DARK MATTER
Dark matter is an extremely rare form of stable dark aether that can interact with normal baryonic matter. It has mass but has little interaction with electromagnetic energy. Although it is extremely rare in a universe containing billions of galaxies with billions of stars, it is probable there are entire star systems comprised or largely made up of dark matter.
DARK MATTER ARMOR
Armor constructed from dark matter confers some of its resistance to electromagnetic energy to the owner. Dark matter confers Energy Resistance all (acid, cold, electricity, fire, or sonic) 1 per item level. In addition, dark matter armor gains the advantages of a radiation buffer armor upgrade without expending an armor upgrade slot.
Dark matter armor has an item level equal to the armor’s listed item level +2 and market value equal to item's Purchase DC +2. If dark matter results in an item level above item level 20 then the item cost increases by Purchase DC +3 for each level beyond item level 20. Any armor found in the Aether 2d12 universe can be constructed with dark matter with GM approval.
Dark matter armor provides no protection against magical or technological force attacks. Any force attack requiring a “To Hit” roll should ignore the EAC or KAC bonus granted by dark matter armor. This drawback also applies to any AC bonus granted by a shield.
ANALOG DARK MATTER WEAPONS
Dark matter only provides an advantage to non-powered analog weapons and ammunition. Dark metal weapons and ammunition ignore magical and technological force effects.
Analog dark matter weapons have an item level equal to the weapon’s listed item level +2 and market value equal to the item's Purchase DC +2. If dark matter results in an item level above item level 20, then the item cost increases by Purchase DC +3 for each level beyond item level 20. Any analog weapon found in the Aether 2d12 universe can be constructed with dark matter with GM approval. Dark matter ammunition can be calculated adding +2 to the Purchase DC.

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