Tuesday, 25 April 2023

T1 Smartsuit Mods


SF thing needed for reasons - mysteriously had some ideas i needed out of my head

Smartsuits are advanced clothing options mostly printable from standard universal printers with basic materials. The basic full-body suit and cap or hood are standard for exploration, ship crews, uniformed roles and even as a fashion status symbol. Available on any colony with basic universal 
first template technology level. Some mods may be restricted to law or millitary. They have +3AC or +2 without a cap or hood - any AC benefits are one less without headgear and you could be targeted in the head ignoring all benefits of AC. The basic model of suit is 1 ENC and modules and mods can easily be attached to upgrade it as needed.

Cheap suit 1 mod
Standard suit 3 mods
Elite suit mods 6 mods
Heavy Suit has 12 mods and +2 ENC

d100 T1 Smartsuit Mods
01 Ballistic cloth resists 
 +3 AC vs bullets and fragmentation +0 ENC or +5 AC +2 ENC
02 Rigid Impact Armour +3  vs melee +1 ENC or +5 AC vs melee +2 ENC
03 Reflec +3 AC vs lasers +0 ENC or +5 +1 ENC
04 First Aid module +1 ENC
05 Ablative Armour +10 HP vs fire, lasers, plasma +1AC or +20 HP for +2 ENC
06 Thermal Barrier +3 AC and save vs heat, fire, lasers, plasma +1 AC or +5 for +2 ENC
07 Polar Barrier +3 AC and save vs cold +1 ENC or +5 for +2 ENC
08 Space Suit + 30-minute emergency life support in space +2 ENC or 2 hours with +4 ENC
09 Tool Belt +1 ENC standard micro tool kit and a hand scanner for extra +1 ENC 
10 Webbing +0 ENC allows 10 ENC of quick reach tools or +1 ENC carries 20 ENC
11 Filter mask - makes many atmospheric conditions and gas tolerable 
12 Hydro mask + 10 min air +1 ENC or 3 hours with +3 ENC
13 Rebreather Module doubles air supply +2 ENC
14 Tech Spex - lowlight, thermal, laser range finder, telescopic vision +1 ENC
15 Helmet - rigid memory helmet plastic +1 all AC types +1 ENC or metal +2 AC for +2 ENC
16 Targeting - laser designator and range finder +1 to hit or +2 with smart weapon +0 ENC
17 Sonic Suite - muffles dangerous sounds -1/dice damage +3 save, 30m sonar +1 ENC
18 HUD - access data visually as overlay or screen, enhances other systems +0 ENC
19 Neural Link - allows the mental interface to tech, brain diagnostics & recording +1 ENC
20 Computer - automated Smart System +0 ENC Basic AI System +1 ENC
21 Comlink - basic wrist-com phone +0 ENC keyboard and screen on wrist +1 ENC 
22 Holoprojector - holographic projector on the wrist to show data or holo keyboard +1 ENC
23 Tool Kit - one basic wrist mini tool kit +1 ENC
24 Scanner - arm-mounted mini scanner +0 multi-scanner (three types) +1 ENC
25 Quickdraw - wrist device puts a 1 ENC compact firearm or knife in hand instantly +1 ENC
26 Wristgun - wrist-mounted handgun +2 ENC
27 Smartlink - links suit to modified weapon +1 Initiative (neural link or HUD) +0 ENC
28 Cable Line - 30m launchable cable for climbing or entangling +1 ENC with winch +1 ENC
29 Datalink - universal adaptor hardwire link to technology +0 ENC
30 Smartgun - carbine or rifle assembles in one round in hands +4 ENC
31 Mine Resistant - explosive resistant halves damage from mines or ground traps +0 ENC 
32 Rocket Boots - leap +12m +1 ENC gain extra 3 leaps fuel with an extra +1 ENC dangerous
33 Holster - armoured bay holds a handgun or small melee weapon or 3 grenades +2ENC
34 Ground Sensor - detects unstable surfaces, quakes or movement in 15m +1 ENC
35 Grip Tread - superior non slip grip makes climbing near any surface easier +0 ENC
36 Skates - usually wheeled or ice skates +50% speed +1 ENC Skis or tracks for +2 ENC
37 Walkers - suit can walk for you if unconscious or asleep +2 ENC
38 Hydrofin - double speed in water with memory plastic flippers and hydrojets +1 ENC
39 Magma Boots - can walk on hot surfaces like crust on lava +1 ENC
40 Sneakers - silent in most cases, muffle sound and vibrations +0 ENC
41 Radshield - light radiation resistance +0 ENC high threat resistance +2 ENC
42 Power Sync - keeps basic suit functions powered by movement and heat +0 ENC
43 Power Plant - belt pack power cell +2 ENC backpack power cell or plant +10 ENC
44 Backpack - memory plastic fold-out pack 10 ENC for +0 ENC or 30 ENC for +1 ENC
45 Drone Bay - control suite and launcher for a single small drone or missile +6 ENC
46 Swarm Bay - control suite and launcher for a swarm of drones +3 ENC 
47 Ammo Mill - manufactures ammo and loads clips 400 standard rounds, special rounds based on software usually use 10x materials +6 ENC
48 Launcher - 10-shot launcher for flares or mini grenaides +4 ENC
49 Jet Pack - Mov 30 for ten minutes +8 ENC or 30 minutes for 16 ENC
50 Sense-Com Pack - planetary range communicator, sat uplink and 15 km radar +4 ENC  bonus with a optional +2 ENC EM warfare pack can jam radar and radio coms in 100m and can interfere with radar or radio-guided missiles
51 Morph Suit - memory plastic morphing suit with ten costume presets +1 ENC
52 Viz Suit - the surface of the suit is a monitor with changeable patterns and colours even chamo +1 ENC 
53 Stealth Suit - suit blends into the environment for superior camouflage and reduces heat signature and sound +2 ENC
54 Auto Medic - self-diagnostic medical scanner with 3 auto drug injectors (stabiliser, antitox, rapid healing, antirad, antiplague are common) +1 ENC for an extra 10 auto-injectors +1 ENC often used for illegal narcotics
55 Cryonic - drugs occupant and lowers temps and keeps alive on minimal life support for one week often with an SOS message broadcast +2 ENC
56 Light - suit produces light for fashionable effects, light area or just your hand +0 ENC
57 Glider - memory plastic glider wings allow you to glide +2 ENC you can get a one-use parachute for +3 ENC or a reusable for +4 ENC or a one-use inflatable balloon mod for +6 ENC
58 Inflatable - detaches and inflates into a survival shack or raft +1 ENC
59 Compact - suit is memory material and can form a piece of jewellery or a bag +0 ENC
60 Interface Suit - like a helmet neural interface but a whole bodysuit for immersive games or jacking into or controlling walkers or power suits or mecha +2 ENC
61 Water Recycler - purifies water, retains user fluids, produces water from air +1 ENC
62 Food Analyser - detects edible foodstuff +1 ENC and/or one week of food for +1 ENC +3 ENC for a food recycler to refine some foods to be safe or process waste or tainted food
63 Air Analyser - alerts user or other systems if air dangerous +0 ENC
64 Biochem - suit resists biological and chemical agents and reduces acid damage by -1 per dice +3 Save +1 ENC usually used with an air filter or air supply, a heavy version is +2 ENC and is -2 acid damage per dice and +5 saves
65 Mapbox - inertial compass and computer nav assistance with sat uplink +1 ENC
66 Survival Pack - with a large survival knife, salt pills, fishing line and hooks, needles, plastic sheet and several bags, med spray pack, 2 flares, whistle, memory plastic one-person tent, microreader and survival manual +1 ENC
67 Life Vest - inflates around the body to float with a whistle, 2 flares and a dye pack +0 ENC
68 Coag Suit - stops damage from blood loss after one round of loss +1 ENC
69 Re-entry pack - one way enter atmosphere and land from orbit +6ENC disposable after one use
70 Projector - larger image projection system for cinematic displays or a smaller holographic image usually for a luminous human figure for coms or an AI +2 ENC
71 Power Gauntlet - +3 Might one arm and can cause d6 damage punch or crush +4 ENC
72 Media Suite - cameras on suit record around the user with high res cam usually in a headset or hand with microphones. Footage can be used for immersive VR or holograms +2 ENC 
73 Data Pack - expanded data pack with encyclopedias and other databases and storage +1 ENC 
74 Lastorch - industrial laser cutter lasts 10 minutes without a larger power supply +1 ENC for a small cutter good enough for most doors and locks or +4 ENC for an industrial model
75 Servo Arm - small ar to assist tasks and hold items or for AI to operate and ready equipment or even reload a gun. Fine Motor +1 ENC Heave Motor +3 which can hold a pistol. Some have dedicated tools like a Lastorch or cutter or scanner
76 Translator Pack - for standard language variants +0 ENC
77 Sheild - memory material clear plastic round shield +1 AC +0 ENC +2 AC riot shield +1 ENC or +4 AC for memory metal blast shield requiring 2 hands and can cover several people or block a doorway, all have an optional gun port, can be opaque or clear or with a window  
78 Ladder - fold-out memory plastic 1.5m step ladder +0 ENC a 4m ladder or mini scaffold
79 Tool Kit - Pack of 10 memory plastic basic non-powered hand tools like saws, wrenches or hammers once expanded from magazine need replacing +0 ENC or 100 tools for 1 ENC
80 Cycle - a fold-out memory plastic bicycle that can be opened or stored in one round 1 ENC. For +1 ENC you can have a small battery motor and for an extra +1 ENC has solar cells and can recharge from peddling and from ambient heat 
81 Codebreaker - specialised for hacking or deciphering languages +2 ENC
82 Mask - illegal mod to give off fake biosignals of another person or suppress your own for hiding from basic energy and bio scanners +0 ENC
83 Hackbox - automated electronic security hacker specialist computer +1 ENC for basic or Elite version +2 ENC - can be enhanced by various computer and AI packs
84 Micro Drone Bay - one small drone bay and control suite designed to be concealed +0 ENC
85 Lock Gun - specialised lock opening device, the basic model only opens most civilian locks in a d6 rounds +0 ENC elite variety opens civil locks instantly, more sophisticated locks can take a d6 turns +1 ENC
86 Decoy Drone - distracts security systems by detecting as intruder or enemy, MOV of 30, lasts 3d4 rounds vs most smart systems +1 ENC may make enemy make evasive manoeuvres as detects as a bigger threat than it is 
87 Bug Suite - bay for 10 micro drones to track or surveil a market within 1km, can fly up to Mov 6 from the user in one round +1 ENC
88 Mask Pack - concealed one-use mask able to fool most sensors and can be made to duplicate a person's face +0 ENC of for a +3 ENC elite version prints up to three masks from a provided date
89 Caltrop Pack + 1 ENC generates up to 10 sets of anti-personnel spiked caltrops that pierce and damage most footwear, tires and robot tracks. Each pack covers a 3m area
90 Mine Pack + 1 ENC can deploy up to 10 micro-mines singly or all at once to scatter over an area evenly apart as directed by the user or suit. Usually activated by proximity or the suit
91 Coldpack + 2 ENC has a 1 ENC fridge/freezer box and spare power for one month, handy for drugs or samples or perishable goods of to cool the suit in extreme heat. For +12 ENC you can have a 20 ENC capacity backpack
92 Chair - makes a chair for when you want to sit +0 ENC for a basic one, +1 ENC for a large comfortable chair with a music player and vibration settings
93 Printer +0 for small ticker tape printout 2cmx100m or + 2 ENC can print photos or A4 documents on memory plastic paper 1000 sheets or business cards or 100 glossy colour art prints or holo pix  
94 Media Player +0 ENC speakers and a small screen and data reader and link to play entertainment mostly. +1 ENC version has loudspeakers and a fold-out 1x2m monitor
95 Biolink +0  basic medical diagnostic link and a line into the bloodstream for quick removal of blood or direct drug or nutrients +1 ENC  a reservoir, some use for illegal narcotics. Hospitals often use these when patients are admitted to the system or for specific therapies
96 Narcojet - 1 ENC injects a dose of the drug pneumatically and holds 30 doses in a clip for medics, for an extra +1 ENC drug clip holds 100 uses. A criminal stealth version is 0 ENC but holds 3 doses that must be individually loaded and don't come in clips
97 Blade - memory plastic knife or machete +0 ENC activates in one round +2 ENC version has memory metal and can configure in various forms like a sword, axe, spear, glaive or others that can change in one action
98 Star Cip +0 ENC holds 10 memory plastic shuriken or darts or throwing knives usually concealable and illegal. +1 ENC version holds 100 memory metal versions instead
99 Survival Bubble - memory plastic sphere expands around the user that can float or roll down a hill and is +3 AC vs ballistic or non-powered melee weapons +1 ENC. A person hugging the user can be englobed while activating and takes one round. The sphere allows breathable air but stops water or filth to get in, folds up when opened
100 Compact - lighter systems -1 ENC off subsystems for every 10 ENC

I might come up with some common example setups for civilians, colonist, explorers, astronauts, millitary

T2 mods include maglev, energy screens, and energy weapons and require a nanite assembler not just a basic robot assembler or printer

T3 mods include anti-gravity flight, teleporters, storing items in subspace and stasis fields. options require molecular assembly and possibly subspace-made components. The most advanced powers can take note of devices like this being operated at all.

Money is mostly obsolete in most civilised places and goods are requisitioned from personal AI or workplace admins on a need-to-use basis. Fashion stuff is no problem. Some are criminal only and illegal or for professional spies. If your going into space more options become available. If you are a colonist or explorer different choices become available for wilderness survival. Millitary have their own versions which are limited or bootlegged by crime or outlaw colonies.

2 comments:

  1. Nice!

    Cold & Dark had a similar mechanic, incorporating stuff into suits that would have been cyberware or magic items in other systems & settings.

    ReplyDelete
    Replies
    1. zebulons guide for starfrontiers had computer belts and buck rogers rpg had some ok smartsuit ideas

      Delete

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