Star Wars Roleplay: Chaos

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Approved Tech Nymph/Udyr Biosuit

Status
Not open for further replies.
PvMgmUe.jpg
pciohC0.jpg
OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification: Multipurpose
  • Weight: Very Light (Nymph) | Average (Udyr)
  • Resistances: The Udyr is heavier and more resilient.
    • Energy Weapons: High | Very High
    • Kinetic Weapons: High | Very High
    • Lightsabers: High | Very High
    • Disruptors: None
    • Telepathy: Low
SPECIAL FEATURES
  • Biosuits are designed to connect directly to the user (notably their nervous, air/nutrient intake, and waste disposal system), but can be worn without said function, albeit at reduced effectiveness. They - especially the Udyr - can enhance the speed and strength of the wearer. They are capable of numerous adaptations, including wings for gliding, swimming enhancements, and even hibernation for long-term survival.
    • When not in active use Biosuits can fold in on themselves for storage. They can, e.g., be held in a camtono or worn as clothing.
    • As living organisms, Biosuits can regenerate with sufficient time and nutrients; generally not viable in the midst of combat.
    • Biosuits can alter their colouration+ as a form of camouflage; effectiveness varies, not equivalent to, e.g., cloaking.
  • Biosuits can sustain themselves and (optionally) their wearer using a wide variety of energy forms, including but not limited to consuming biomass (food, grass, the corpses of your enemies), photosynthesis, and absorbing heat, electricity, and even certain forms of radiation.
STRENGTHS
  • Omnienvironmental: Biosuits are able to survive almost anywhere, from the depths of the ocean to the vacuum of space; they can recycle air and organic waste near-indefinitely, adapt to changing circumstances, and sustain themselves/their wearer using "almost anything".
  • Mind Over Matter: Biosuits are an extension of the wearer's will; a bonded individual can control it as readily as their own limbs.
WEAKNESSES
  • Mind Over Matter: The complex neuromesh lattices used in biosuits can potentially be impeded or even hijacked by skilled telepaths.
  • Disintegration: Biosuits have no real protection against molecular disintegration and the like; careful around any kind of disruptor.
DESCRIPTION
At least partially inspired by the biological armour of the Yuuzhan Vong yet distinctly unique in composition and function, Greystone's Biosuits are a collection of singular living organisms split into two broad categories - the common Nymph and the rarer, denser, and more potent Udyr. In whatever form they take, these marvels of fringe bioengineering provide adaptable, high-end protection and a number of utility functions.

It is generally accepted that their integration with the bearer works best with some familiarisation and a lack of excessive underlying clothing/armour; the more skin contact between suit and wearer the better, at least as far as these functions are concerned. Fortunately, they are "oddly comfortable".
 
Last edited:
Status
Not open for further replies.

Users who are viewing this thread

Top Bottom