Rules written by Lasse Overgaard and edited by Chris Fox.
Spellarmor
The pinnacle of personal armor, Spellarmor provides the Catalyzed wearer with unsurpassed protection. This marvel of engineering combines the best of two worlds, advanced technological engineering, and the most intricate magical artificing available. It is the pinnacle of magitech.
The Inurans are the sectors foremost artificers and engineers, so much so that their classification system has become the sector standard. Even though magically catalyzed persons are rare, only a few of them can afford a top of the line modern Mk. XI spellarmor. Therefore, lower classification spellarmors are still in use.
Spellarmors brought through Catalyzation will develop magical abilities, and with time into an Eldimagus. These legendary suits of armor have special abilities that seems to defy every bit of engineering put into the original construction.
With enough amounts of magic material, it is possible to give spellarmor magical flourishes, but this is extremely expensive.
The Frame
All Spellarmor is based on a frame, outfitted with basic systems and enchantments. Modern Frames are outfitted with a visor installed with a HUD, Quantum comms, and a Scryscreen for missives. Older models may exist with only radiowave communications, or even advanced internal AI subsystems
System
When crafting or buying a frame the buyer allocates pools of build points to Hull, Mobility and Utility. These Points can later be used to install different upgrades and systems, but the builder chooses which to focus on.
For example a Mk 5 gives 9 primary points, 6 secondary points, and 1 tertiary point. The creator wants tough armor, so they assign their primary to hull, their secondary to mobility, and their tertiary to utility. They've created a suit of heavy frontline spellarmor. Had they chosen mobility or utility as their primary, then they'd be a faster scout model.
Purchasing the schematics allows the buyer to craft the basic frame of that categorization, as long as they are a catalyzed Artificer, with an Engineering check DT Rating.
Hull
The reinforcement of the basic frame, and usually the category that gives the Spellarmor its armor protections. Purchasing or crafting these upgrades and installing them costs the shown number of build points (BP) from the frame.
Note; Each of these options can only be installed once, and some can only be purchased or crafted with GM approval.
Kinetic resistant padding
This inner layer of padding offers a comfortable and protective cushion between armor and wearer.
Bonus: +1 Armor
BP cost: 1
Average Value:
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Reinforced armor plating
The basic outer protection layer of most Spellarmors, the reinforced armor plating is made from advanced metallurgy and reinforced with magic
Bonus: +2 Armor
BP cost: 2
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Joint Microplating
Micronized plating for the joints on the armor, gives added protection to weak points.
Bonus: +4 Armor
BP cost: 4
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Metallic Weave
An extremely heavy outer layer of magically woven metallic fiber, for that extra bulky look, and extraordinary protection.
Bonus: +6 Armor
BP cost: 6
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Metallic Coating
A custom paint job made with a metallic based paint with anti-magic alloys. Comes in different styles, even the Hot Rod design, popular for bodyguards and Billionaire playboys.
Bonus: +1 Resistance
BP cost: 1
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Null-magic field emitters
Small enchanted crystals emit a constant outward-projected anti magic field. Headaches only in one out of ten wielders.
Bonus: +2 Resistance
BP cost: 2
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Magic absorbent Nanocloud
Nanites made from magic resistant alloys, and controlled by predictive software, shields the armor when and where needed
Bonus: +4 Resistance
BP cost: 4
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Muscleweave reinforcements
A sublayer of the Ternus invented muscleweave nanofiber reinforces and strengthens the bending of joints for an overall increase of the wearers Strength.
Bonus: +1 Strength
BP cost: 1
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Grav-wave emitters
Microemitters and predictive software add extra fun gravity to the armorwearers punches.
Bonus: +2 Strength
BP cost: 2
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Forcefield enhanced joints.
Small forcefields makes the bending of joints and other movable parts extra smooth.
Bonus: +1 Agility
BP cost: 1
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Limb Microthrusters
Microthrusters in the armors arms and legs combined with the best Ternus has to offer in predictive software, adds extra strength and agility to your movements. Can give the armor a bit of a clumsy feel the first week after installing, as the software learns the wearers movement patterns.
Bonus: +1 Strength, +1 Agility
BP cost: 2
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Magical Material
Any, but only one, of the Hull options can be made with a magical material, increasing the armors limit by one. The exact flourishes added, if any, is up to the GM.
Bonus: +1 Limit
BP Cost: 1
Average Value: The value of the option magic material is added to X 10
Average value of Schematic: N/A
Mobility
Usually fitted at the back of the Spellarmor, this category includes the basic life-support, medical subsystems and flight thrusters. Remember that each option can only be purchased once.
Note; Each of these options can only be installed once, and some can only be purchased or crafted with GM approval.
Basic Thrusters
Thrusters operate on the wearers Air, Void or Fire Magic. The Mk. 1 is an early design, adding two thrusters to the back of the Spellarmor.
Bonus: Allows 15kph Flight
Bp Cost: 1
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Navigational Thrusters
Thrusters operate on the wearers Air, Void or Fire Magic. The Mk. 2 adds further mobility by adding one Thruster to the armors back and small thrusters to the armor's lower legs.
Bonus: Allows 30 kph Flight
Bp Cost: 2
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Advanced Flight Thrusters
Thrusters operate on the wearers Air, Void or Fire Magic. The Mk. 2 adds further mobility by adding a small thruster to each hip, and small gravity emitters to the armor's forearms.
Bonus: Allows 60 kph Flight
Bp Cost: 3
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Advanced Flight optimization
Adding advanced cooling valves to the armor’s thrusters using advanced magically enhanced alloys, the armor is able to gain a significant increase to speed.
Bonus: Allows 30 kph Flight
Bp Cost: 4
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Compressed oxygen tanks
A thorough magically enhanced atmospheric sealing and integrated micro canisters of oxygen allows the armor wearer to operate in hostile environments.
Bonus: Armor is Atmospherically contained for 2 hours, immunity to gas attacks
Bp Cost: 3
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Oxygen replenishing systems
Magically enhanced Co2 filters allows the armor wearer to operate in hostile environments for an extended period of time.
Bonus: Armor is Atmospherically contained for 6 hours, immunity to gas attacks
Bp Cost: 5
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Magical Material
Any, but only one, of the Mobility options can be made with a magical material, increasing the armors limit by one. The exact flourishes added, if any, is up to the GM.
Bonus: +1 Limit
BP Cost: +1
Average Value: The value of the option magic material is added to X 10
Average value of Schematic: N/A
Utility
After the introduction of the Potion loader, every bit of sufficiently advanced Spellarmor is carrying at least some sort of shoulder mounted utility system. There are currently rumors on artificer message boards and dark web forums about ancient schematics that allow shoulder mounted spellpistol.
Potion loader
An upper back mounted compartment that allows a potion to be loaded into the armor and be injected into the wearer as needed. This option can be purchased multiple times.
Bonus: 1 potion can be loaded into the armor and injected as needed at a later time. This option can be purchased multiple times.
Bp Cost: 1
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Shoulder mounted linked Gunmount
A VI controlled shoulder mounted spellpistol, will assist the armor wearer in combat. When not activated the mount will retract and fold to the back of the armor. Only one Gunmount, Detachable Drone or Spellamplifier can be added to each shoulder.
Bonus: The spell pistol will automatically fire at anything the wearer fires at, adding +2 to the base damage of the wearer’s firearm attacks.
Bp Cost: 3
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Shoulder Mounted Detachable Drone
A remote-controlled detachable drone, with magically enhanced sensors, can be installed on the armor's shoulder. The drone is voice controlled and its camera feed and sensor data can be watched on the wearer's HUD and linked Scryscreens. Only one Gunmount, Detachable Drone or Spellamplifier can be added to each shoulder.
Bonus: The Drone itself has 10 hp, but its small size makes it hard to detect (Perception DT:3)
Bp Cost: 3
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Shoulder Mounted Spellamplifier
A recent Inuran innovation, the Spellamplifier uses resonating magical crystals to create a synergy effect with the wearer’s magical spellcasting. Only one Gunmount, Detachable Drone or Spellamplifier can be added to each shoulder.
Bonus: One Spellamplifier only works with one path of magic, including greater paths, defined at crafting. A Spellamplified spell receives a free increase to magnitude.
Bp Cost: 3
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Magical Material
Any, but only one, of the Mobility options can be made with a magical material, increasing the armors limit by one. The exact flourishes added, if any, is up to the GM.
Bonus: +1 Limit
BP Cost: +1
Average Value: The value of the option magic material is added to X 10
Average value of Schematic: N/A
If you are purchasing the Mark 3 spell armor in its basic form with no flourishes why is it 3,000 credits while the same Mark 3 spell armor from the Purchasing Equipment section is 12,000 credits?
The costs in these rules are wildly out of proportion with existing spellarmor costs, and need to be normalized before release.