade points for the Guyver. These points can be spent to upgrade one of the various parts of the guyver by 1 level. This option keeps advancement relatively simple for the player.
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Well that's it for this one. I hope you folks find it useful and enjoy the new Starfinder game.
I'm willing to bet there is a way to build the Guyver armor as a Mecha using the rules in the upcoming "Tech Revolution", although this is pretty comprehensive as well ^_^
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