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Approved Tech Wreckdweller Cybernetic Armor

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OUT OF CHARACTER INFORMATION


PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification: Multipurpose
  • Weight: Very Heavy
  • Resistances High
- Blasters (And other plasma type weapons): High
- Kinetic: Average
- Lightsabers: Low
- Other: Low

SPECIAL FEATURES
  • Oxygen Storage
  • Magnetic Boots and Gloves
  • Grappling Hooks
  • Life support
  • Jetpack
  • Internal Comlink
  • Ossus Class Exoskeleton
Strengths:
  • Wreckdweller: The Armor was designed with a precise purpose in mind, the ability to send Soldiers into deep space combat for a prolonged time. For that the armor comes with both a large inital oxygen storage, and the technology to recycel used air, allowing the wearer to stay in the vacuum for around a week.
  • Mobile in Space: Thanks to Grappling Hooks that can be fired from each limp, a Jetpack and magnetic boots and gloves the Armor allows the wearer a high mobility in space, as well as precise movements from, towards and between ships.
  • Power Armor: Inside the Armor is an Ossus Class Exoskeletion that like the Armor itself gets merged with the wearer's flesh. Due to it, those that wear the Armor are granted superhuman strenght, which is needed to even move with the Armor.
  • Thick: The defensive capabilities of the Armor are archived by the most simple of means: Instead of picking a more durable material, the armor instead consists of multiple layers of thick Durasteel. That makes the armor highly resilient, but also extremly heavy.
Weaknesses:
  • EMP: The life support systems lack any sort of shielding against EMP and similar means. Due to the nature and task that the armor was desigened for, a singel blast of EMP can kill the wearer.
  • Slow in Gravity: The Wreckdweller Armor is an extremly thick, heavy metal contruct, and clearly intended to be used in space. Should the wearer be forced to act within gravity, death is a likely possiblity, as even the Exoskelton allows for little more then crawling outside of space.
  • Weakpoint on the back: On the back of the armor waits the core part of the oxygen storage. While there are other, smaller storage units scattered over the armor, a hit there will reduce the time the wearer can stay in space to less then half.
  • Locked In Syndrom: The Armor can't be removed once it was forced into the wearers flesh. This can lead to a feeling of being locked in, paranoia and finally madness.
DESCRIPTION
The First Prototype of the Wreckdweller armor was little more then a Ghostmaker Armor with slight alterations. Over the course of countless encounters Abyss' Ghostmakers proved to be highly effictive in space combat thanks to their armor, and yet their loadout showed to be lacking for anything but direct boarding efforts. The Wreckdweller Armor was the answer. All systems releated to anti toxic tech and the Alum plating were removed from the original Ghostmaker design to make room for more oxygen tanks, magnetic boots and gloves and grappling hooks.

Still it is easy to see that both suits of armor are part of the same series, their design delibartily created to invoke fear in those that look upon it. That fear extends to the wearers of the armor. No one decides to become a wreckdweller, the process of doing so is painful and dangerous. Instead the armor is forced upon prisoners and other captured enemies of Abyss, as a twisted sort of punishment.
 

Arken Lussk

Thrills, Chills, and Kills
[member="Darth Abyss"]

Everything looks pretty nice and fairly balanced. However, the only discrepancy that I see is the exoskeleton. It's listed as closed market. Do you have a link to the marketplace purchase or any substantial OOC consent to using this?
 
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