Shycer Suit
The shycer suit was developed due to the general awe of raw shycer power and their inability to perform tasks to the satisfaction of their owners. Sometimes the disappointment sprang from the owner thinking he could do better himself, other times it was from the owner knowing he could do better. Taking a measure of the resilience and strength of a shycer and giving it the form of a suit was found to well suit the “if you want something done right you have to do it yourself” mentality. The suits were described as shycer but having a living individual as its control unit.
The first application of shycer suits was in construction and manufacturing. Assisted by the crude but still very effective structural support and strength of a metal frame, workers could lift loads far beyond their natural limits with ease and work longer without fatigue. The added protection of the frame also helped to reduce risk of injury while on the job and this quality was later improved upon by actually building the suits to be armoured.
The enhanced strength and protective qualities of more developed shycer suits caught the eye of those responsible for security and law enforcement in time and soon the first shycer suit equipped enforcement personal were on the job. This union of mechanical suits and enforcement personal did not go as well as hoped. The physical enhancements could not be denied but it quickly became apparent there were serious flaws. The most powerful shycer suits are also the largest and thus the most heavy and awkward. The brute power of shycer suits tended to cause damage when the pilot had to act in urgency and the weight alone precluded entry into many buildings. The shycer suits more in line with the pilots actual size were found to be more acceptable and from that point on these models were the focus of refinements.
The almost passively destructive nature of the larger shycer suits were their downfall in urban usage but the military saw this only as an added bonus. Away from home or in defence of it, the larger shycer suit pilots did not have to care about collateral damage quite so much and so enjoyed a greater level of freedom to work. The more massive models were included along with regular personal and as battle wagon escorts. The intuitive method of use made the shycer suits serviceable armoured scouts and the first to interact by merit of having hands.
Shycer Suit
Size
The form of a shycer suit falls in line with the general shape of its pilot but may vary in size. Shycer suits tend to be built of Small to Huge as anything larger was in essence a bipedal single occupant battle wagon. The size of a suit governs such qualities as speed, durability, weight and of course its cost.
Size Modifier: This value is applied to the shycer suit as a penalty (negative value) or a bonus (positive value) to Armour Class and Attack Rolls.
Strength Modifier: This value is the base equipment bonus granted to the pilot by the shycer suit. This value may be modified with additional optional equipment.
Slam Damage: This is the base damage caused by a shycer suit in hand-to-hand combat. This value has not been modified by equipment or Strength Modifiers which may be applied if appropriate.
Slots: This value represents the level of modification in the form of equipment and systems a shycer suit can have.
Hit Points: The hit points of a shycer suit represent a form of temporary hit points granted the pilot. These hit points are lost first before the pilot takes personal Hit Point damage. Damage to the suit can be healed by use of the Repair skill as with any other equipment. The actual systems of the suit are independent of this value and will continue to operate so long as the pilot is able.
Size: The size of a shycer suit governs many factors and while a general size category is given a more detailed numerical value in feet is given to each one. This value places restrictions on who can pilot the shycer based on their own personal size. While a creature larger than the suit cannot pilot it, creatures which are smaller may be able to pilot the suit although poorly, taking only partial actions.
Base Speed: Larger shycer suits take greater strides while smaller are more sluggish. This value can be either increased or decreased by equipment or armour.
Weight: The base weight in pounds of a shycer suit without a pilot or additional equipment.
Cost: The base cost of a shycer suit.
Shycer Suit
Size
|
Size |
Size Modifier |
Strength Modifier |
Slam Damage |
Slots |
Hit Points |
Size |
Base Speed |
Weight |
Cost |
|
Huge |
-2 |
+16 |
2d6 |
11 |
200(20d10) |
16-32 ft. |
40 |
4,000-32,000 lb. |
62,500 |
|
Large |
-1 |
+8 |
1d8 |
7 |
100(10d10) |
8-16 ft. |
30 |
500-4,000 lb. |
5,750 |
|
Medium |
+0 |
+4 |
1d6 |
4 |
50(5d10) |
4-8 ft. |
30 |
100-500 lb |
1,100 |
|
Small |
+1 |
+2 |
1d4 |
1 |
20(2d10) |
2-4 ft. |
20 |
50-100 lb. |
85 |
Shycer Suit
Frames
The supporting structure of a shycer suit is made out of materials capable of withstanding its strength and the work load intended for it. In general some sort of metal is chosen which makes up the bulk of the suit and its internal components. Depending on the material used the durability, weight and cost of the suit may vary.
The method to construct a shycer suit is a long and demanding. Once enough materials are obtained a successful Craft (mechanical) and Craft (structural) DC 30 must be made. If a mechanical tool kit is not used then the checks are made at a -4 penalty. Failure scraps the materials which may be Salvaged. The time required to craft the shycer suit depends on its size: Small 40, Medium 75 hours, Large 150 hours, Huge 300 hours.
Small
Of all the shycer suits the Small size is the smallest available. As the available Strength enhancement and durability of Small suits is quite low they are seldom used and so are also rare. Small shycer suits are used by those of very short stature at maturity, or by the very young. Wealthy individuals may purchase or build small suits for their younger family members but as they tend to grow so quickly these suits see use for only short periods.
Small shycer suits provide a +2 equipment bonus to Strength and a +1 bonus to Armour Class and Attack Rolls.
Slots: 1 Any, normally Torso.
Medium
The most common size of shycer suit is also the one most often seen in urban settings, that being the Medium. Crafted to fit the average build with a little fitting the Medium size shycer suit is employed by armed governing personal and manual labourers alike. In essence little more than advanced full-plate armour with a shycer substructure the medium suit allows for ease of use and intuitive handling.
The Medium shycer suit offers a +4 equipment bonus to the pilots Strength score and 4 slots for extra equipment or modifications.
Slots: Helm 1, Shoulders 1, Torso 1, Boots 1
Large
The Large size shycer suits are common in urban settings but are not seen as often as the smaller versions as they are used for heavy labour behind company doors. This size is also the most common for military use as it offers a greater capacity for equipment along with the enhanced power and durability.
Large shycer suits offer a +8 equipment bonus to Strength but also impose a -1 penalty to Armour Class and Attack Rolls. Due to the large size Large shycer suits are ill-suited to subtle tasks and penalize its pilot -4 on Hide checks.
Slots: Helm 1, Back 1, Left arm 1, Right arm 1, Shoulders 1, Torso 1, Boots 1.
Huge
The Huge class shycer suit is typically the largest built without resorting to a custom order. Massive in both size and cost the Huge suits are seldom built and seen even less. Employed for specialty heavy labour and construction the Huge shycer suit may also be found being used by the military for similarly special tasks.
Huge shycer suits grant a +16 equipment bonus to Strength but also penalize Armour Class and Attack Rolls by -2 from size. The great size of Huge suits imposes a -8 penalty to Hide checks.
Slots: Helmet 1, Visor 1, Back 1, Left arm 1, Left hand 1, Right arm 1, Right hand 1, Shoulders 1, Torso 1, Belt 1, Boots 1.
Shycer Suit
Frames
|
Material |
Armour Class |
Damage Reduction |
Weight |
Cost |
|
Adamant |
+12 |
20 |
NA |
+25% |
|
Mithral |
+11 |
15 |
-60% |
+15% |
|
Steel |
+10 |
10 |
NA |
NA |
|
Xerty |
+19 |
45 |
+300% |
+200% |
Shycer
Suit Armouring
Those shycer suits that are expected to endure physical punishment are often armoured as a protective measure. Metal plating can be bolted down or affixed by other methods such as welding to the exact contours of the suit. The added weight must be compensated for by an engine strong enough to carry the armour and the suit together. While the engine mitigates the maximum Dexterity bonus penalties and speed reduction common to mundane armour the added bulk still penalizes the use of some skills. The use of additional armour on a shycer suit does not require feats.
To apply armour to a shycer suit requires a Craft (mechanical) check DC 20. The time required is based on size: Small 1 hour, Medium 1 hour 30 minutes, Large 3 hours, Huge 6 hours. Removal of armour from a suit requires half the time to apply it and a Repair check DC 20.
Shycer suit armour can be made of almost any suitable resilient material but is normally made of metal. Below are the statistics for the most common armour types.
Adamant
Just as heavy as steel but much harder to work with an adamant plating is chosen by those expecting strenuous physical punishment. While being only marginally better than mithral in terms of defensive quality the stronger material also grants an additional 3 damage reduction to the shycer suit.
Armour Bonus: +10
Armour Check Penalty: -10
Arcane Spell Failure Chance: 40%
Weight: 25% of base frame
Cost: Equal to weight of base frame X1.5
Mithral
Mithral armour is the popular choice for the serious pilot as it is durable and light. Combining the physical defensive properties of mithral with its innate ghost touch properties make it ideal for mundane and supernatural combat.
Armour Bonus: +8
Armour Check Penalty: 0
Arcane Spell Failure Chance: 10%
Weight: 6% of base frame
Cost: Equal to weight of base frame
Steel
This armour is the typical standard, being of decent defensive quality while being inexpensive and easy to work. Steel armour is sometimes crafted by engineers with little liquid funds from scrap.
Armour Bonus: +5
Armour Check Penalty: -6
Arcane Spell Failure Chance: 35%
Weight: 25% of base frame
Cost: Equal to half its weight in wafers
Xerty
Heavy beyond reason in both weight and price xerty armour is the choice of the wealthy. Granting a bonus 5 damage reduction as well as 20 bonus hit points this armour is very well suited to the worst combat can offer. As an added feature this armour naturally replenishes its own bonus 20 hit points each day by virtue of xerty’s self-repair qualities.
Armour Bonus: +20
Armour Check Penalty: -19
Arcane Spell Failure Chance: 85%
Weight: 75% of base frame
Cost: Equal to weight X6.5 wafers
Equipment
and Systems
Shycer suits are innately valuable tools but additional gear and customization can open new levels of versatility and power. The main categories of equipment are Sensor, Defensive, Weapon and Miscellaneous.
The installation of equipment is simple enough but still requires a talented hand to do it right. To install a piece of equipment requires a successful Craft (mechanical) check DC 20 incurring a -4 penalty if a mechanical tool kit is not used. The amount of time needed depends on the size of the shycer suit: Small and Medium 5 minutes, Large 10 minutes, Huge 30 minutes. Removal takes half the time and a Repair DC 20 check.
Sensors
Most shycer suits are built to closely match the size of their pilot and so just the turn of the head is enough to view ones surroundings enough to make sensors an added feature rather than a requirement. The features offered by the installation of sensors make them quite attractive in their own right and are a popular choice among pilots.
Sensors are sophisticated systems combining mechanics, alchemy a little of the mystic and a touch of the mental. The interdisciplinary nature of sensors make them difficult to create by any but those specifically skilled and talented in their manufacture. These systems must be purchased or otherwise salvaged to be obtained.
Combat
Targeting System
The combat targeting system attempts to predict target movement and vulnerable areas to match the properties of a specific weapon. To turn on the system requires a move action, as does the initial calibration. A calibration must be done with each weapon and done again should weapon of choice be changed. Once calibrated a weapon can be used again without repeating this step with each activation unless the weapon is changed out and back again.
The system grants a To Hit equipment bonus to the weapon employed based on the class of the system. The higher the class the better the bonus and the greater the cost.
Slots: 1, visor or helm
Activation: Move action to activate or calibrate
Range: Personal
Duration: Persistent
Saving Throw: None
Cost: Class I(+1) 400, Class II(+2) 1,600, Class III(+3) 3,600, Class IV(+4) 6,400, Class V(+5) 10,000
Crystal
Ball System
The Crystal system employs the most sophisticated sensory methods available to permit the user to obtain imaging through walls and other solid objects. When activated the user is given a short burst of insight showing open spaces behind solid materials and the general shape of what lies there but is unable to penetrate more than one continuous material. This means the Crystal can show the shape of the contents of a trunk but not what is behind the trunk or the presence of underground tunnels but not what is directly behind them.
The Crystal can also be used more directly in offence by ignoring concealment such as that granted by darkness, invisibility and foliage.
Slots: 1, visor or helm
Activation: Swift action, once every five minutes
Range: 90 feet
Area: 90 foot cone
Duration: 1 round
Saving Throw: None
Cost: 950
Ebon Eyes System
This device directly modifies what the user sees automatically when active to grant darkvision up to a range of 60 feet. The view is monochrome only and does not pierce invisibility, illusions or supernatural darkness.
Slots: 1, visor or helm
Activation: Swift action
Range: Up to 60 feet
Duration: Persistent
Saving Throw: None
Cost: 35
Keen Eye
By automatically adjusting brightness, contrast and colour ranges all with a decent zoom feature the Keen Eye improves the pilot’s natural vision. When activated this system makes wide and sometimes strange changes to the view of the pilot but grants a +4 equipment bonus to Search and Spot checks.
Slots: 1, visor or helm
Activation: Swift action
Range: Personal
Duration: Persistent
Saving Throw: None
Cost: 20
Motion
Monitor
This handy system gives rudimentary information about moving objects within 60 feet. The display shows luminescent dots relative to the user at the center accurate to 5 feet. The general size of the dot also denotes approximate size of the object accurate by size category (e.g. small, medium or large). By continuing to monitor the device the speed and direction of movement can also be determined. Non moving objects are not displayed by this device, invisible and Hidden objects are detected although incorporeal are not. Checking the display is a swift action.
Slots: 1
Range: 60 feet
Area: 60 foot radius
Duration: Persistent
Saving Throw: None
Cost: 70
Defensive
The selection of accessory defensive systems and gear are extensions of armouring taken to the next logical step. Systems that protect the suit, the pilot or both are in demand enough so that these devices have been developed as the investment can protect the value of ones life and the investment in a shycer suit.
Chaff Defence
The chaff used by shycer suits is a cloud of dark grey gas and bits of floating material. While in effect all those within the cloud are more difficult to hit by ranged attacks from outside the cloud. All ranged attacks made against targets within the cloud are done so at a -4 penalty.
Installing a chaff defence requires a Craft (mechanical) check DC 20 and one hours work. Each chaff defence holds enough material for three uses and can be reloaded with charges for a cost of 3 wafers each.
Slots: 1
Activation: Move action
Range: Personal
Area: 10 foot radius centered on you
Duration: 1d4+1 rounds
Cost: 70
Collapsible
Shield
This sophisticated device remains folded up along the arm until deployed by the pilot. Deployment or collapse of the collapsible shield is a move action. The main draw of this model is the ability to always have a shield but permit the use of both hands when needed.
Slots: 1, arm
Duration: Persistent
Cost: 10% of base frame
Shield
This is simply an upscale version of more ordinary shields with some considerations made for its intended use by standardized shycer suits. Just as with most shields this version must also be held in one hand and actively used to be of any value. The shield offers a +3 equipment bonus to Armour Class.
Slots: 1, arm
Duration: Persistent
Cost: 5% of frame base
Fortified
Greater detail and materials are devoted to reinforcing the structure of the shycer suit so as to protect the pilot and suit as a whole from lucky shots and well aimed attacks. All critical hits and sneak attacks are subject to being downgraded to regular hits by the fortified structure based on the level of fortification used. Light, Medium and Heavy fortification downgrade these hits 25/75/100 percent of the time respectively.
The installation of fortification takes place over the whole of the shycer suit and consumes an equiviant of a number of slots as detailed below. To install the modification requires a Craft (structural) DC 30 but still employs mechanical tool kits with the normal -4 penalty if not used.
Slots: Light 1, Medium 2, Heavy 3
Cost: Light 25%, Medium 50%, Heavy 75% of base frame
Hazmat-Helper
Integration of an enclosed environmental system, heating/cooling units and automated evasion reflexes the hazmat-helper is a general purpose protection from environmental extremes. When activated the system grants a modest energy resistance of 2 (fire, cold, electrical, acid, sonic) and a resistance bonus to all saving throws ranging from +1 to +5 based on class. While the system is active the pilot is unaffected by gases until they breach the suit as some acid clouds will, also negating the pilots ability to smell anything outside of the suit. Unlimited amounts of air are produced and vented as it becomes stale.
Slots: 1 for Class I and II, 2 for Class III, IV and V
Activation: Swift action
Duration: Persistent
Cost: Class I (+1) 100, Class II (+2) 400, Class III (+3) 900, Class IV (+4) 1,600, Class V (+5) 2,500
Miscellaneous
The equipment and systems found here are those not belonging in the other categories. In this catch-all are found many utility and situational systems which can be important to tasks or simply convenient to have.
Audio
Communications Link
The whole of the suit is turned into a device capable of sending and receiving communications from other similar systems to which it is linked. When installed, or at any point thereafter, the audio com-link is attuned to one or more units installed in other suits (or stand alone devices) witch which it may freely communicate with. Communication can be sent to all linked systems at once, or by use of command or code word to a single unit as preferred at any time. The system delivers the communication directly into the helmet of the shycer suit and is not readily audible to those outside the suits confines making it equitable to telepathic communication within a 1 mile range. Adding another linked system to the network requires unique information from each individual unit being input to each other, a process taking five minutes per pair for input and testing of the link.
Slots: 0
Activation: Free Action
Range: 1 mile
Target: One or more linked systems
Duration: Persistent
Cost: 65
Cargo Lift
This costly improvement increases the raw physical power of a shycer suit by a significant margin. Once installed the suit grants a +8 equipment bonus to strength.
Slots: 2, must be arms
Range: Personal
Duration: Persistent
Cost: 35% of base frame value
Hand-Eye
Co-Opter
Imposing control over the pilot’s movements enough to be eerie this system enhances the natural Dexterity of the pilot. Once installed the hand-eye co-opter grants a +2 equipment bonus to the pilot’s Dexterity. This system can be installed more than once but cannot be placed on any single part of the shycer suit more than once.
Installation of this system requires a Craft (mechanical) check DC 30.
Slots: 1, only shoulders, arms, hands, legs or boots.
Range: Personal
Duration: Persistent
Cost: 400
Reinforced
Structure
The harsh and sometimes dangerous work often done by those employing shycer suits sparked a demand for ever more resilient models and designs. By adding more material, stronger supports and additional bracing the durability of a shycer suit can be significantly increased. This modification can be applied up to four times, each time increasing the Hit Points of the suit by 25% up to a maximum of 100% extra.
To reinforce a shycer suit requires a Craft (structural) DC 30 check and an amount of time as follows: Small 10, Medium 15, Large 30 hours, Huge 60 hours. The cost for each application is 25% of the base value of the suit, thus equalling twice the cost for twice the starting Hit Points. Attempting to reinforce a shycer suit without the assistance of a mechanical tool kit imposes as -4 penalty to the skill check.
Slots: 1
Duration: Persistent
Cost: 25% base shycer suit value
Recognisance
Refit
Most of the initial shycer suits were built for either heavy work or as defensive measure in law enforcement. After the military and more specialized branches of enforcement began to use shycer suits more often systems to assist in subtle tasks became needed. The more common suits adopted by these departments had a number of them refit to better serve the needs of stealth. From this the term “recognisance refit” has stuck even if the suit is initially built with the system.
Using paints and dies with low reflective properties, heat sinks and small sub-systems to muffle sound the recognisance refit grants a +10 bonus to Hide and Move Silently checks.
Slots: 1
Duration: Persistent
Cost: 95
Weapons
|
Weapon |
Damage |
Critical |
Range Increment |
Weight |
Type |
Size |
Slots |
Cost |
|
Automated Spike System |
5d4/5d6 |
- |
- |
- |
Piercing |
M/L |
2 |
1/3 base frame |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Whip-Saw |
2d4/2d6 |
X2 |
15/20 ft reach |
16/22 lb. |
Slashing |
M/L |
1 |
24/31 |
Automated
Spike System
This system consists of numerous innocuous looking studs over the front and back of the chest (2 slots, front and back of chest). Each stud holds a spike-driving mechanism that when activated repeatedly extends and retracts its spike. Linked together the system is a serious deterrent to physical contact.
With a swift action the spike system can be activated or deactivated. While activated any opponent currently grappled with takes an automatic 5d4 piercing damage each round. The spike action can also grant some assistance in escaping some forms of bindings, granting a +5 bonus to Escape Artist skill checks.
Whip-Saw
The whip-saw was designed with the intention of being used as a towing or improvised cutting tool. The whip-saw is normally left retracted inside its casing upon a manipulator (1 hand or arm slot) and extended with a move action when required. The whip-saw is composed of bladed interlinking segments of very hard material. Employed much like a standard whip the whip-saw is swung to slash and tear at targets but is powerful enough to damage armoured opponents. A successful strike with a whip-saw deals 2d4 slashing damage to the target.
Like other whips the whip-saw can be used to trip opponents at range but the bladed nature offers another option. By making a special attack roll as a standard action you can attempt to wrap the whip-saw around your opponent. The attack roll is against your opponents total AC including your Base attack bonus, Strength modifier and your Special size modifier (Colossal +16, Gargantuan +12, Huge +8, Large +4, Medium +0, Small -4, Tiny -8, Diminutive -12). While entangled your opponent can still move and attack but is now leashed and cannot move more than half the length of your whip-saw from you. As a move action you can slacken the whip-saw and release your target, or they may free themselves with a successful Escape Artist check against a DC equal to your Base attack bonus + Strength modifier + Special size modifier. As a move action you can also employ the retract mechanism and deal 7d4 slashing damage as it rips into the target on its way, no Strength modifiers are added to this damage. The standard attack and move equivalent retraction can be performed in the same round.
ITEM
Text
Slots:
Activation:
Range/Range
Increment:
Target or
Targets/Effect/Area:
Duration:
Saving
Throw:
Cost: