James' Gear
Credits: 50
  • Leather Bound Collector's Edition of "The Count of Monte Cristo", unabridged
  • A Monofilament Sword, handcrafted in Chinese Sword Style
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    • Standard Monofilament Sword: Though swords are rather archaic in the time of Eclipse Phase, a few eccentrics take advantage of modern versions with a self-sharpening near-monomolecular edge, easily capable of slicing through metal or limbs.
    • AP -4, DV 2d10 + 2 + (SOM ÷ 10), Average DV 13 + (SOM ÷ 10)
    • James has a carrier license for this weapon for inner system business trips
    • The Sword is usually carried across the back via a modular Harness, the main buckle of the harness is the Hive for his Smart Skin.
      • The Harness can rotate on the back allowing the sword to be drawn from left or right, above or below the shoulder.
  • A Set Smart Clothing, Smart clothing can change its color, texture, and even its cut, taking only a minute or two to transform from a solid color jumpsuit to a plaid party dress or a replica of a pinstriped, late 20th century business suit.
    • Total Armor: Armor +5/+4 (Energy/Kinetic), additional +10 against fire and heat
    • Normally in the form of a Gray Suit but can change in a few minutes. Some Alternatives: Dark Gray Suit, Chinese Outfit
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    • It can also camouflage the wearer, providing a +20 bonus to Infiltration Tests to avoid being seen, as long as the wearer is stationary or not moving faster than a slow walk, and as long as the wearer is completely covered or also using chameleon skin (p. 303) of the same color/pattern. If incompletely camouflaged, or if moving faster, reduce the modifier to +10.
    • Smart clothing also keeps the character warm or cool, allowing the character to exist comfortably in environments from –40 to 70 C. [Low]
      • This insulation arguments James' natural Vaccum Seal by additional -20 and +30 degrees
    • Mod: Offensive Clothing [Low]: When activated, the outer layer of this armor is rigged to shock anyone or anything that contacts it with electricity. Treat as a shock attack, p. 204.
        • A biomorph struck with a shock weapon must make a DUR + Energy Armor Test (using their current DUR score, reduced by damage they have taken). If they fail, they immediately lose neuromuscular control, fall down, and are incapacitated for 1 Action Turn per 10 full points of MoF (minimum of 3 Action Turns). During this time they are stunned and incapable of taking any action, possibly convulsing, suffering vertigo, nausea, etc. After this period, they may act but they remain stunned and shaken, suffering a –30 modifier to all actions. This modifier reduces by 10 per minute (so –20 after 1 minute, –10 after 2 minutes, and no modifier after 3 minutes). Many shock weapons also inflict DV, which is handled as normal.
        • A biomorph that succeeds the DUR Test is still shocked but not incapacitated. They suffer half the listed DV and suffer a –30 modifier until the end of the next Action Turn. This modifier reduces by 10 per Action Turn. Modifiers from additional shocks are not cumulative, but will boost the modifier back to its maximum value.
    • Mod: Armored Clothing [Trivial]: +3/4 Armor
    • Mod: Fire-Proofing [Trivial]: Fireproofing includes the addition of fire-resistant layers, capable of withstanding extremely high temperatures. Fireproofing increases the Armor Value by +2/+0, and provides an additional 10 points of armor against heat or fire specifically
  • Second Skin:A lightweight white suit that doubles as underwear
    • Armor Rating: 1/3, may be worn with other armor without penalty
  • Smart Skin:The Nanomachine Hive is the Dull Silver Buckle on James' Sword Harness
    • Armor Rating: 3/2, may be worn with other armor without penalty
    • Mod: Chameleon Coating: This provides the armor with the same effect as the chameleon cloak (p. 315). This mainly so James does not appear all silvery and shinny when it is turned on. It essentially turns the Smart Skin transparent. However it can still used for all the normal functions of a Chameleon Cloak
      • Chameleon Cloak: This loose, poncho-like cloak contains a network of sensors that perceive wavelengths from microwave to ultra-violet. A similar network of miniature emitters precisely replicate the information its sensors receive, making the wearer seem transparent to those wavelengths. A chameleon cloak allows a character to effectively become invisible as long as they are stationary or not moving faster than a slow walk. When worn by someone moving faster, the cloak still provides a +30 modifier to Infiltration Tests to avoid being seen or noticed. Chameleon cloaks are not effective against radar, x-ray, or gamma-ray sensors. They do hide the character from thermal infrared, however, by absorbing the character’s body heat into its heat sink. The cloak can only absorb a character’s body heat for one hour before it must emit this heat. Heat emission also requires one hour, during which time the character is easily visible in the thermal infrared spectrum.
  • Jump Boots, a pair of Carbon Fiber textured Jump Boots
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    • Adds +1/+1 to Armor (Like Helmets and Shields)
    • Doubles Jumping Distance
    • Adds +12 Meter to Running per Turn via Skips hops and leaps.